Never play hide an seek as a Kid in cemetries? I know I did!!the amenity on cemetery made me laugh, I didn't know it's supposed to be a fun place![]()

Never play hide an seek as a Kid in cemetries? I know I did!!the amenity on cemetery made me laugh, I didn't know it's supposed to be a fun place![]()
Yeah I like the new buildings, but I feel like there should be more which are based on district replacements (similar to museums) Perhaps something like cemetery as a shrine replacement, giving happiness and slightly more faith, but no slot nor GP points, for example.
(with religious beliefs which modify shrines also modifying cemeteries).
Or alternatively (or as well if you like) you could put in buildings which diversify the output of a district, e.g. split factories into luxuries factories, which provide more money but less production, and industrial factories (current ones). Or something like that.
Wow, astounding Mod! This is all I ever wanted for a patch, and then some more!
Just some suggestions:
- Wonders are in dire need of a heavy production cost discount, me thinks
- Some kind of guide / text with the list of changed policies / added buildings would be really helpful
- Ever thought of buffing Unique Improvement / bottom tier civs? (India, Spain, France, Norway, the US)
- What do you think of acquiring goverment legacy bonuses faster?
- And just in case, here there are more ideas for buffing sea tiles even further:
Spoiler Ideas for buffing sea tiles :
Adjacency bonuses:
Coasts adds +2 housing, rather than being a fixed housing value into itself
Entertainement centers generates +0.5 extra amenities for each adjacent coastatal tile
Commercial hubs generates +1 gold for each adjacent coast tile and +1 if next to a river (instead of +2)
Workboats yields +1 food and +1 production
Added new pantheon "song of the tides". Makes workboats yield +1 food +1 culture
Lighthouse generates +1 housing per worked workboat in addition to its other effects
Shipyard generates +1 production per worked workboat in addition to its other effects
Seaport generates +2 gold per workboat in addition to its other effects
Harbor district generates +2 production per adjacent sea resource in addition to its other effects
Colossus makes all sea tiles in this city generate +1 science, gold and production in addition to its original effects
The great lighthouse gives +1 food to all your coastatal tiles in addition to its original effects
The arsenal makes workboats generate +2 production in all your empire in addition to its original effects
The Sydney opera gives +2 culture to every sea tile in addition to its original effects
Add 3 new buildings exclusive to coastatal city centers:
Fishery: +2 food to all your deep sea tiles. Requires shipbuilding
Coastatal batteries: Your city gains one extra attack. Can only be employed against naval units. Requires gunpowder
Oceanographic institute: +2 science to all your deep sea tiles, 1 slot for archeological artifacts. Requires natural history
Scenic pier: +1 tourism to all your coastal sea tiles, +2 tourism to all your coastatal districts. Requires sanitation
Keep on the good work!![]()
There are more buildings for districts coming then even in the city centre. I just started with City Centre first.
huh. I dunno how many you could put in without it starting to be too many though. at most I guess 2 extra for every slot (with the exception of holy site 3 and theatre distirct 2).
But having a campus level 2 which required a library but had slots for great works of writing ( slots. The CiV rate of 1 great writer = enough works for 1 city without wonders was a bit tight. The current 1 great writer = enough for 2 cities is ludicrous, given that not every city may even have a theater square) and gives great writer points rather than science might be good. Likewise an opera type building for theatre square which replaces the museum but has slots for 1 great work of writing and one great work of music (themeing bonus for same era+civ?) might be cool. Or how about a Museum of Natural History, as a science 3 which has artifact slots and gets +science from artifacts? Or a theological museum which holds relics and religious works of art?
Sorry I just thought of the idea of cross-purpose buildings in other districts which might hold great works and started frothing.
About building, instead of direct boost to production like +2 gold or +3 cog, IMO it might be more interesting for those building to have ability instead...
mutually exclusive (kind of make city focus)
-[Mining Office]: +1 cog&science to mine/quarry, -1gold from all other tile
-[Farm Office]: +1cog to farm, -1 cog from mining
-[Trade Office]: +2 gold +1 culture +1science for every trade route from this city, -1 food from every tile (you have to feed those extra trader)
And about great art in the current game, I think tile those work to either Great People or "Luck" is "not such a good design." (well, it's not that priority, just want to leave some idea before I forget )
Having them generate just +4 faith/culture +8 tourist is also quite boring
-I think it will be better to have various "tier" of great work instead of 1 level of such thing.
[minor]: +1 yield (science/culture/faith/gold)
[major]: +2 yield
[Great work (make by Great people)]: +8 yield + 8 tourist
-Combo 2 or more works with same yield will double their output
-Culture Project should, instead of generate culture, create "minor tier" great work of your choice (or Major if you have require building?)
Can I suggest a few things?
-Would it be possible to make the unit refund gold tie to lost health/charges? Small change but one that I think should be default.
-Make units that are spawned as part of the 'BOGOF' bonuses (Venetian Arsenal Naval wonder etc) not give any refund? Seems like something the real devs will have to do tbh (and likely will as it gives infinite gold atm).
-Change wording on China's bonus. At present it states that it gets +50 or 60% Eureka bonus, whereas I don't think that's true any more.
Ideas:
-Make civic cards only freely changeable at the change of government. This one may be better as a standalone mod I guess. But at present the civic changes you have made are very powerful. Interesting, and actually feel worthwhile, but powerful. Getting to change the entire makeup every few turns just seems sooo.... crazy strong.
To change civics at any time, a cooldown or cost should be involved I think. Ideal in my opinion is a timer to 'go off' - where if you change your policies, it takes x amount of turns before they take effect.
And allowing free edits when changing government makes thematic sense too. New government, new policies.
EDIT: Also, great mod. Can not play without it now.
DId you read my suggestions/thoughts by chance Xav?
I am feeling v10/11 now make the player far, far too OP. Maybe swing to making some AI changes perhaps? Or you doing that later?
There will be 2-3 extra buildings per District.
The player doesn't have to build every building - there should always be demand for production capacity whether it be buildings, units, wonders, projects etc. The player should have a difficult and strategic choice in what they decide to build. In vanilla you constantly run out of things to build and it feels repetitive. I'm hoping this will change that.
Hi again Xaviarlol
I just want to let you know, that i am still using version 8 of this mod, because i think the latest versions start to change the game too much from it's vanilla state. I like the idea of tweaking values to affect the pace of the game make decisions more important. But i don't like the idea of adding new things to the game. It will both steer away from the intended vanilla experience, and confuse the AI. I am not writing this to tell you i don't like the mod (because i do!) But that i think you should be careful with changing and adding to many things to quickly.
Best of luck with the development![]()
Thanks a lot Xav for your great work and efforts. Much appreciated! Now the game feels more realistic and enjoyable.
A quick question - I noticed one thing in both Civ 5 and 6 that the AI gets mad at you for having different governments.
Was wondering if this can be disabled if possible as to me it feels weird
Thanks again!
I kind of agree. You have done Xaviar such an excellent job so far of correcting the worst balance problems from vanilla that your mod is for me one of the 2 must have at the moment along with AI+. But I do feel from V9 that you offer us a different game. I have had no chance to download everything from now but I believe it would be great to offer the choice to players between "Civ 6 improvement patch Basic (V8)" and "Civ 6 improvement patch Enhanced" (V9 and onwards). Is V8 still accessible when you download the files now? Cheers
Someone created a mod to do this - in the Mod Components forum. I think its called "No Government Penalty" or something along those lines. I think it's a great mod and would definitely annex the change in to my mod. Although I think the next Firaxis patch will actually address this but we'll see.
I assume you're referring to the new buildings. While it may look like there are tonnes of new buildings, they are spread out across all eras. It translates to maybe 2-3 new buildings per Era, and some of those are locked away in Districts, and some are also like National Wonders were in Civ 5 (ie 1 building per Civ).
The new buildings are important because it compliments some of the other changes made. For example, now that we have resolved the stagnant mid-game cities issue, cities typically have higher pop, which means higher gold, higher production and science. Combined with longer, Eras, I noticed is that players were running out of things to build. I also felt that Vanilla having 2-3 buildings per district from ancient to information age was very light. Lastly I think players need to understand that just because you can build a building, doesn't mean you should. In short, running out of things to produce sucks, and I'm hopeful that we can solve this.
Can I ask you, and the others who are concerned about the changes being too wide, please try it out in a full new game and let me know if you still think it's too much?
I agree that some buildings might be a little strong - in V12 I have toned some down.