[R&F] my personal setting. meny change unit, building, district, Improvement, features, Alliances.....

Discussion in 'Civ6 - Released Mods' started by nut7270, Jul 16, 2018.

  1. nut7270

    nut7270 Chieftain

    Joined:
    Jul 16, 2018
    Messages:
    8
    Gender:
    Male
    this mod insert not mod folder, insert Sid Meiers Civilization VI base folder.

    PLEESE BACKUP FILE [insert backup 7z file, but I still recommend backup.]





    Reference mods

    Fish Farms (for better water tiles) 1.8.5
    PassableMountains
    Workable Mountains
    Strategic Timber (V. 1.05)
    Lumbermills for Rainforests-1.1
    Realistic Resource Yields (V 3.03)
    Quo's Combined Tweaks v6.0.18 BETA

    ----





    List of changes


    UNIT

    Settler : BaseMoves="7" BaseSightRange="3"

    Builder : Cost="0" Maintenance="5" BaseMoves="7" BaseSightRange="3" CostProgressionParam1="0" BuildCharges="999"
    [free remove or build road, Cost 0 -> save production 1 turn]
    + recommend Use builder can build road mod and Quo's rocket boost mod

    Spy : NumRandomChoices="20" and start free promotion

    Missionary, Apostle : SpreadCharges="4"
    Apostle NumRandomChoices="9"

    Scout : BaseMoves="5" BaseSightRange="3" Combat="12" [also babarian Scout]
    + recommend Use civ 5 scout mod

    all ANTI-CAVALRY class : add +1 renge
    all SIEGE class : add +1 renge

    ----


    UNIT ABILITY, PROMOTION

    all RECON class : IGNORE ZOC
    all ANTI-CAVALRY class : vs CAVALRY bonus 10->20
    all SIEGE class : remove NO MOVE AND SHOOT

    Melee : vs Anti-Cavalry PROMOTION 7->15
    Anti-Cavalry : Cavalry PROMOTION 5->10
    Siege MOVE AND SHOOT PROMOTION -> movement +1

    ----


    buildings, Expansion1_Buildings

    LIGHTHOUSE : add GREAT MERCHANT PerTurn="1"
    SHIPYARD : add GREAT MERCHANT PerTurn="1"
    SEAPORT : add GREAT MERCHANT PerTurn="1"


    removed
    "Lighthouse TRADE ROUTE CAPACITY REQUIREMENTS"

    "REQUIRES NO Market"

    AMPHITHEATER : YIELD CULTURE = "3"
    MUSEUM ART : YIELD CULTURE = "6"
    MUSEUM_ARTIFACT : YIELD CULTURE = "6"
    BROADCAST CENTER : YIELD_CULTURE = "9"
    (also FILM STUDIO)

    SHRINE : YIELD_FAITH = "3"
    TEMPLE : YIELD_FAITH = "6"
    (also STAVE CHURCH, PRASAT)
    WORSHIP BUILDING : YIELD_FAITH = "9"

    MARKET : YIELD_GOLD" = "5"
    BANK : YIELD_GOLD" = "10"
    STOCK EXCHANGE : YIELD_GOLD" = "15"

    BARRACKS, STABLE : YIELD_PRODUCTION" = "3"
    (also BASILIKOI PAIDES)
    ARMORY : YIELD_PRODUCTION" = "6"
    MILITARY ACADEMY : YIELD_PRODUCTION" = "9"

    WORKSHOP : YIELD_PRODUCTION" = "3"
    FACTORY : YIELD_PRODUCTION" = "6"
    (also ELECTRONICS FACTORY)
    POWER PLANT : YIELD_PRODUCTION" = "9"

    LIBRARY : YIELD_SCIENCE" = "3"
    UNIVERSITY : YIELD_SCIENCE" = "6"
    (also MADRASA)
    RESEARCH LAB : YIELD_SCIENCE" = "9"

    HANGAR : YIELD_PRODUCTION = "6"
    AIRPORT : YIELD_PRODUCTION = "9"


    STONEHENGE : remove adjust stone resouce and can build all hills


    ----


    districts

    ENCAMPMENT : worked citizen YIELD PRODUCTION="4"
    (also IKANDA)
    not require population


    AERODROME
    not require population


    GOVERNMENT PLAZA
    not require population


    ENTERTAINMENT COMPLEX , WATER ENTERTAINMENT COMPLEX
    (also STREET CARNIVAL, WATER STREET CARNIVAL)
    not require population


    HARBOR : worked citizen YIELD PRODUCTION="4", YIELD GOLD="8"
    add GREAT MERCHANT PerTurn="1"
    adjust bonus CITY CENTER 2->4
    adjust bonus 1 coast -> 1
    (also ROYAL NAVY DOCKYARD)


    HOLY_SITE : worked citizen YIELD FAITH="8"
    (also LAVRA)

    CAMPUS : worked citizen YIELD SCIENCE="4"
    (also SEOWON)

    COMMERCIAL HUB : worked citizen YIELD GOLD="8"

    THEATER : worked citizen YIELD CULTURE="4"
    (also ACROPOLIS)

    INDUSTRIAL ZONE : worked citizen YIELD PRODUCTION="4"
    add adjust bonus LUMBER MILL
    (also HANSA)

    all district worked citizen yield x2, and harbor is powerful. add harbor GREAT MERCHANT point per turn 1
    + recommend Use fish farm mod. => coast city not useless.


    ----


    Improvement


    CAMP
    YIELD_PRODUCTION +1 : PrereqTech="TECH_THE_WHEEL"
    YIELD_FOOD +1 : PrereqCivic="CIVIC_FEUDALISM"
    YIELD_FOOD +1 : PrereqTech="TECH_ELECTRICITY"

    FISHING BOATS
    YIELD_FOOD +1 : PrereqTech="TECH_CARTOGRAPHY"
    YIELD_PRODUCTION +1 " PrereqTech="TECH_STEAM_POWER"
    YIELD_FOOD +1 : PrereqTech="TECH_ELECTRICITY"
    can build any coast and ocean

    LUMBER MILL
    YIELD_PRODUCTION +1 : PrereqTech="TECH_MACHINERY"
    YIELD_PRODUCTION +1 : PrereqTech="TECH_STEEL"
    can build JUNGLE
    unlock TECH WHEEL


    MINE
    YIELD_PRODUCTION +1 : PrereqTech="TECH_ENGINEERING"
    YIELD_PRODUCTION +1 : PrereqTech="TECH_INDUSTRIALIZATION"
    YIELD_SCIENCE +1 : PrereqTech="TECH_RADIO"
    TECH ENGINEERING -> all flat land mine.
    [but techtree not see this change]


    PASTURE
    YIELD_PRODUCTION +1 : PrereqTech="TECH_THE_WHEEL"
    YIELD_FOOD +1 : PrereqCivic="CIVIC_FEUDALISM"
    YIELD_FOOD +1 : PrereqTech="TECH_ELECTRICITY"

    PLANTATION
    YIELD_FOOD +1 : PrereqCivic="CIVIC_FEUDALISM"
    YIELD_FOOD +1 : PrereqCivic="CIVIC_EXPLORATION"
    YIELD_FOOD +1 " PrereqTech="TECH_CHEMISTRY"

    QUARRY
    YIELD_PRODUCTION +1 : PrereqTech="TECH_ENGINEERING"
    YIELD_PRODUCTION +1 : PrereqTech="TECH_INDUSTRIALIZATION"
    YIELD_PRODUCTION +1 : PrereqTech="TECH_COMBUSTION"

    FARM
    YIELD_FOOD +1 : PrereqCivic="CIVIC_FEUDALISM"
    YIELD_FOOD +1 : PrereqCivic="CIVIC_CIVIL_ENGINEERING"
    YIELD_FOOD +1 : PrereqTech="TECH_REPLACEABLE_PARTS"
    but remove farm adjust bonus
    TECH ENGINEERING -> unlock build all hill farm
    [but techtree not see this change]


    ----


    Terrains

    All Desert add +1 Production [1 Production, Hills 2 Production ]
    All Tundra add +1 Food [1 Food 1 Production, Hills 1 Food 2 Production]
    Snow hill add +1 Production [2 Production]
    Coast add +1 Food +1 Production -1 gold [2 Food, 1 Production]

    ----


    features

    FOREST
    Secondary rim CIVIC : CONSERVATION -> FEUDALISM

    JUNGLE : Appeal -1 -> +1
    JUNGLE Removes Yield : PRODUCTION = "20"

    MARSH : +3 food [5 food]
    OASIS : +1 food +3 Production [4 food, 4 Production]
    Adjacent Yields +2 food, +1 gold

    REEF : +2 Food, +3 Production [4 Food, 4Production]



    ----


    resouce

    COCOA : GOLD 3->4
    COFFEE : CULTURE 1->2
    COTTON : GOLD 3->4
    DIAMONDS : GOLD 3->4
    DYES : FAITH 1->4
    GYPSUM : GOLD 1->2
    INCENSE : FAITH 1->4
    IVORY : GOLD 1->2
    JADE : CULTURE 1->2
    MARBLE : CULTURE 1->2
    MERCURY : SCIENCE 1->2
    PEARLS : FAITH 2->4
    SALT : GOLD 1->2
    TEA : SCIENCE 1->2
    TOBACCO : FAITH 1->4
    TRUFFLES : GOLD 3->4
    WHALES : GOLD 1->2
    WINE : GOLD 1->2

    Strategic resouce : add SCIENCE +2 without horse

    + recommend Use Resourceful 2 (26 Apr_ Farm resources)

    ----

    mountain

    mountain now passable and workble, creat city(but not add water souce)

    pass mountain movement +4 point
    BUT CAN CREAT ROAD

    GRASS MOUNTAIN : FOOD 2, PRODUCTION 3, FAITH 2
    PLAINS MOUNTAIN : FOOD 1, PRODUCTION 4, FAITH 2
    TUNDRA MOUNTAIN : FOOD 1, PRODUCTION 4, FAITH 2
    DESERT MOUNTAIN : PRODUCTION 4, FAITH 2
    SNOW MOUNTAIN : PRODUCTION 4, FAITH 2



    ----

    How to install

    1. unzip nut9931's tweak mod 0.1

    2
    2.1 : Decompress Base-Assets-Gameplay-Data.7z -> C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\Data folder ctrl+v

    2.2 : 2 Decompress DLC.7z -> C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\DLC

    ~~원본.7z file is backup file

    ----


    ※CAUTION

    DO NOT PLAY MULTY-PLAY INSTALL THIS MOD
     

    Attached Files:

    Last edited: Nov 24, 2018

Share This Page