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

nut7270

Chieftain
Joined
Jul 16, 2018
Messages
8
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

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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

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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

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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


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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.


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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]


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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



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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

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※CAUTION

DO NOT PLAY MULTY-PLAY INSTALL THIS MOD
 

Attachments

  • nut9931's tweak mod 0.1.7z
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