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
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
Attachments
Last edited: