Hey everyone,
English is not my native language, but I'm trying my best at it. If you feel like my words sound rude, improper or condescending, please let me know, I'll fix them ASAP, I never mean to sound like that!
I know there're lots of balance mods out there. I'm not trying to replace any of them with my own; instead, I want to make the gameplay more fun and diverse for myself and my friends.
With that being said, I haven't played Civ 6 as much recently (I only came back to the game several weeks ago), and I'm not aware of all existing strategies, what's the meta, etc. That is why I came here with a small concept of what I want to do with my mod and I'm looking for feedback on my changes.
Speaking of modmaking, I write SQL for living and I've already played around with modding Civ 6 for a while, so technical implementation of balance changes is not difficult for me. If you have any questions regarding modification of gamedata tables, please let me know, I'm willing to help!
Now, onto the main subject. Here're the goals I have with my mod:
1) Enable alternative strategies for warmongering;
2) Boost defensive playstyle to compensate for #1;
3) Shift unit balance for the sake of #1 and #2 and overall unit balance in the game;
4) Change as little as possible in the game (I don't have all the research the devs made on the game, so I don't feel confident doing overall revamp of units' strength, tech/civic balance, etc. I do, however, feel there are outliers that need to be fixed, primarily because they just seem wrong to me. Also, there're tweaks I'm just eager to try because I feel they'll make the gameplay more fun)
And here's the list of changes I plan to make on my first iteration:
1) Unit balance
1) My assumption is that Anti-cav units were designed to be primary defensive units of your roster. That is because they never require any strategic resources and can be reliably researched and built by any civ. Furthermore, Pikeman unit is available at higher part of Tech tree, which further implies more "Peaceful" victory path. Same for AT and modern AT.
That is why I gave some direct and indirect buffs to Anti-Cav units: spearmen production cost is reduced a bit, and eureka for spearmen favors culture output over troops. Which means, those who prioritize early monument will get to it sooner. Also, I don't generally like RNG eurekas/inspirations, and those tied to barbarians are heavily RNG reliant. Spearmen are still very weak and their primary purpose is to resist chariot rushes. It is advisable to upgrade them as soon as possible, which leads us to ...
2) A new unit "Sentry" is here to fill the gap between spearmen and pikemen. It's not quite resistant against swordsmen (even fortified it doesn't catch up), however with its first promotion it is actually capable to fight swordsmen back. This, and the reduced initial penalty vs Melee (-7) should make AC class viable early game and more relevant later on. Also, sentry's helpful against coursers and is a death sentence to horsemen. The downside is that you have to walk the unconditional path on the civic tree to obtain it.
The reason behind adding Sentry to the game is to fill the gap between Spearmen and Pikemen. Previously, relying on spearmen to defend your empire would cost you the game because you're never able to withstand swordsmen, and pikemen are just too far ahead on the tech tree. But with Sentries, you have an intermediate upgrade possibility, which allows you to withstand till pikemen are available. Furthermore, through Military Tradition you're now able to beeline Mercenaries and take a huge discount on upgrading your spearmen. Bear in mind, however, that your opponent can beeline Mercenaries and upgrade all his army as well!
As a last note, another tiny buff to defensive playstyle is easier eureka for Masonry, which helps you get the walls sooner.
3) I already spoke a lot about defensive buffs, but what about offensive? Well, one of the more frustrating moments in the game (as for me) is that you need to commit to researching certain military units before you even know whether you can build them! That's why I moved Iron and Oil one tech earlier, just to give a player better estimation on whether committing to bottom tech tree part is reasonable or not. Also, changes to Military Tradition and Military Training, as well as the ability to beeline Mercenaries, is a boost for offensive gameplay as well, because it opens more opportunities for unit upgrades (less gold required) and gives some nice trade route bonuses to keep up on science and culture.
4) Last but not least, I believe Oil requirement for Infantry is a plain oversight, as it makes the unit useless at its era. So I removed the resource requirement.
That's it! Please remember I'm sincerely looking forward to feedback and critique. Thanks for reading that far and have a good time of day wherever you are
English is not my native language, but I'm trying my best at it. If you feel like my words sound rude, improper or condescending, please let me know, I'll fix them ASAP, I never mean to sound like that!
I know there're lots of balance mods out there. I'm not trying to replace any of them with my own; instead, I want to make the gameplay more fun and diverse for myself and my friends.
With that being said, I haven't played Civ 6 as much recently (I only came back to the game several weeks ago), and I'm not aware of all existing strategies, what's the meta, etc. That is why I came here with a small concept of what I want to do with my mod and I'm looking for feedback on my changes.
Speaking of modmaking, I write SQL for living and I've already played around with modding Civ 6 for a while, so technical implementation of balance changes is not difficult for me. If you have any questions regarding modification of gamedata tables, please let me know, I'm willing to help!
Now, onto the main subject. Here're the goals I have with my mod:
1) Enable alternative strategies for warmongering;
2) Boost defensive playstyle to compensate for #1;
3) Shift unit balance for the sake of #1 and #2 and overall unit balance in the game;
4) Change as little as possible in the game (I don't have all the research the devs made on the game, so I don't feel confident doing overall revamp of units' strength, tech/civic balance, etc. I do, however, feel there are outliers that need to be fixed, primarily because they just seem wrong to me. Also, there're tweaks I'm just eager to try because I feel they'll make the gameplay more fun)
And here's the list of changes I plan to make on my first iteration:
1) Unit balance
- Iron is revealed with Mining technology
- Anti-cavalry have -7 CS penalty against Melee units (was -10)
- Anti-cavalry promotion "Thrust" now provides +7 CS against Melee units (was +10).
- A new unit is added to the roster: "Sentry". Classical Era anti-cav unit, 33 Combat Strength. Available at Military Training. Upgrades into Pikemen. Costs 100 production.
- Spearmen now upgrade into Sentries
- Spearmen production cost reduced by 9
- Infantry no longer requires Oil.
- New unit added to Military Training (see above)
- Military Training no longer requires "Games and Recreation" (can be beelined)
- Military Training costs the same amount of Culture as "Games and Recreation"
- Defensive tactics now requires Military Training instead of Games and Recreation (G&R is a dead-end civic now). It still requires political phisolophy too.
- Mercenaries no longer require Feudalism (can be beelined)
- Military Tradition inspiration changed to "Have 3 combat units in your army"
- Masonry eureka is "Build a mine or a quarry" now
- Bronze Working eureka is "Research Military Tradition civic" now
- Oil is now revealed at Rifling (cannot be obtained until Refining is researched and tile improvement is built, unless a city is already on Oil tile)
1) My assumption is that Anti-cav units were designed to be primary defensive units of your roster. That is because they never require any strategic resources and can be reliably researched and built by any civ. Furthermore, Pikeman unit is available at higher part of Tech tree, which further implies more "Peaceful" victory path. Same for AT and modern AT.
That is why I gave some direct and indirect buffs to Anti-Cav units: spearmen production cost is reduced a bit, and eureka for spearmen favors culture output over troops. Which means, those who prioritize early monument will get to it sooner. Also, I don't generally like RNG eurekas/inspirations, and those tied to barbarians are heavily RNG reliant. Spearmen are still very weak and their primary purpose is to resist chariot rushes. It is advisable to upgrade them as soon as possible, which leads us to ...
2) A new unit "Sentry" is here to fill the gap between spearmen and pikemen. It's not quite resistant against swordsmen (even fortified it doesn't catch up), however with its first promotion it is actually capable to fight swordsmen back. This, and the reduced initial penalty vs Melee (-7) should make AC class viable early game and more relevant later on. Also, sentry's helpful against coursers and is a death sentence to horsemen. The downside is that you have to walk the unconditional path on the civic tree to obtain it.
The reason behind adding Sentry to the game is to fill the gap between Spearmen and Pikemen. Previously, relying on spearmen to defend your empire would cost you the game because you're never able to withstand swordsmen, and pikemen are just too far ahead on the tech tree. But with Sentries, you have an intermediate upgrade possibility, which allows you to withstand till pikemen are available. Furthermore, through Military Tradition you're now able to beeline Mercenaries and take a huge discount on upgrading your spearmen. Bear in mind, however, that your opponent can beeline Mercenaries and upgrade all his army as well!
As a last note, another tiny buff to defensive playstyle is easier eureka for Masonry, which helps you get the walls sooner.
3) I already spoke a lot about defensive buffs, but what about offensive? Well, one of the more frustrating moments in the game (as for me) is that you need to commit to researching certain military units before you even know whether you can build them! That's why I moved Iron and Oil one tech earlier, just to give a player better estimation on whether committing to bottom tech tree part is reasonable or not. Also, changes to Military Tradition and Military Training, as well as the ability to beeline Mercenaries, is a boost for offensive gameplay as well, because it opens more opportunities for unit upgrades (less gold required) and gives some nice trade route bonuses to keep up on science and culture.
4) Last but not least, I believe Oil requirement for Infantry is a plain oversight, as it makes the unit useless at its era. So I removed the resource requirement.
That's it! Please remember I'm sincerely looking forward to feedback and critique. Thanks for reading that far and have a good time of day wherever you are

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