Quo's Combined Tweaks

Quo's Combined Tweaks v7.0.19 BETA

That's strange, cause they should have 4 charges in the first place.

@Xaviarlol I love both of you guys' mods. It's just frustrating that some things overlap so I end up taking things apart. Great mods though, some collaborative work between you two might be great in the future, hint hint :)

I'm open to that. A lot of Isau's changes are things I wanted to do with improvements patch (such as making Beliefs not so crappy, and adding more civ bonuses) but my focus has been more on the policy, building and economy. Most of the overlap that occurs between the two mods is policies, which Improvements Patch has a lot more of in terms of changes while Quos does a lot more in other places. Merging and combining those overlaps wouldn't be difficult, but it depends on whether Isau likes and agrees with the direction I've taken with policies (ie consolidating and increasing their effects).
 
That's strange, cause they should have 4 charges in the first place.

I think Quo mod changes it to 3 charges for China (which is good for game balance due wonder building bonus IMO) - see the pic:
Civ6Screen0010.png
 
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Will this need an update after the recent patch? At least water yields are affected. Great mod BTW :)
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo Combined Tweaks v3.08.2 BETA

This updated Beta test makes some additional corrections to gameplay and introduces a modest number of features.

Changes to How Resource Monopolies/Expos are Calculated
  • Trading a resource away no longer counts against you.
  • Known Issue: Resources traded to you from other players still count toward your total for getting an expo. This will be nixed in the next patch, assuming nothing explodes with how I handled trades away in this patch.

Return of Border...

Read the rest of this update entry...
 
hey, could you make a quo's combined tweaks but without civilization buffs? I'm personally not a big fan of them but like everything else about this mod
 
hey, could you make a quo's combined tweaks but without civilization buffs? I'm personally not a big fan of them but like everything else about this mod


I don't think I will create it just because it would take too much effort to maintain/test/etc. But you could go into the Changes.modinfo file and comment out all instances of these objects:

  • Gameplay/Quo_Civ_Code.sql
  • Text/Quo_Civ_Text.sql

In theory that would eliminate all the Civilization-specific changes. However I have not done any actual testing to be sure it's 100% reliable. I'd say it's 99% likely it will work, since in theory I don't have any code set up there that is echoed in other files (as a design philosophy, each code file is independent except of the Setup code file).
 
I don't think I will create it just because it would take too much effort to maintain/test/etc. But you could go into the Changes.modinfo file and comment out all instances of these objects:

  • Gameplay/Quo_Civ_Code.sql
  • Text/Quo_Civ_Text.sql

In theory that would eliminate all the Civilization-specific changes. However I have not done any actual testing to be sure it's 100% reliable. I'd say it's 99% likely it will work, since in theory I don't have any code set up there that is echoed in other files (as a design philosophy, each code file is independent except of the Setup code file).
thanks for the answer dude, i'll test it out now
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo Combined Tweaks v3.08.3 BETA - Luxury Victory Release

This release brings a new Victory type: the Luxury Victory.


Luxury Victories

  • The Luxury victory is intended as a "soft Domination" victory, a kind of hybrid with Civ 4's "control X percent of tiles" victories.
  • In its current form, it is fairly bare bones, due to limitations of Lua.
  • To win a Luxury victory, a player must:
    • Control more copies of 14 (of 16 avail on the map) Luxury Resources than any other player (minimum 3)
    • Build the project...

Read the rest of this update entry...
 
FYI I just discovered a bug in the code. There is a unit called the "Watchtower" that will show up in the build list. This unit was for testing purposes and is not meant to appear in the game. I will patch it out at the next opportunity. It may eventually appear as a feature once I settle some issues with it.
 
[Message deleted. This was a message about something that was broken on my end that players never saw. Please disregard this post. :) ]
 
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Ok unfortunately I have to warn about a possible crash to desktop that v3.08.3 might create. I am having trouble recreating it at the moment, and because Civ 6 offers extremely low support for bug traces, it's hard to say what is causing it. It may or may not be linked to the new Victory condition. If you are playing and experience a crash, please share with me any details you can.

Meanwhile, players who are looking for a more stable version of the mod are encouraged to use the version on Steam, or to rollback to one of the versions prior to 3.08.3.
 
DISTRICT COST PROGRESSION MODEL
What about this function? When will it be ready?
 
DISTRICT COST PROGRESSION MODEL
What about this function? When will it be ready?


I need to decide if its worth pulling that lever or not. There are mods out there that already do. I'm unsure what impact it would have on the longterm game. Any change I make to it I feel like requires a fairly high amount of play testing to see how it impacts late game balance, which is why I haven't uncommented it.

I have thought a bit though about simply lowering the amount of the scalar rather than eliminating it completely. Perhaps reducing it to 1/2 to 1/3 of its current strength.
 
Feedback:
Playing as China/Qin Shi Huang.
Workes initially had 3 charges. After I built Pyramids, workes have 5 charges.
I expected 4 charges, because Pyramids provide +1 charge not +2, right?

Quo's Combined Tweaks v 3.08.1 BETA.


Sorry I don't know how I missed this comment.

China's UA should give Workers +1 Charge, from the Base 3 charges all Workers have. Building Pyramids should then give them +1, for total of 5 charges.



Here's a list of all edits to Worker charges that should exist with the mod running:
  • Playing as China: +1 (this is unchanged from the base game)
  • Build Pyramids: +1 (also unchanged)
  • Playing as Aztecs: -1 (added by Quo Mod)
  • Aztecs build Templo Mayor National Wonder: +1 (added by Quo Mod, counteracts Aztec penalty above)
  • Befriending China: +1 to other player (added by Quo Mod)

Note that the final Builder bonus, the +1 to China's friends, often makes me specifically strategize to try to befriend China when I encounter them in a game. It's one of the best "friendship bonuses" IMO and sometimes worth avoiding building Wonders to keep him happy.
 
Question about the friend bonuses; I apologize if you have already answered this, I may have missed it in reading the friend.

Does the AI get friendship bonuses from being my friend? Or the friend of other AIs? (Do the AIs even declare friendships between each other? I honestly don't know.)
 
Question about the friend bonuses; I apologize if you have already answered this, I may have missed it in reading the friend.

Does the AI get friendship bonuses from being my friend? Or the friend of other AIs? (Do the AIs even declare friendships between each other? I honestly don't know.)


Yes, the AI also receives the bonus from you. One of the things I don't particularly like about the current implementation is it doesn't tell you outright in the dialog what you will give them when you make the trade. It's a limitation of avoiding edits to the UI, in order to maintain compatibility with mods like CQUI. (You can see what they will give you by rolling over their Historical Agenda).

I don't know if AIs declare friendships with each other. I can't think of a situation where I have seen it happen. But the way it's coded, they will receive the bonuses.

FWIW there are a couple of bonuses that are a little too powerful right now that I plan to nerf just a little. Mainly Arabia. They give a huge bonus to Science that is kind of overpowered if you encounter them early or if you're playing multiplayer where you can just friend the other player. Haven't decided just what to change yet. Might also lower Mvemba's friendship bonus (it gives +1 food in every city, which is a bit excessive).
 
Sounds good. I think I'm gonna try this on my next game. Want to compare it to the Improvements overhaul. Thank for all of your hard work!
 
Sounds good. I think I'm gonna try this on my next game. Want to compare it to the Improvements overhaul. Thank for all of your hard work!


You may want to try with the Steam version instead of the Beta posted here. I've had an occasional crash with this patch that I'm still trying to workthrough. The Steam version is less experimental but in my experience very stable.
 
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