Quo's Combined Tweaks

Quo's Combined Tweaks v7.0.19 BETA

Thank you. So, for example, Arabia can't build the Big Ben, then? Big Ben requires a city to have a bank, which requires a commercial hub.


If the Wonder has a pre-req of a building built in a Commercial Hub then Arabia can't build it. Same as with Kongo and Holy Sites.
 
To be fair, there are some Great Merchants that do not require a Hub to be spent--Crassus, for instance, is spent on tiles outside your borders. And there's another one, can't remember who, that gives you an extra copy of the luxury it is spent on. I think there might be at least one more as well, one of the ones that gives an extra trade route.
 
To be fair, there are some Great Merchants that do not require a Hub to be spent--Crassus, for instance, is spent on tiles outside your borders. And there's another one, can't remember who, that gives you an extra copy of the luxury it is spent on. I think there might be at least one more as well, one of the ones that gives an extra trade route.


Correct, however I still think there's enough of them that require a Commercial Hub that the best solution in this case is to shut off that type of GP entirely. The biggest issue is, if it's not shut off, AI Arabia will spend Gold or Faith to buy up Great Merchants that then never get used.
 
If the Wonder has a pre-req of a building built in a Commercial Hub then Arabia can't build it. Same as with Kongo and Holy Sites.

Okay. Thank you, Isau. I'm sorry that I annoyed you. I just wanted to clarify.

By the way, can I remove the commercial hub restriction on Arabia? Would that cause technical errors on the other parts of your mod?
 
Okay. Thank you, Isau. I'm sorry that I annoyed you. I just wanted to clarify.

By the way, can I remove the commercial hub restriction on Arabia? Would that cause technical errors on the other parts of your mod?


It' not an annoyance. :) I'm posting from a phone, so my replies are short.

You can remove the restriction by deleting the entry in the table that locks out districts. I cant remember the name of it off hand. It's ExcludedDistricts or something like that. You can comment it out in the Quo_Civ_Code if you are careful. A better way would be to find the table name there and do a DELETE in the MyScratchpad file.

I do think without the restriction Arabia will be a touch overpowered, but I leave it up to the players how they want to balance it. If you unlock the District you might also want to lower Gold received from spreading religion.
 
Any plans to introduce similar restricted districts to other civs? I'm not sure which ones would make thematic sense, or who might need to have their power reined in a bit. The Cree seem crazy powerful from my games with them, FWIW, as does Korea.
 
Any plans to introduce similar restricted districts to other civs? I'm not sure which ones would make thematic sense, or who might need to have their power reined in a bit. The Cree seem crazy powerful from my games with them, FWIW, as does Korea.

I haven't thought about it too much, although when I was looking at how to make Korea work differently it was a thought. Mainly the reason that got applied specifically to Arabia is because I love playing Arabia, so they got the most changes that fit with what I wanted to play. :) Also, at the time that ability was first written, Trade Routes were not yet limited to either a Commercial Zone or Harbor, you got a TR from both. So some of the way the ability unfolded had to do with how the game played at that time. The first draft of Arabia was actually not a big hit--they didn't originally get +5 Gold from having both a Holy Site and Campus, nor did they get +3 Gold per city following their religion. That evolved in the subsequent patches.

In general when I design for this mod I've tried to stick to a "lopsided" design scheme where each civ feels substantially different from the others, both when you play as them, and when you encounter them in the game. With Arabia, limiting the Great Merchant has implications both for you if you are playing but also if they are your opponent. Since they get to "steal" the last Great Prophet it seemed somehow fitting that they might not get to participate in other GP races. The flip side of this is when you invade Arabian cities you're likely to end up with a bunch of Holy Sites and Campuses but little in the way to finance your invasion.

This same design principal, by the way, is Brazil gets their Brazilwood Camps from a Project, and the Aztecs have a unique National Wonder all to themselves. I've tried to think of how playing with the mod turned on could make a player (or me :) ) feel like they've stepped away from the core game and are experiencing something new, where they can try out some strategies that normally wouldn't make sense. That's also the reasoning behind Friendship bonuses and the new Secret Agenda flavors.
 
This same design principal, by the way, is Brazil gets their Brazilwood Camps from a Project...
I could be totally mis-remembering this, but I thought you had this as a stand-a-lone feature at one point. I looked through all my d/ls for the past year and couldn't find anything that wasn't a part of the main mod however. Was this ever available?
 
I could be totally mis-remembering this, but I thought you had this as a stand-a-lone feature at one point. I looked through all my d/ls for the past year and couldn't find anything that wasn't a part of the main mod however. Was this ever available?


The Brazil features were always part of the "Combined" mod and not an individual release. What you may be remembering is the original France and Spain, which were released as a (very different) individual small patch back in 2016.

The title "Quo's Combined Tweaks" came about because this mod was originally just a combo of a few tiny tweaks I had made to gameplay in the first few weeks Civ 6 was released:
  • Rocketboots
  • Improved France and Spain
  • Improved Sea Resources
  • Anti-Tantrum
  • Palace walls

All of these original mods were written to address problems with Civ 6 Vanilla at the time of release. Since that time, the mod has grown into something different, more of a "total conversion" mod. I'm actually thinking of rebranding the Mod with a new name based on how it has evolved.
 
You can remove the restriction by deleting the entry in the table that locks out districts. I cant remember the name of it off hand. It's ExcludedDistricts or something like that. You can comment it out in the Quo_Civ_Code if you are careful. A better way would be to find the table name there and do a DELETE in the MyScratchpad file.

I do think without the restriction Arabia will be a touch overpowered, but I leave it up to the players how they want to balance it. If you unlock the District you might also want to lower Gold received from spreading religion.

Thank you! I appreciate your help. I hope I don't mess up anything.
 
isau, I had some thoughts about the Cree UU we were discussing a couple weeks ago.

It seems Firaxis gave them a free promotion to increase their mobility from the get go; perhaps a way to keep that flavor is to simply increase their movement points? Or--and this would be my preferred solution, though I do not know if it is possible--give them BOTH level one promotions at the start, and they can earn any future promotion as if they have none to begin with (so their first level 2 promotion comes at a lower XP cost, and so on and so on)?
 
The Brazil features were always part of the "Combined" mod and not an individual release. What you may be remembering is the original France and Spain, which were released as a (very different) individual small patch back in 2016.
Haha, I did misremember! It was a mod on Steam that added Jungle as a valid feature for Lumber Mills. For some reason I thought it was your Brazilwood Camps.
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo's Combined Tweaks v6.0.5 ALPHA for Rise and Fall

This patch fixes an oversight in the Bedrock system that was preventing it from working correctly. It also introduces some minor changes to some civs and special exceptions to the Bedrock rules.

Bug Fixes
  • Fixed a bug that caused Medieval and Renaissance Walls to not be buildable even if you had the appropriate Bedrock
New Abilities/Balance Changes
  • Nubia now receives +1 Range to all Ranged units. However, all Land units (including Ranged) have a -3 combat penalty....

Read the rest of this update entry...
 
If I am still on Vanilla (no R&F), which version should I install? I see some labeled R&F but others are not but lower version numbers.
Thanks!
 
If I am still on Vanilla (no R&F), which version should I install? I see some labeled R&F but others are not but lower version numbers.
Thanks!


The last version that supported Vanilla is v3.15.3. I am not sure if it still works. It may, but unfortunately I have no way to test it since I upgraded to R&F. This mod is now considered a R&F mod. Older versions may still work though, if Firaxis hasn't changed the Vanilla game too much.


Also, general update for all players. In v6.0.5, the current patch, some code leaked early regarding Melee ships. I am likely going to be adding a MyOption to make Melee ships have a Ranged attack. Unfortunately the code leaked early, without the option in place yet, with the result that right now all Melee ships have a Range 1 Ranged attack, and any Ranged ships with Range 1 or less attacks get bumped up to Range 2. These additions are part of the overall "spacing" recalculation this mod implements, with faster moving units, longer range Siege, etc.

Note that you can still take cities with Melee ships even with Ranged attacks. To do it, just move the unit into the city like any normal Melee unit, ignoring the Ranged Attack button. (This should also work for Ranged Anti Cavalry BTW. It uses the same concept as the Persion unique unit.)
 
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The last version that supported Vanilla is v3.15.3. I am not sure if it still works. It may, but unfortunately I have no way to test it since I upgraded to R&F. This mod is now considered a R&F mod. Older versions may still work though, if Firaxis hasn't changed the Vanilla game too much.
...

Note that you can still take cities with Melee ships even with Ranged attacks. To do it, just move the unit into the city like any normal Melee unit, ignoring the Ranged Attack button. (This should also work for Ranged Anti Cavalry BTW. It uses the same concept as the Persion unique unit.)


Playing as Arabia I couldn't use Caravels to take a city. The ranged button lights up and I can fire ranged shots that way but just clicking on the city fires a ranged shot and won't move the unit to take the city. Same thing with pikemen.

Thanks. Love the mod. :)
 
Playing as Arabia I couldn't use Caravels to take a city. The ranged button lights up and I can fire ranged shots that way but just clicking on the city fires a ranged shot and won't move the unit to take the city. Same thing with pikemen.

Thanks. Love the mod. :)


Try just right clicking the city. Does it work? The ergonomics of it are a little strange I agree. You can tell it's technically a "melee" attack if the city fires back and damages the unit.

FYI in the next patch there will be a setting to disable the Ranged conversion, like there is for Anti-Cavalry.
 
FYI anyone keeping track, there are some bugs that were introduced recently due to the Firaxis March patch:
  • Siege units can no longer move and shoot due to a change made in how these units work. A fix is ready to roll out with the next patch.
  • 1 copy of a strategic Resource doesn't actually let you build units even if that is set in MyOptions (actually this bug is mine but I'm listing it here anyway)
  • England and Norway both claim to provide a "free unit when a city is settled or captured" but now it is just "settled"
  • I suspect some bonuses related to wonder building speed don't actually work as the text implies (e.g. the Pantheon that provides 30% toward ancient and classical wonders is actually providing 15%).

If you spot anything else please let me know. Some of the changes in the patch were very subtle.
 
isau updated Quo's Combined Tweaks with a new update entry:

Quo's Combined Tweaks v6.0.6 ALPHA for Rise and Fall

Getting close to the end of alpha period. A couple of bug fixes and new adjustment parameters based on game behavior I've observed.

Changes to MyOptions
Several new MyOptions are included in this update.
  • Farsight: By default, all units now have +1 Sight. This is mainly to assist the AI with keeping up with the rest of this mod, which increases movement distances for units. However, the issue for the AI is it is often moving these longer distances blind, which can...

Read the rest of this update entry...
 
Just finished a game with 6.06a. Can confirm, it is actually a challenge to get consecutive golden ages now; I managed to do it just by the skin of my teeth, and by focusing on pursuing my dedication, rather than just setting it cruise control and doing my usual thing. Also, ships seem to be working as intended; I was able to both bombard the Kongolese coast with my caravels and take a Kongolese city with the same caravels.

I'm somewhat less enthusiastic about the +1 sight; part of the excitement of the early game for me is the slow reveal of the map. I think this is definitely something for which I will take advantage of the myoptions file, along with the wonder placement.

Great work as always.
 
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