[R&F] Realistic Balance Tweak

Hominute

Chieftain
Joined
Oct 13, 2017
Messages
18
Sid Meier said the game is a series of meaningful choices. Unfortunately, there are not many choices for Civilization 6. At first, expand until you can. And exploit cities before districts becomes very expensive. If it does not seem to be able to win, it is only war. Therefore I made exploration, exploitation, expansion and extermination more meaningful.

V1.2 Patch note

1. Realistic Exploration
Units with 2 movement is really slow because they waste a movement when they confront features(forest,jungle,marsh) or terrain(hills,river). Units should have at least 3 movements to explore rough world.

All unit movement +1

2. Hills do not provide food. Your choice should be more important than placing your citizens on the most profitable tiles.

All hills only provide 2 productions.

3. Extreme district cost inflation is mitigated by lowered scaling. Accordingly, the yield from harvesting decreases. However, it can be improved after Industrialization. Those changes make you possible to expand cities in late era, which is impossible now.

Scaling factor x10 -> x4.
Industrialization doubles the yield from harvest. - Industrialization leads environmental destruction. Isn't it?

4. Science and culture are important in 6. If you consider adjacency bonuses, it is very difficult to find campus and theater sites. It makes playing tall cities difficult.

Campus and Theater now acquire adjacent bonus 1 from 3 tiles of grass or plain.

5. In Civilization 6, there was no specialist, only layperson. Now they are back. Good for tall city.

Citizen in district slot yields twice now.Ex) Citizen in campus yields 4 (was 2 before) sciences.

6. Did you miss Civilization 5 where you can easily build your own roads? Did you miss valuable maritime trade? You can now make the road quickly. Make a lot of money by traveling a long distance by ship.

Land range of merchant not 10(was 15). Ocean range of merchant is 30(no change).
Once a merchant makes a round trip, the trade is finished (at least 20 turns before).
A ship allows you to trade long distances and it provides additional yields. (x)
(I need help to solve it ☹. I don’t know how to get length of the trade routes.)

7. The next technology of the wheel unlocks lumbermills. You will have to think more about cutting down the forest.

Engineering unlocks lumbermill.

8. Play aggresive with oligarchy governement, defensive with autocracy and monarcy.

Oligarchy now has 2(was 1) military slots and 0(1) economic slot.
Autocracy now has 1(2) military slot and 2(1) economic slots.
Monarchy has 2(3) military card slots and 2(1) wild card slots.

9. Do not cry any more when you don’t have an iron nor oil. You can do it if you can.
You can produce the units which that require the strategic resource without it in a city with an encampment. (Expect Better AI)

10. The military maintenance cost was too cheap and there were too many units on map. It must be harder to keep many troops now. In addition, the cost of upgrading units has also increased.

All unit maintenance cost doubled.
All upgrade cost doubled. Professional army (50%->30%)

11. Unit balance tweak and add anti-ranged, anti-melee. I can not agree with the opinion that swordman take combat bonus against spearman. Spear is longer than sword and that point is further maximized in group battles. Swordman should be strong against archers because they have a sheilds to block arrows IMO while spear can't block arrows.

+2 combat to spear man (was 25) and pike man (41)
+3 combat to AT crew (70), infantry (70)
+5 combat to modern AT (80)
+5 ranged combat (75) and combat (65) to machine gun.
+5 combat to monk. Military engineer build charge 2->8.
Oligarchy melee bonuses 4 ->3. (now +3 legacy bonus, +3 gov bonus)
Anti-spear bonus (+10 combat against anti-cavalry) to ranged units.
Anti-range bonus (+5 combat against ranged unit) to melee units
Anti-melee bonus (+5 combat against melee unit) to cavalry unit.
Simply, melee > ranged > anti cavalry > cavalry > melee.

12. Balance tweak on religions (Pantheon, Belief) with more fun.
Fertility Rites: City growth rate is 15% (10% was before) higher.
River Goddess: +2(+1) Amenities to cities if they have a Holy Site district adjacent to a River.
God of Craftsmen: +2(+1) Production from Mines over Strategic resources.
God of Healing: Increases Healing by +40 (+30) in your Holy Site district, or any adjacent tiles.1
God of the Forge: +20% (25%) Production toward Ancient and Classical military units.
God of War: Bonus Culture (Faith) equal to a half of strength of each enemy unit killed within 8 tiles of a Holy Site district you own.
Initiation Rites: +100(+50) Faith for each Barbarian Outpost cleared.
Monument to the Gods: +20% (15%) Production to Ancient and Classical era Wonders.
Religious Settlements: Border expansion rate is 30% (15%) faster.
Sacred Path: Holy Site districts get +2 (+1) Faith from adjacent Rainforest tiles.

Divine Inspiration: All world wonders provide +8 (+4) Faith.
Religious Community: Shrines and Temples each provide +2 (+1) Housing.

Church Property: +4 (+2) Gold for each city following this Religion.
Cross-Cultural Dialogue: +1 Science for every 3 (5) followers of this Religion in other civilizations.
Lay Ministry: Each Holy Site or Theater Square district in a city following this Religion provides +3 (+1) Faith or +3 (+1) Culture respectively.
Pilgrimage: +4 (+2) Faith for every city following this Religion in other civilizations.
Stewardship: Each Campus or Commercial Hub district in a city following this Religion provides +3 (+1) Science or +3 (+1) Gold respectively.
Tithe: +1 Gold for every 2 (4) followers of this Religion.
World Church: +1 Culture for every 3 (5) followers of this Religion in other civilizations.
Crusade: Combat units gain +8 (+10) Combat Strength near foreign cities that follow this Religion.
Defender of the Faith: Combat units gain +6 (+10) Combat Strength near friendly cities that follow this Religion.
Holy Order: Missionaries and Apostles are 40% (30%) cheaper to Purchase.
Itinerant Preachers: Religion spreads to cities 50% (30%) further away.
Scripture: Religious spread from adjacent city pressure is 25% stronger. Boosted to 75% (50%) once Printing Press is researched.

13. In late games, civ6 is too boring because the growth of the city is stopped. To prevent that, Modern and Atomic era building should be powerful enought to invest. In addtion, many other building changes to make meaningful choices depends on the environment.

AIRPORT
+50% combat experience for air units trained in this city. +2 air unit slots in Aerodrome district. Allows the ability to airlift land units between Aerodrome districts with Airports after the Rapid Deployment civic is unlocked. +50% Tourism pressure from this city towards other civilizations in the Atomic era.

ARMORY
+25% combat experience for all land units trained in this city. If you own NITER] Nitrate, +2 Production.

BARRACKS
+25% combat experience for all melee and ranged land units trained in this city. Iron, Copper and Salt resources gain +1 Production each. May not be built in an Encampment district that already has a Stable.

FACTORY
Bonus is extended to all city centers within 6 tiles. This bonus applies once to a city, and multiple copies of this building within 6 tiles of a city center do not provide additional bonuses. If you own Coal or Oil, factory and power plant provide +2 Production for each type of resource.

POWER PLANT
Bonus extends to each city center within 6 tiles. This bonus applies once to a city, and multiple copies of this building within 6 tiles of a city center do not provide additional bonuses. If you own Aluminum or Uranium, factory and power plant provide +2/+3 Production for each type of resource.

SEAPORT
+25% combat experience for all naval units trained in this city. Allows Fleets and Armadas to be trained directly. Fleet and Armada training costs reduced 25%. +2 Gold on all Coast tiles for this city. +1 Food from Fishing Boats in this city.

STABLE
+25% combat experience for all cavalry class units trained in this city. Horse, Cattle and Sheep resources gain +1 Production each. May not be built in an Encampment district that already has a Barracks.

SHIPYARD
+25% combat experience for all naval units trained in this city. Bonus Production equal to the adjacency bonus of the Harbor district. +1 Production from Fishing Boats in this city.

TEMPLE
Allows the purchasing of Apostles, Gurus, Inquisitors, and with the proper belief, Warrior Monks. These units can only be purchased with Faith. Incense resources gain +1 Faith each.

FOOD MARKET
Can only be built once in a city, even if the city has multiple Neighborhoods. +20% Food in this city.

SHOPPING MALL
+4 Tourism. Can only be built once in a city, even if the city has multiple Neighborhoods. +20% Gold in this city.

GRANARY
Banana and Deer resources gain +1 Food each.

SEWER
+10% Food in this city.

RESEARCH LAB
+0.5 Science per Citizen in this city.

BANK
Silver resources gain +2 Gold each.

STOCK EXCHANGE
+10% Gold in this city.

WORKSHOP
Stone, Gypsum and Marble resources gain +1 Production each.
 

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