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The Balancer 0.18

Elucidus

King
Joined
Mar 3, 2002
Messages
983
Location
USA
Elucidus submitted a new resource:

The Balancer - Balancing Civ6, while adding lots more!

The Balancer Mod is here to add to and balance civ6. We want to expand the game in every direction, but keep things interesting and balanced is difficult. So we are first expanding the game's resources.
Spoiler Full Description :
The Balancer is made to balance, enhance, and add to the game of Civilization 6. It is a work in progress, only an infant right now and suggestions of all kinds are welcome. The balance comes from first increasing the generation of FPG and the costs associated...

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Elucidus updated The Balancer with a new update entry:

The Balancer

Okay, this version adds MOAR Units by Deliverator! I love it when a modder gives broad consent to other modders.

As such there are now additional instructions to see the graphics from the new units.


## Installation Instructions

1. Unzip the zip file to your Mods directory (.../Documents/My Games/Sid Meier's Civilization VI/Mods/).
2. The contents of the MOAR_Units_Assets subdirectory should be copied into your Civ VI game root directory (e.g. .../steamapps/common/Sid Meier's...

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Do you have a summary of all exact changes of this mod?
 
Due to the nature of the mod there are a massive number of changes, somewhere around 1000. I am currently working to fix a problem with the difference between have a lot of the right resources and having a lot of the wrong resources at he start, so the changes are in fluxl. Ince i finish the changes, I will upload the spreadsheet i use to edit them. That has every change on it, sorted by type and even table in most case.
 
Do you have a summary of all exact changes of this mod?

Read the rating I gave it, plus Luc left a read me inside that aids you more. The description in the download area is quite satisfactory on describing what the mod is about.

To be honest, we can't be exact, besides the changes being so vast we can't list it. Rest assured though if there is anything not balanced with Civilization 6, this team will indeed address it, find it and fix/adjust it. ;)
 
Elucidus updated The Balancer with a new update entry:

The Balancer 0.17b

host of updates:
Version 0.17b Changes:
  • Added changes to the Science, Culture, and Faith income, costs, and expenses.
  • Lowered the values on Mountains for now, this is to address the issues with governors switching to mountains and starving the cities
  • Removed Resource from mountains, this is to address the inability of Builders building improvements on mountains
  • Added +6 Food to the Palace, this is to address the inability to modify the base city tile
  • Added...

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Elucidus updated The Balancer with a new update entry:

The Balancer 0.17.7b

This fixes the Base City Tile. It should now produce at least 10 food and 10 production regardless of terrain (though Mountain settlements have not been given this). Resources will raise this above the normal amount (perhaps flood plains too, as I haven't tested those yet).

This should help alot.

The next thing on the agenda is to add a starting era's amount of techs and civics, and perhaps add that era, though that might come later.

Feedback is always welcome.

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Here's a little teaser of what i am working on.

snapshot.png
 
The Balancer has taken a bit of a turn. It is slow going until either the SDK comes out or I finish my SQL Maker tool,

Not really a turn, but evolution. Looks like there will be a host more techs, units, a revamp of the religious system and the civics system as well, almost everything really.

newstart.png
 
love the mod but cant stand the fact that it takes 34 turns to research the fist tier techs... please find a way to fix this so I can use the mod again... 10 turns to build most units on turn 1 but 34 turns to research pottery!?!?!?!... I run out of things to build waiting for my tech to catch up
 
I am getting ready to relaese a version that should fix that, the mod is still a work in progress, so all feedback is welcome.

It is likely coming tonight or tomorrow and has massive changes, they will be documented on the first page, but just know your issue was one of the things I have been working to fix..
 
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