thecrazyscotsman's Omnibus

thecrazyscotsman's Omnibus 1.2.3

Looking good thanks.

Just a quick one. I dont know if its possible but with the improvement to aerodromes can there be a change to where a aircraft can be based?

I have no idea why they can be based in cities. It makes no sense to me. What is the point of aerodromes and airports if I can build aircraft and plonk them in an city anywhere?

It seems like its a bug with the base game to me.

Your fighter change with no build requirements seems wrong too when all cities can build an aerodrome, but I think it should at least require some sort of base to go to.
 
Looking good thanks.

Just a quick one. I dont know if its possible but with the improvement to aerodromes can there be a change to where a aircraft can be based?

I have no idea why they can be based in cities. It makes no sense to me. What is the point of aerodromes and airports if I can build aircraft and plonk them in an city anywhere?

It seems like its a bug with the base game to me.

Your fighter change with no build requirements seems wrong too when all cities can build an aerodrome, but I think it should at least require some sort of base to go to.
I agree, ideally aircraft should only be able to be based in an aerodrome and cities without aerodromes shouldn't be able to produce aircraft. But I worry this would make the AI never build aircraft again.
 
Are you planning on adding an overhaul of the government cards sometime in the future? I really enjoy most of the changes made to the government cards in the Civ VI improvement patch, and would love to see something similar that is compatible with your mods.

Yes! I do plan on overhauling the mostly useless policies. Suggestions are welcome :)

2 range is too much. 1 is enough.

I haven't gotten much testing feedback regarding this. I fear a 1 range wouldn't actually do much as tiles close to the city center fill up quickly.

I have one question : Why the commercial district specialist gives only 3 gold ? 3 gold is much worse than 3 production, 3 science or 3 culture. It's also worse than the yield in the vanilla version.

Sorry, commercial specialists still provide 4 gold. That was a mistype in my changelog.

Great work Crazy! This has every thing I love. I just need to know it will work with the YAMPG (map pack) so I can use your mod and his larger maps? His 'light earth' I really love which increases the distance on majors to your initial city to 30 tiles and reduces the amount of Barbarians about 33%.

So you can use my Standard ruleset with any of the YNAEMP maps, but because only 1 custom ruleset can be selected at a time you can't use the Enhanced or Complete rulesets at the same time as his.

I'm perfectly open to moving more features into the Standard ruleset from the others if players find some features should be in every game by default.

Looking good thanks.

Just a quick one. I dont know if its possible but with the improvement to aerodromes can there be a change to where a aircraft can be based?

I have no idea why they can be based in cities. It makes no sense to me. What is the point of aerodromes and airports if I can build aircraft and plonk them in an city anywhere?

It seems like its a bug with the base game to me.

Your fighter change with no build requirements seems wrong too when all cities can build an aerodrome, but I think it should at least require some sort of base to go to.

The changes to aircraft/Aerodromes are based on the AI limitations. I've never seen AI build planes when they all required Aerodromes because I don't think I've ever seen the AI build an Aerodrome. Leaving an air slot in the City Center at least allows the AI to garrison fighters in their cities which should make it at least marginally harder for the player to bomb them with impunity.
 
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Planned changes for Update 1.1
-Standard-

Grant Cistern when starting in Industrial or later eras
Edit modifiers so that strategic resources are not buffed until after the correct technology is researched (there is a current bug which buffs tiles with strategic resources which haven't been revealed yet)

-Enhanced-
Add Military Engineer support ability to scale cliffs
Increase Military Engineer charges to 4
Integrate 8 Ages of Pace
Encampment buildings increase production % towards units (experimental)

-Complete-
Buff Scout utility with 1 extra movement and/or 1 free promotion

---------------------------------------------------
Comments, suggestions?
 
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I played a game with this yesterday, including AI+. Prince level, to get the feel of things, got randomized into France, so I went very very wonder heavy. As France, I got to see a lot of what the other civs were doing--I noticed they were appropriately building cisterns, for instance. It took quite a bit longer than usual to secure a cultural victory, even with your bonus theming and the belief that buffs relics. I assume that was due to both AI+ and my opponents generating more culture than usual. Very enjoyable game.
 
For combat:
  • melee and anti-cav units get +1 movement
  • melee units get +5-10 combat strength when defending
  • anti-cav gets larger bonus against cav
  • cavalry can't fortify
  • boats get +1 range, frigate and later get indirect fire
  • ranged units should receive extra bonuses for being in a fort: shoot/see over hills&forests even if not on a hill
  • overhaul the entire promotions tree, add more promotions and more meaningful choices: have 3-4 different branches that focus on a specific utility, powerful ability at the end of the branch
Most if not all of those changes can be done without the mod api, but I'm not sure how easy/possible it is to change the promotions tree.


For policies I like most of the changes that the Civilization 6 Improvements patch mod add, of course some would need balancing but I think it's a good place to start.
I really like the mod that lets builders make fish farms in the water too :p


edit: oh and several of the wonders are quite useless, eventually adding a wonder overall would be awesome too. There's a mod I'm using that reworks wonders and adds national wonders, it seems pretty nice so far.

oh and is it possible to increase the number of natural wonders on a map using a mod, or do I have to manually change the settings?

edit2: Maybe give mounted units the norway berserker ability, stronger on offense but weaker on defense?
 
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In the middle of my first game with this patch (+ AI+)

Enjoying the game, on Emperor, finding the AI challenging at least as far as exploration and building cities. Haven't had combat yet, and still seeing way too many warriors, but that is probably to be expected. A lot of ships being built by the city states as well.

I second the suggestions of merging with the Civ 6 Improvements Mod. I think most of the changes to the policies there are sound and make for a very balanced game.

Only other mods I am running with is the 25% Eurekas and Inspirations (which works fine) and Detailed Worlds map pack. Both work flawlessly with your modpack.
 
Planned changes for Update 1.1
-Standard-

Grant Cistern when starting in Industrial or later eras
Edit modifiers so that strategic resources are not buffed until after the correct technology is researched (there is a current bug which buffs tiles with strategic resources which haven't been revealed yet)

-Enhanced-
Add Military Engineer support ability to scale cliffs
Increase Military Engineer charges to 4
Integrate 8 Ages of Pace
Encampment buildings increase production % towards units (experimental)

-Complete-
Buff Scout utility with 1 extra movement and/or 1 free promotion

---------------------------------------------------
Comments, suggestions?


Love this mod so far, you've been putting in a lot of work with the lack of mod tools yet for the game. Personally I like making a few changes to the mods I download, such as things like oasis's having 1 tile reach for the bonuses instead of two. Those kind of things are a simple value change in a file somewhere, so would it be possible to include some comments explaining what some of the more obscure values do?
 
Another thing that you might want to think about in reworking combat is units being next to each other. I think it would be interesting if melee units gave a small bonus to adjacent units when defending, spearmen give a bonus to adjacent units against horsemen, etc. Either that or make all units get +2 combat for each adjacent friendly unit, that way making a line of units is more important, and breaking through the line to disrupt the bonuses would be a viable tactic.
 
I played a game with this yesterday, including AI+. Prince level, to get the feel of things, got randomized into France, so I went very very wonder heavy. As France, I got to see a lot of what the other civs were doing--I noticed they were appropriately building cisterns, for instance. It took quite a bit longer than usual to secure a cultural victory, even with your bonus theming and the belief that buffs relics. I assume that was due to both AI+ and my opponents generating more culture than usual. Very enjoyable game.

So I just played another game, stepped up the difficulty a level, got randomized into China, so once again went wonder heavy. This was a much, much, MUCH quicker win than normal. Culture victory in 100 BC. Of course, it took a particular confluence of events for that to happen--shuffle gave me a pangaea, so I met all eight civs relatively quickly. A goodie hut gave me a relic, kickstarting tourism before I even finished Stonehedge with my builders. Once I got my prophet, I once again picked the supercharged relic belief, and at that point it was basically waiting for open borders to come on line, while rushing a few more wonders with my builders. I won with a grand total of ten international tourists.

The relic goodie hut may be a wee bit overcharged, though I know that is beyond the scope of your mod. In fact, I'm not entirely certain any major aspect of your mod really took effect--I didn't even manage to theme the Great Library before victory arrived.
 
Small issue with granary changes imo.

There is no inherent bonus anymore. So if you happen to have a city with none of the multiple improved resources you are sol.
 
Small issue with granary changes imo.

There is no inherent bonus anymore. So if you happen to have a city with none of the multiple improved resources you are sol.

It provides 1 housing, I believe. Probably not worth building for that alone. That is most likely the point though.
 
Thanks everyone for the feedback, I'm glad you all are enjoying the mod!

As to combat overhauls, I will probably ask Olleus if I can incorporate his 8 Ages of War mod into this one once he's finalized it a bit more.

A quick update regarding version 1.1, which I am actively working on:
-Standard-
Grant Cistern when starting in Industrial or later eras...DONE!
Edit modifiers so that strategic resources are not buffed until after the correct technology is researched...IN PROGRESS
Fix Ruhr Valley text...DONE!

-Enhanced-
Add Military Engineer support ability to scale cliffs...IN PROGRESS
Increase Military Engineer charges to 4...DONE!
Integrate 8 Ages of Pace...DONE!
Captured Settlers turn into Builders...DONE!
Change Broadway slots into all Music...DONE! (this is to fix a bug and make the theming bonus work correctly)
Encampment buildings increase production % towards units...NOT STARTED YET

-Complete-
Buff Scout/Ranger utility with 1 free promotion...DONE

I'm having some really frustrating trouble getting the modifiers for the changes IN PROGRESS to attach correctly. The strategic resource modifiers are completely ignoring my attempts to add a tech requirement, and the Military Engineer modifier is just not working at all. The ME change is hardly essential, but I do view the strategic resource buff fix to be.

Anyways, just wanted to let you guys know I am busy working on an update. I do have some real-world projects due early this coming week, so I won't be able to devote as much time as I want to them, but I will keep working on it and release 1.1 this week.

Also, if you come across any text errors, let me know as I'm starting to incorporate text fixes into the default version of the mod.

I am planning on doing some Policy overhauls in 1.2 as well.
 
thecrazyscot updated thecrazyscotsman's Omnibus with a new update entry:

Update 1.1

Updates by ruleset:
  • Standard
    • Cistern is granted for free when starting in the Industrial era or later.
    • BUG FIX: strategic resource tiles are not buffed by districts or buildings until after the correct technology is researched.
    • VANILLA TEXT FIX: Ruhr Valley text now correctly shows 20% production bonus instead of 30%
  • Enhanced
    • Military Engineers now allow units in formation with them to scale cliffs.
    • Military Engineer charges increased to 4 by default.
    • Settlers now turn into Builders when captured.
    • 8 Ages of Pace has been integrated entirely (credit to Olleus).
    • BUG FIX: Broadway great work slots changed to all Music slots in order to make the theming bonuses work correctly.
  • Complete
    • Scouts and Rangers now start with 1 free promotion.
    • BUG FIX: Modern Armor no longer requires Uranium and is integrated correctly into the new strategic resource combat system.
 
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