[to_xp]Gekko
QCT junkie
nice, I'll upload my version later when I get home but I can already detail what I changed
NB: I'm not using improved water yields anymore as the harbor has been addressed in a patch by Fireaxis
changes to better city specialization:
1) increased specialist yields of encampment, commercial, harbor and holy site district to balance them vs the others ( encampment gives 2 production 1 culture, harbor gives 3 gold 1 science, commercial gives 5 gold )
2) changed back specialist slots to 1 per building as even with the buff they are still not particularly powerful and I prefer a more gradual increase in slots. ideally specialists would give great people points but sadly I don't know how to code this
3) changed electronics factory to a power plant UB, yields reverted to vanilla ( 4 production in a 6 tile radius )
4) removed additional adjacency bonuses from commercial district as they seemed not needed ( a well placed commercial district gives 5 gold, a well placed campus gives 3 science, seems balanced enough ) , reduced adjancency bonus from city center for aerodrome to 2 gold ( 4 gold seemed overkill )
5) restored aerodrome requirement for fighter planes as one of Fireaxis patches addressed the issue with AI not building planes already
6) changed commercial district yields from city states to 4/2/2 and encampment yields to 2/1/1 to make em balanced vs the other city state types
7) halved culture per district from Kumasi and Nan-Madol suzerain bonus to keep em balanced with other CS yields ( taken from city state balance mod )
8) added +3 culture to broadcast tower from Grand Opera policy ( it was missing from the current version )
9) changed harbor district adjancency bonus from naval infrastructure and economic union to 50% to balance it vs the other adjacency buff policies, since the shipyard now gives production adjacency bonus
10) changed free market policy to give 5 gold per building to keep it balanced vs grand opera and rationalism
11) removed cistern, water plant and changes to sewers as I feel the additional housing devalues aqueducts and housing from improvements, plus fireaxis halved sewers cost in the latest update ( and Quo's combined tweaks which I use moves it earlier in the tech tree )
12) changed temple from flat yield to adjacency bonus, changed scripture policy to 50% bonus and simultaneum policy to 3 faith per holy site building. however, I think I'm going to revert the temple to flat yields and use Rush's Religion Rebalance mod which gives adjacency bonus to belief buildings, as the temple seems too early and cheap to get that bonus and keeping it flat means it's more balanced vs the stave church UB
changes to buffed resources:
1) removed aqueduct changes as I felt +1 food in 2 tile radius was overpowered, and Quo's combined tweaks already handles the aqueduct nicely ( 6 tile radius, 2 food from plantations and great engineer points )
2) added gold bonus to street carnival as it was missing from the current version
3) reduced culture from theater resources to 1 as per latest Omnibus version
4) added yields to Tlachtli and Basilikoi Paides for DLC compatibility
5) reduced water mill to 1 production ( was 2 ) to make it more balanced vs workshop as per Magil's suggestion
6) housing from coastal and no fresh water increased by 1 ( I was already using this tweak regardless of your mod, but I feel it goes very well together with your change in housing for granary and water mill )
7) I think I'm going to reduce faith from holy site resources to 1 since 2 seems a bit too much and Rush's religious rebalance also buffs the holy site
NB: I'm not using improved water yields anymore as the harbor has been addressed in a patch by Fireaxis
changes to better city specialization:
1) increased specialist yields of encampment, commercial, harbor and holy site district to balance them vs the others ( encampment gives 2 production 1 culture, harbor gives 3 gold 1 science, commercial gives 5 gold )
2) changed back specialist slots to 1 per building as even with the buff they are still not particularly powerful and I prefer a more gradual increase in slots. ideally specialists would give great people points but sadly I don't know how to code this
3) changed electronics factory to a power plant UB, yields reverted to vanilla ( 4 production in a 6 tile radius )
4) removed additional adjacency bonuses from commercial district as they seemed not needed ( a well placed commercial district gives 5 gold, a well placed campus gives 3 science, seems balanced enough ) , reduced adjancency bonus from city center for aerodrome to 2 gold ( 4 gold seemed overkill )
5) restored aerodrome requirement for fighter planes as one of Fireaxis patches addressed the issue with AI not building planes already
6) changed commercial district yields from city states to 4/2/2 and encampment yields to 2/1/1 to make em balanced vs the other city state types
7) halved culture per district from Kumasi and Nan-Madol suzerain bonus to keep em balanced with other CS yields ( taken from city state balance mod )
8) added +3 culture to broadcast tower from Grand Opera policy ( it was missing from the current version )
9) changed harbor district adjancency bonus from naval infrastructure and economic union to 50% to balance it vs the other adjacency buff policies, since the shipyard now gives production adjacency bonus
10) changed free market policy to give 5 gold per building to keep it balanced vs grand opera and rationalism
11) removed cistern, water plant and changes to sewers as I feel the additional housing devalues aqueducts and housing from improvements, plus fireaxis halved sewers cost in the latest update ( and Quo's combined tweaks which I use moves it earlier in the tech tree )
12) changed temple from flat yield to adjacency bonus, changed scripture policy to 50% bonus and simultaneum policy to 3 faith per holy site building. however, I think I'm going to revert the temple to flat yields and use Rush's Religion Rebalance mod which gives adjacency bonus to belief buildings, as the temple seems too early and cheap to get that bonus and keeping it flat means it's more balanced vs the stave church UB
changes to buffed resources:
1) removed aqueduct changes as I felt +1 food in 2 tile radius was overpowered, and Quo's combined tweaks already handles the aqueduct nicely ( 6 tile radius, 2 food from plantations and great engineer points )
2) added gold bonus to street carnival as it was missing from the current version
3) reduced culture from theater resources to 1 as per latest Omnibus version
4) added yields to Tlachtli and Basilikoi Paides for DLC compatibility
5) reduced water mill to 1 production ( was 2 ) to make it more balanced vs workshop as per Magil's suggestion
6) housing from coastal and no fresh water increased by 1 ( I was already using this tweak regardless of your mod, but I feel it goes very well together with your change in housing for granary and water mill )
7) I think I'm going to reduce faith from holy site resources to 1 since 2 seems a bit too much and Rush's religious rebalance also buffs the holy site
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