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Realms Beyond Balance Mod for Civ6

There was discussion in the postgame threads of Civ 6 PBEM 7 on possible inclusions for a Civ 6 MP balance mod. So I tinkered around in SQL Lite for a few hours and now give you:

The Really Balanced Mod Of Destiny

See attached for the Mod file. Unzip the folder, and move that folder to your Mods location on your computer. Mine is: C:\Users\[WindowsUserNameHere]\Documents\My Games\Sid Meier's Civilization VI\Mods

Changelog:

The Obvious: Venetian Arsenal only produces double units in the city where the wonder is built.
  • This seemed the no brainer that was also my test of "Can I do something moderately complex?". And it works!

The Provocative: Hills now provide +1 Icon_Production AND -1 Icon_Food to a tile. Base game only provides +1 Icon_Production
  • Yeah your flatlands aren't so worthless now are they? Gonna think twice before playing on New World Age again?

The Not Yet In This Mod: Production scaling fixes.
  • Obviously something needs to be done about production scaling, chopping/harvesting one of the things to be addressed. What do you think?

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I want this to be a good place to discuss what could/should/would be in this mod, and I want you to contribute too! That's why the repository for this mod is located here, and public to view. You can even submit pull requests if you have any earthly idea what that is! If not don't worry, I'll get around to posting a guide soon (if someone doesn't beat me to it). But I want this to be a community project, that includes letting you submit code. And I know surely there's someone who will want to submit dozens upon dozens of civilopedia correcting edits......

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Link dump for my modding resources:

Modding with SQLLite Studio
Creating and Attaching Modifiers
Dynamic Modifiers, Effects, Collections, and Arguments
Advanced Modbuddy Concepts


Attached Files
.zip   ReallyBalancedModOfDestiny.zip (Size: 1.44 KB / Downloads: 3)
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I have a very lengthy series of balance proposals to share, including production scaling fixes. It should be ready in about a day. Brick just beat me to the punch. smile
Follow Sullla: Website | YouTube | Livestream | Twitter | Discord
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Please dont nerf things when most base levels are already bad.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Good point by Krill.

I think the way to go is not nerf hills but boost flatlands and plains with one yield.

But I like the way you are thinking. I will probably deep dive into civ and leaders. Sullla can probably take care of the maths behind chops and production.
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+++ to boosting other terrain as opposed to degrading hills.
DL: PB12 | Playing: PB13
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(May 27th, 2018, 01:23)TheArchduke Wrote: Good point by Krill.

I think the way to go is not nerf hills but boost flatlands and plains with one yield.

But I like the way you are thinking. I will probably deep dive into civ and leaders. Sullla can probably take care of the maths behind chops and production.

(May 27th, 2018, 04:41)Bacchus Wrote: +++ to boosting other terrain as opposed to degrading hills.

Sounds good to me! What's the boost though? +1 Icon_Food to flat lands doesn't seem to cut it.
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I would try +1 food, and make farms give a full point of housing rather than half.

Or maybe even just boost farms to give +2 food and +1 housing. After all, it's the mines on hills which are OP, not hills themselves.
DL: PB12 | Playing: PB13
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Depends how you want the effects to manifest. As Bacchus says, mines with apprenticeship are what distort tile valuation. Just increasing flatland tile yield doesn't necessarily change that adequate production is also impossible to achieve due to unit, district, settler and improvement costs though.

It's probably worth focusing on tile improvements first though, and then rebalance everything after you have that section solved. It's what we did in RtR.

NB tile improvements must also include district yields and adjacency, and then needs to be realigned against builder costs.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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(May 27th, 2018, 06:28)Bacchus Wrote: I would try +1 food, and make farms give a full point of housing rather than half.

Or maybe even just boost farms to give +2 food and +1 housing. After all, it's the mines on hills which are OP, not hills themselves.

The food is fine, housing should be +1 for farms. (Feudalism boosts farms without adjacency then it would be fine..)
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I'm not sure if boosting food output on flat lands/farms is going to cut it. The only use of food is to grow (and sustain) the population to work the actually useful tiles. Maybe I'm missing something, but if farms only provide more food, you'll need flat land less instead of more. Giving them a full point of housing like TheArchduke suggests seems better.

Would it be possible to add a tile improvement like the Civ4-workshop to give Icon_Production on flat land tiles?
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