Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Catachan's Tall Balance Mod Beta Test Version 001!
   
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18 Nov, 2019 @ 6:08am
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Catachan's Tall Balance Mod Beta Test Version 001!

Description
WARNING, THIS MOD IS A BETA BUILD. EXPECT BUGS! [NEWLINE][NEWLINE]

I highly recommend enabling another mod with this. "Removable Districts RaF."[NEWLINE][NEWLINE]

This is my first attempt at a balance mod (or any mod FOR ANY GAME, EVER!). It is quite involved and aimed at providing validity for tall civ strategies vs wide, expansionist civ strategies.[NEWLINE][NEWLINE]

Settlers have a massive buff that only works on turn 1 (so make it count). Settlers have 7 movement, 7 vision and no movement penalty (except for ocean/lakes and mountains). Mountains and hills still block line of sight. Pro-Tip: Move onto a hill to more easily see 7 tiles away. Use your first turn wisely![NEWLINE][NEWLINE]

Settlers now cost 3 population instead of 1 (get the governor that reduces it to 0 early if you are an expansionist civ).[NEWLINE][NEWLINE]

Every tile has a total yield of 3 by default.[NEWLINE][NEWLINE]

Resources add another 3 yields (I counted gold as 0.5 yields though). [NEWLINE][NEWLINE]

Non-unique tile improvements add 2 yields from the start of the game.[NEWLINE][NEWLINE]

Isolated farms get 1 food on tiles which goes up to 2 if adjacent to a river or an oasis. Farms can be built in desert and tundra.[NEWLINE][NEWLINE]

There is a massive increase in adjacency bonuses for districts (In-game tells you exactly what they are). Their placement is VERY important.[NEWLINE][NEWLINE]

The most important thing this mod does is nerf a player for building multiples of the same district (CAMPUS, THEATER and HOLY SITE only).[NEWLINE][NEWLINE]

Campus example: The first campus built provides 100% as normal, but the second nerfs the player’s GLOBAL science yield to 67% science yield; the third brings it down to 50%, 4th to 40% and so on.[NEWLINE](the formula is: (2/(number of districts+1) – 1) X 100%, but you don't get double science before you have your first district).[NEWLINE][NEWLINE]

Currently the only way to verify the penalty is being applied is looking at science/culture progress in the tech/civic progress circle and after pressing end turn, seeing it tick back before it ticks forward again (for faith, the TOTAL faith you have will go down before it goes back up by the whole amount of faith you’d gain per turn without the penalty). This effect occurs whenever a turn officially ends for everyone.[NEWLINE][NEWLINE]

ONLY districts built in cities founded by the same player count towards this nerf. This is to not nerf science/culture/faith to oblivion if you are a warring civ or otherwise going for a domination victory.[NEWLINE][NEWLINE]

To further bonus tall strategies, campus, theaters and holysites have massive adjacency when built next to each other. Build a trinity of them to increase their yields by 10 each.[NEWLINE][NEWLINE]

A further tall bonus is: Campuses increase science yield to 1.5 per population per turn before buildings; and 3 science per population per turn after buildings are built. As culture seems easier to generate than science, Theaters and Holy Sites work the same way but for half yields (0.75 culture/faith per population per turn, going to 1.5 after all relevant buildings are built). The end result is that a city now can't generate much science, culture or faith (relatively) unless it has a campus, theatre or holy site district, for example.[NEWLINE][NEWLINE]

Nearly all civs have been buffed in some respect and their descriptions/traits should be accurate and reflect these buffs.[NEWLINE][NEWLINE]

A few policies have been buffed (mainly early game ones as well as trade route policies).[NEWLINE][NEWLINE]

Buildings generally give more housing and amenities and some buildings that usually don't, do. Lots of wonders give decent faith/culture yields and housing/amenities if it made sense roleplay-wise as to what they are/were in real life.[NEWLINE][NEWLINE]

Last but definitely not least, Natural Wonder provide MASSIVE yield bonuses. The aim is for them to be something to want to build a city for, exclusively, even if the surrounding area isn’t a good settle location. Also, it’s something to fight over. Think of the content![NEWLINE][NEWLINE]
10 Comments
WintxrWhisper 22 Nov, 2022 @ 9:02am 
i do like this mod. but, i had some thoughts, i think its a little to strict on the number of cities, an almost 50% cut for two campuses feels like a bit much, i tend to manage 3 cities, and unsure if others will agree, but less then that, it feels like it can still be outdone by a wide gameplay. just my own thoughts.
Catachan Man  [author] 20 Nov, 2019 @ 6:28pm 
Apparently if you try single player without all DLC enabled, it will probably crash, but if you instead set up a multiplayer game and fill it with yourself and AI it might work. Things might not work perfectly well though, without rise and fall and gathering storm, but you're free to try while I fix some bugs.

I will be making different versions that work without the DLC/Expansions as well as it's not too hard to do, because most conflicts simply involve the mod trying to edit database values for civilizations that aren't present (it's more to do with it trying to use a value from another database table that doesn't exist without the DLC). Foreign Key constraints for those familiar with SQL.
SassySasquatch 20 Nov, 2019 @ 7:49am 
When you say all DLC does that mean "All" or just R&F and GS?
Catachan Man  [author] 19 Nov, 2019 @ 4:37am 
The Faith penalty is actually a buff in this version, so whoops. It will be fixed in a new version, but at least until the Yogscast finish their game with this mod, we agreed not to update it, in case it breaks save files.
Catachan Man  [author] 19 Nov, 2019 @ 4:34am 
This mod should work for single player and multiplayer, but for single player, only if all the DLC is enabled. For multiplayer, apparently all the DLC information might be remotely loaded into the database but disabled, so the mod updates database values successfully.

The problem with testing this with single player is that AI might not know how to deal with nerfs to campuses, holy sites and theaters and just build many of them.
h4ilst0rm 18 Nov, 2019 @ 11:09am 
reading the logs leads me to believe there are some wonders etc that aren't present if you play single player and this mod tries to update their values which causes it to fail to start
SassySasquatch 18 Nov, 2019 @ 10:22am 
I launched single player it didn't work but then went multiplayer and it did
SassySasquatch 18 Nov, 2019 @ 10:04am 
Is this a Multiplayer only?
The Spiffing Brit 18 Nov, 2019 @ 9:45am 
This is the greatest mod of all the mods yes yes yes yes yes
Catachan Man  [author] 18 Nov, 2019 @ 6:10am 
([NEWLINE] is for in-game formatting).