Sid Meier's Civilization VI

Sid Meier's Civilization VI

GS Balance Changes and Tweaks
27 Comments
god of being bad at everything 7 Apr, 2021 @ 12:45am 
btw should we buff market economy its bonus is pretty negligible if you buff trade confederation
god of being bad at everything 7 Apr, 2021 @ 12:06am 
since i usually somehow overpopulate when i play socttland it gets annoying
god of being bad at everything 7 Apr, 2021 @ 12:04am 
rhine i believe scottland is actually harder to use than sweden so no
rhine 3 May, 2020 @ 10:10pm 
Would make sense to give them a small discount to Rock Bands (since Sweden is known for its homage to heavy metal in Europe). Maybe add gold to their UI?
rhine 3 May, 2020 @ 7:53pm 
To help Sweden a little more, why don't you change their
- "Receive +1 Great Scientist Points from Universities and +1 Great Engineer Points from Factories"
and simply change it too:
- "Receive +1 Great Scientist Points from every building constructed in a Campus and Receive +1 Great Engineer Points from every building constructed in a Industrial Zone". That way they can have more of a buff to better compete with Scotland, Brazil, and Kongo for Great People in the earlier to mid-game. This way they can be more of a versatile civ outside of being geared to Culture.
Cold  [author] 6 Jan, 2020 @ 6:06pm 
Finally released a new update for this mod after not playing Civ 6 for quite a few months. I finally bought the DLC civs with the 2019 christmas sale so I have added long-conceived changes for them (surprise most of the DLC civs are broken). Other changes have been tweaked or reverted based on additional playtesting in Gathering Storm and based on the balance patches Firaxis has released since my last update of this mod.
FyuriusRyage 2 May, 2019 @ 3:12pm 
Really liking this mod, looking forward to trying various civs with the changes.

Eleanor is too OP tho. 12 range is crazy... it is between 200-300% more pressure on each opponent civ, depending on city placement. I won a Diety domination victory in Industrial era as Freleanor, without attacking a single city. And didn't need to work spies and governors either to do it. Too easy.
Chowder 15 Apr, 2019 @ 9:46am 
Hey man! I just wanted to say I've played a few matches with this mod, and I actually think it's fantastic! Well done overall! I'd suggest tweaking Eleanor a bit, and maybe further buffing Norway. But otherwise, nice stuff.
Gratchoof 12 Apr, 2019 @ 12:23am 
Do you know if your mod will work alongside the "Real Building Upgrades" mod?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=888640113
Gratchoof 10 Apr, 2019 @ 11:44pm 
Hi. If I wanted to tweak a few things, how'd I go about it?

For example, my friends and I felt Eleanor was too powerful already, and so increasing flip range to 12 as well as giving faith we feel is a bit OP.

Is there an easy way for me to locate each change and edit the file if desired?
Noodlemaniac 6 Apr, 2019 @ 3:01pm 
Are you planning on doing anything to hungary's unique building? The tourism bonus from the geothermal vent seems misplaced.
Cold  [author] 31 Mar, 2019 @ 12:00pm 
@Noodlemaniac I kind of miss that ability on England as well, but it wouldn't interact anyway because the ability I made for Eleanor does not grant faith to Artifacts - it only gives faith to writing, music, landscape, sculptures, and portraits. So religious art, artifacts, and relics are not affected by Eleanor's bonus
Noodlemaniac 29 Mar, 2019 @ 6:11pm 
Its sad that Firaxis changed England's civ ability, having British museums with your Elanor buff would be an interesting combo
Cold  [author] 29 Mar, 2019 @ 4:13pm 
@Gratch I have no idea how to let Brazil chop rainforests before other civs can, but starting with Bronze Working is certainly an interesting idea. I don't think it would break anything because it's not like you want to build an Encampment or Spearmen immediately.
Cold  [author] 29 Mar, 2019 @ 4:04pm 
@JNR Yes it looks like you are correct. I have fixed the error for when I push an update, which will most likely be after the craziness of the April Firaxis patch.
JNR 29 Mar, 2019 @ 9:27am 
@Cold I think it was fixed, military engineers no longer obsolete at any tech anymore, and they shouldn't, because they can be important even late in the game for airstrips, forts, railroads, canals, and dams, and some other mods also add more abilities to them.
Gratchoof 28 Mar, 2019 @ 11:41pm 
Thanks for the update.

As for how to boost Brazil, could they perhaps start with the ability to chop rainforest so can at least place holy sites, campuses etc in more spots earlier?

Not sure if giving them bronze working from turn 1 would be too OP, so for Brazil only could potentially add the chop rainforest to mining like chop woods is?
Cold  [author] 28 Mar, 2019 @ 8:08pm 
@Gratch Glad you like it. Thanks for pointing out the tooltip errors. I have corrected them for whenever I decide to push an update through the workshop. The document is correct for both of the tooltips you mentioned. The egypt bonus is +3 for foreign routes that are sent to you and the pantheon grants 200 faith when clearing barbarian camps
Cold  [author] 28 Mar, 2019 @ 8:01pm 
@JNR it is my understanding that Military Engineers already obsolete at a certain technology. I have pushed that obsoleting point back. This may have been changed by Firaxis in GS but I am not sure at the moment
The Biddy King 28 Mar, 2019 @ 4:34pm 
Not working although i dont have raf so maybe thats why? (have gs)
Gratchoof 28 Mar, 2019 @ 7:44am 
Hi. Love the mod concept, it will replace a collection of other mods I have.

I have noticed a few differences between in game text and the google doc info, such as in game it says egypt get +4gold from trade routes, the doc says +3. In game the pantheon says +300 faith for clearing a barbarian camp, the doc says 200 etc.

Would love to know which ones are actually right, and to see them get updated accordingly.
Thanks
Parker Posey's Mouth 27 Mar, 2019 @ 10:38pm 
I'm going to follow this, because the changes to Civs alone sound wonderful, but I'm reading it'll cause a fair deal of compatibility trouble. Please keep working on it! I'm going to run a test game or two to see how I like it in the meantime.
JNR 26 Mar, 2019 @ 7:42pm 
Why do Military Engineers get obsolete in the future era? They don't upgrade to anything, who am I going to build forts, railroads, tunnels with, then?
Chowder 26 Mar, 2019 @ 3:37pm 
For compatibility reasons, is there a way to only get the Civ changes, but nothing else?
Cosmic Fox 26 Mar, 2019 @ 1:49pm 
The main issue with this mod will be compatibility, he adds in things that other popular mods already do. negating them entirely without including them in this mod.

Author I suggest working with other mod devs and produce a mod compabile version.. thanks
Bunzato 26 Mar, 2019 @ 11:25am 
That's a lot of cool changes, gonna take a look at it
Krajzen 26 Mar, 2019 @ 10:27am 
I've read that google document and this mod is amazing, IMO the best balance mod around there.