Sid Meier's Civilization VI

Sid Meier's Civilization VI

GoldenAge - Brave New World
Gold  [developer] 25 Aug, 2020 @ 3:49pm
List of modifications
Last update: version 130.

See the latest version in the game Civilopedia!!

1. Technologies and Civics.
a) More reasonable and smoother Technology tree and Civic tree.
b) Multiply the cost of techs and civics per era due to the higher science and culture yields.
c) Increased the penalty to +50% Tech/Civic cost when the Techs/Civics exceed current game era, -50% Tech/Civic cost when the Techs/Civics fall behind current era.
d) Tweak the tech or civic where some units/districts/buildings/improvements unlock.
e) Better organized techs in future era to simplify tech victory.
f) Optimize the boosts for techs and civics.
g) Boost is decreased into 30%.

2. Buildings and Districts
a) All UB cost half now, just like UD.
b) Tier 1 and Tier 2 buildings (Library and University for example) provide extra yields with electric power.
c) The yields of Specialists are increased with the development of buildings in the district.
d) Buildings in (Water) Entertainment district provide more amenities and more tourism. Add Specialists for (Water) Entertainment district.
e) Bank and stock-exchange provide extra trade route when city reaches specific populations.
f) Buildings in Campus and Theater have regional effect like factory. New Tier 4 buildings in Campus and Theater.
g) Buildings in Harbor district will provide extra yields for ocean tiles after unlocking electricity tech.
h) World wonders rework (such as adding nationwide effect, not done yet). World wonders trigger culture bomb when finished.
i) National Wonders: Can build only once in each civilization, can’t build in the same city with other type of National wonders. Provide double yield and percentage yield bonus if meet specific requirements.
j) Government district doesn’t require population. Optimize buildings in the government district to specify development strategy. (Tall play, wide play, and conquer)
k) Encampment district and its buildings are also now focus on housing.
l) Allows building districts (except Industrial Zone, Encampment, Airport, Spaceport) on Forests and Jungles without removing them after unlocking specific civic. Also, now you can’t build Industrial Zone near city center.
m) City requires more populations to build more districts (from each 3 to each 4).
n) Dam and Canal also provide fresh water just like Aqueduct. If the city already has fresh water, +3 extra housing instead just like Aqueduct.
o) Aqueduct, Sewer, and Neighborhood provide extra city growth rate in addition to housing.
p) Aqueduct provides extra food for farms in the city; Dam provides extra food and production for adjacent tiles; Canal provides extra gold for adjacent tiles
q) City center has the standard district adjacency yield as government.
r) Nerf some initial district adjacency bonus, require the unlock of techs and civics for more bonus.
s) If the same type of districts (from different cities) are adjacent to each other, there will be huge adjacency bonus! (Plan and design to get maximum adjacency yields!)
t) The appeal of tiles will affect city housing and amenity if there is a district on the tile.

3. Projects
a) New projects that can convert redundant strategic resources into gold.
b) Everyone can move their capital city.
c) Nuclear bomb project now requires Spaceport district to conduct.

4. Resources and Improvements
a) Fishing boats/Pasture/Camp/Plantation provides 1 housing instead of 0.5.
b) Adjust the yields and the frequency of some resources.
c) Sea resource can appear on ocean tiles.
d) Luxury resources and strategic resources can be harvested, yield a large amount of Gold or Production at one time. Antiquity Site and Shipwreck can also be harvested, yield Culture.
e) Improvements yield increase with the advance in technologies and civics.
f) Fishery and city park become universal improvement and are available after unlocking related tech and civic.
g) Add movement limit to all kinds of fort.

5. Terrains and Features and Natural disasters
a) Adjust the base yields of different terrains. Now all tiles have initial yields of 3.
b) Remove the yield from forest and jungle features.
c) Buff natural wonder yields to match the crazy natural disaster yields in GS.
d) Natural disasters are now more destructive! Soothsayer triggered natural disasters are even more destructive.
e) No more yields from soothsayer triggered natural disasters.

6. Governments, Governors and Policies
a) Overhaul all kinds of governments. Each government has its own weakness.
b) Overhaul governor abilities.
c) More new government specific policies, which are wildcard type.
d) Convert industrial zone and harbor district related policies into military type.
e) Convert trade route related policies into diplomatic type.
f) Details:
i. Production bonus (30%) policies for all districts and buildings in those districts.
ii. Each 10 population in the city brings 50% extra buildings yield in the specific districts (maximum 200%)
iii. Better great person policies. (+100% instead of +2)
iv. Better policies upgrade and obsolete series. (Strategic resources, city defense, units experience, garrison related)
v. Production bonus policy for sieges units.
vi. Buff some weak policies that no one would choose.

7. Civilizations and Leaders (More work will be done for this part later)
a) Traits rework. (This will keep changing to make the game more balanced.)
b) Regional and Cultural traits that create a whole new culture bomb world! More intense territorial dispute is waiting for you!
c) Unique glory era and dark era for all civilizations according to their true history.

8. Units
a) Pre-industrial units require strategic resource for maintenance.
b) Cheaper naturalist, more expensive rock band.
c) More cost progression rate for Settlers and Builders. Builders increase their charges with tech development.
d) Military engineer can build road without taking a charge. Increase movement and charge for military engineer. Military engineer can boost the progress of Aqueduct/ Dam/ Canal/ Neighborhood districts.
e) Better Recon type unit - Higher sight range – More Strategic Value.
f) Perfectly compatible with Mod ‘Warfare Expanded’.
g) Optimize the strength and weakness of different unit types.

9. Pantheons and Religions
a) Pantheons only yield faith, remove other types of yields and bonus.
b) Combine some weak Religions and make them more powerful.
c) New Pantheons and new Religions.

10. Diplomatic
a) Diplomatic victory agenda begins in the industrial era.
b) Nobel Prize in every game, even without Sweden.
c) War can be declared on the pretext of war after 3 rounds of condemnation.
d) Reduce third party grievances.

11. Others but also important:
a) City tile allows two citizens working on it.
b) The number of populations needed for 1 point of Amenity is increased from 2 to 3. But the free initial amenity from each new city is removed.
c) Great works can be transferred immediately.
d) Shorten governor transition time to 3 turns.
e) More tourism from wonders and great works, but more tourism needed for cultural victory.
f) More and better Goody huts.
g) Optimize the points of strength in the new era.
h) More accurate game time and world eras.
i) Slower climate change.
Last edited by Gold; 4 Nov, 2020 @ 6:22am