Sid Meier's Civilization VI

Sid Meier's Civilization VI

142 ratings
Climate Balance - Complete Pack
File Size
0.040 MB
Feb 26, 2019 @ 5:44pm
Jul 5 @ 4:27pm
7 Change Notes ( view )
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Climate Balance - Complete Pack

In 1 collection by JNR
JNR's Climate Balance
14 items
Climate Balance is an overhaul mod which tweaks various aspects of the climate system introduced with the Gathering Storm expansion. Climate change is no longer something that happens quickly and goes by without notable damages. Instead, it will take more CO2 emissions until the effects appear. But when they hit, they hit hard. More coastland will flood. Storms will become more frequent and violent. And you really start to wish those Flood Barriers weren't so expensive with all that flooding around and you desperately scramble to get rid of your power plants. Rebalanced Climate got you covered in those cases as well.

This Complete Pack version is a bundle of several smaller mods which are available individually as well, with various options. See below for details. This mod as well as all of its components as individual downloads require Gathering Storm, of course.

  • Global temperature rises only half as fast.
  • More tiles get flooded from Climate Change (66% setting, compatible with Primordial map scripts).
  • Nuclear Power and uranium-powered units produce only a quarter of their previous CO2.
  • Climate-based Disasters have more unqiue damage and yield patterns.
  • Storms (Hurricanes, Sandstorms) give yield bonuses less often to account for their more frequent appearances.
  • Sandstorms and Blizzards less deadly to improve balance for civs in tundra and desert. Hurricanes more deadly.
  • Fires add yields to tiles more rarely but are also less likely to spread to adjacent tiles. But Burnt Forests and Jungle temporarily have increased yields.
  • 75% of flood yields are mitigated by dams instead of 50%.
  • Flood Barriers more expensive to build, but cost no longer scales with number of floodable tiles. This keeps their cost in check with the changes to the number of floodable tiles. Cost still scales with global sea level. Purchase cost for Flood Barriers tripled to avoid too big of an advantage from Valletta's suzerain bonus.
  • Power Plants running on Coal, Oil, or Uranium can be decommissioned at any time after unlocking the Environmentalim civic.
  • Reworked Climate Accords to reduce points for dirty power plants and give points for cleaner power plants. No more points for decomissioning but for the regular Industrial Zone Logistics project instead.

Download Individual Components
For those who wish to prefer some customization or want to opt out of certain features because they are already using another mod for it, the components are available individually as well (underlined components are included in the Complete Edition):
  • More coastal flooding due to global warming: 50% - 75% - 100%
  • Decommission Power Plants Expanded: Power Plants running on Coal, Oil, or Uranium can be decommissioned at any time after unlocking the Environmentalim civic. Rebalanced the role of decommissioning in the Climate Accords.
  • Climate Disaster Tweaked: Storms, floods, and droughts become more frequent as climate change progresses
  • Slower Climate Change: x1.5 - x2 - x3
  • Cleaner Nuclear Power: reduces the CO2 caused by using uranium for power or for units by 75%
  • Rebalanced Flood Barrier Cost: Flood Barrier cost no longer scales with the number of floodable tiles in the city, but has a higher base cost and is much more expensive to purchase directly
  • Carbon Recapture unlocked by Tech: Carbon Recapture project unlocks at 60% efficiency from Smart Materials tech. Global Warming Mitigation civic brings it to full capacity and is required for the Favor bonus (which has been reduced by half).
  • More gradual Deforestation: adds more deforestation stages to make the progression smoother and to increase the impact of the most severe deforestation.

Recommended addition (not included in the Complete Edition): Renewable Energy Complexity
This mod provides additional features to renewable energy, including the ability to transfer renewable energy between cities.

Warning:These mods do stack with each other. Example: "100% Slower Climate Change" (twice as slow) and "200% Slower Climate Change" (three times as low) together will together make climate change appear six times slower. This effect happens with mods from other authors as well, so use with caution. Especially mods making the game slower in general (e.g. "8 Ages of Pace") already slow down climate change. In these cases I recommend not tweaking the number further with mods from this collection unless you have experienced some matches with the mod and want to slow it down even further. Rule of thumb: Don't use two mods which do the same thing.

Aside from that, there are no compatibility issues on a technical level. However, some mods may be redudant with this mod and either one might get overwritten.
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william.xantos Jul 5 @ 6:31pm 
Thanka. Use a lot of your great mods. Cant play without them.
JNR  [author] Jul 5 @ 4:25pm 
seems like I forgot to test a last-minute change I made: reducing the duration of fires by 1 turn. Seems like that means the last stage isnt getting triggered anymore. Will upload a fix immediately.
william.xantos Jul 5 @ 2:49pm 
I have a bug my thinks. I have two tiles burned forrest that have stayed that way in a long time.
They aren't regrowing.
JNR  [author] Jul 3 @ 4:04pm 
no, the wildfire changes will be active only with the NFP of course, but the only requirement remains GS.
HerpBrownstainz Jul 3 @ 3:10pm 
Is New Frontier Pass Required?
JNR  [author] Jul 3 @ 2:19pm 
Updated for New Frontier Pass, now includes tweaks to wildfires as well and also streamlined some stuff, mainly behind the scenes.
JNR  [author] Jun 24 @ 6:33am 
JoojMeister Jun 23 @ 10:00pm 
i just wanna know if the mod works :(
ChicochicoCHICO Jun 23 @ 7:28pm 
JNR  [author] Jun 23 @ 12:21pm 
it's working 24/7, I hired people all over the globe to keep it running non-stop :)