Sid Meier's Civilization VI

Sid Meier's Civilization VI

Unofficial Balance Patch
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Update: Aug 10, 2017 @ 12:39am

[Land Unit Changes]
-All heavy cavalry units now have 1 less movement point unless starting on open terrain. this only applies to Knights, Mamluks, Hussars, War-Carts, Rough Riders, Varu, and Hetairoi since the others already had this effect.
-All light cavalry units now receive a -7 combat strength penalty when attacking city centers.
-Both heavy and light cavalry units are no longer immune to Zone-of-Control from anti-cavalry units.
-Policy cards that give a production bonus to melee class units now work for anti-cavalry units as well.
-Machine Guns now have 2 range and 60 MELEE strength(down from 1 range and 65 melee strength. Ranged strength unchanged).
-Great Generals and Great Admirals now die when captured by an enemy military unit.

[Naval Unit Changes]
-+1 movement for Galleys and Destroyers.
-All naval melee units have a +10 combat strength bonus vs. embarked units.
-Scouts can now embark after researching pottery.
-Quadrireme now has 2 range(up from 1).

[Air Unit Changes]
-All air units now have +5 combat strength vs. siege and naval units.
-Torpedo Bomber promotion now gives +5 versus naval units(down from +17).

[Policy Changes]
-Feudal Contract melee and ranged unit(Medieval and Renaissance era) production bonus increased from 50% to 75%.
-Grande Armée and ranged unit(Industrial and Modern era) production bonus increased from 50% to 100%.
-Military First melee and ranged unit(Atomic and Information Era) production bonus increased from 50% to 100%.
-Their Finest Hour air unit(Modern and Atomic era) production bonus increased from 50% to 100%.
-Strategic Air Force air unit and carrier(Information era) production bonus increased from 50% to 100%.
-Enlightenment now eliminates 75% of the tourism penalty from different religions(up from 50%).
-National Identity card now gives "Units take 100% less Combat Strength Penalty for being injured" (up from 50%).
-Martial Law card now gives "Accumulate 50% less war weariness than usual" (up from 25%).
-Professional Army card now gives "-30% discount on all unit upgrades"(down from 50%).

[Religious Belief Changes]
-All worship buildings' faith yield increased from 3 to 5 and given +1 housing. All non-faith yields roughly doubled. They also increase passive religious pressure emanating from the city in which they are built.
-When religous units are killed by military units, their religion is no longer removed.
-River Goddess now gives +2 amenities to cities with a holy site adjacent to a river.
-Defender of the Faith combat bonus decreased to 5(down from 10).
-Crusader combat bonus decreased to 5(down from 10).

[District and Wonder Changes]
-All specialists now give an additional +1(+4 for gold) to their base yield when worked.
-Wonder adjacency bonus for Theater Square districts increased to 2(up from 1).
-Venetian Arsenal only gives an additional naval unit from the city in which it is built.
-Colosseum now gives +1 culture(down from 2) and 2 amenities(down from 3) to each city within 6 tiles.
-Hermitage now has 6 slots for great works of art(up from 4).
-Sydney Opera House now has 4 slots for great music(up from 3).
-Great Library now gives boosts to all Ancient, Classical, and MEDIEVAL era technologies.
-Aerodrome districts now give +1 trade route capacity.
-Airports now give a 50% bonus tourism modifier to the city in which they are built.

[Civilization Specific Changes]
-Sumeria's War-Cart base movement lowered to 2(down from 3).
-John Curtin's Leader ability now only lasts for 5 turns after a declaration of war(down from 10) and 10 turns after liberation(down from 20).

[Miscellaneous Changes]
-Plantation now available at Pottery.
-Granary now available at Irrigation.
-Coast tiles now have an additional +1 gold yield.
-WMDs now give double war weariness when launched.
-Most governments(excluding Oligarchy and Merchant Republic) accumulate legacy bonuses 33%-50% faster.
-All roads cost approximately .25 less movement points(excluding ancient roads).

Update: Jul 13, 2017 @ 1:49am

**Cumulative Changes**

[Land Unit Changes]
-All heavy cavalry units now have 1 less movement point unless starting on open terrain. this only applies to Knights, Mamluks, Hussars, War-Carts, Rough Riders, Varu, and Hetairoi since the others already had this effect.
-All light cavalry units now receive a -7 combat strength penalty when attacking city centers.
-Both heavy and light cavalry units are no longer immune to Zone-of-Control from anti-cavalry units.
-Policy cards that give a production bonus to melee class units now work for anti-cavalry units as well.
-Great Generals and Great Admirals now die when captured by an enemy military unit.
-Artillery now has 3 range(up from 2).
-Rocket Artillery now has 4 range(up from 3).

[Naval Unit Changes]
-All melee class naval units given +1 movement(+2 for destroyer) and have a +10 combat strength bonus vs. embarked units.
-Scouts can now embark after researching pottery.
-Quadrireme now has 2 range(up from 1).
-Missile Cruiser now has 4 range(up from 3).
-Aircraft Carriers now have 3 air slots(up from 2).

[Religious Belief Changes]
-All worship buildings' faith yield increased from 3 to 5 and given +1 housing. All non-faith yields roughly doubled. They also increase passive religious pressure emanating from the city in which they are built.
-When religous units are killed by military units, their religion is no longer removed.
-Desert Folklore now gives +2 faith on all desert tiles within a city that has a holy site. Adjacency no longer required.
-Sacred Path now gives +1 culture on all rainforest tiles within a city that has a holy site. Adjacency no longer required.
-Dance of the Aurora no gives +1 science on all tundra tiles within a city that has a holy site. Adjacency no longer required.
-River Goddess now gives +2 amenities to cities with a holy site adjacent to a river.
-Defender of the Faith combat bonus decreased to 5(down from 10).
-Crusader combat bonus decreased to 5(down from 10).

[District and Wonder Changes]
-All specialists now give an additional +1(+4 for gold) to their base yield when worked.
-Wonder adjacency bonus for Theater Square districts increased to 2(up from 1).
-Amphitheaters now give +3 culture(up from 2).
-Museums now give +4 culture(up from 2).
-Broadcast centers now give +5 culture(up from 4).
-Stonehenge moved to State Workforce(in civics tree).
-Terracotta Army moved to Military Training(in civics tree).
-Eiffel Tower moved to Capitalism(in civics tree).
-Venetian Arsenal moved to Mercantilism(in civics tree) and only gives an additional naval unit from the city in which it is built.
-Aerodrome districts now give +1 trade route capacity.

[Civilization Specific Changes]
-Tomyris 'Killer of Cyrus' heal decreased to 25(down from 50).
-Sumeria's War-Cart base movement lowered to 2(down from 3).

[Miscellaneous Changes]
-Horseback Riding Technology now requires Irrigation.
-Stirrups Technology now requires Military Tactics.
-Plantation now available at Pottery.
-Granary now available at Irrigation.
-Coast tiles now have an additional +1 gold yield.
-WMDs now give double war weariness when launched.

Update: Jul 12, 2017 @ 10:52pm

[Land Unit Changes]
-All heavy cavalry units now have 1 less movement point unless starting on open terrain. this only applies to Knights, Mamluks, Hussars, War-Carts, Rough Riders, Varu, and Hetairoi since the others already had this effect.
-All light cavalry units now receive a -7 combat strength penalty when attacking city centers.
-Both heavy and light cavalry units are no longer immune to Zone-of-Control from anti-cavalry units.
-Policy cards that give a production bonus to melee class units now work for anti-cavalry units as well.
-Great Generals and Great Admirals now die when captured by an enemy military unit.
-Bombard now has 3 range(up from 2).
-Artillery now has 4 range(up from 3).
-Rocket Artillery now has 5 range(up from 3).

[Naval Unit Changes]
-All melee class naval units given +1 movement(+2 for destroyer) and have a +10 combat strength bonus vs. embarked units.
-Scouts can now embark after researching pottery.
-Quadrireme now has 2 range(up from 1).
-Frigate now has 3 range(up from 2).
-Battleship now has 4 range(up from 3).
-Missile Cruiser now has 5 range(up from 3).
-Aircraft Carriers now have 3 air slots(up from 2).

[Religious Belief Changes]
-All worship buildings' faith yield increased from 3 to 5 and given +1 housing. All non-faith yields roughly doubled. They also increase passive religious pressure emanating from the city in which they are built.
-When religous units are killed by military units, their religion is no longer removed.
-Desert Folklore now gives +2 faith on all desert tiles within a city that has a holy site. Adjacency no longer required.
-Sacred Path now gives +1 culture on all rainforest tiles within a city that has a holy site. Adjacency no longer required.
-Dance of the Aurora no gives +1 science on all tundra tiles within a city that has a holy site. Adjacency no longer required.
-River Goddess now gives +2 amenities to cities with a holy site adjacent to a river.
-Defender of the Faith combat bonus decreased to 5(down from 10).
-Crusader combat bonus decreased to 5(down from 10).

[District and Wonder Changes]
-All specialists now give an additional +1(+4 for gold) to their base yield when worked.
-Wonder adjacency bonus for Theater Square districts increased to 2(up from 1).
-Amphitheaters now give +3 culture(up from 2).
-Museums now give +4 culture(up from 2).
-Broadcast centers now give +5 culture(up from 4).
-Stonehenge moved to State Workforce(in civics tree).
-Terracotta Army moved to Military Training(in civics tree).
-Eiffel Tower moved to Capitalism(in civics tree).
-Venetian Arsenal moved to Mercantilism(in civics tree) and only gives an additional naval unit from the city in which it is built.
-Aerodrome districts now give +1 trade route capacity.

[Civilization Specific Changes]
-Tomyris 'Killer of Cyrus' heal decreased to 25(down from 50).
-Sumeria's War-Cart base movement lowered to 2(down from 3).

[Miscellaneous Changes]
-Horseback Riding Technology now requires Irrigation.
-Stirrups Technology now requires Military Tactics.
-Plantation now available at Pottery.
-Granary now available at Irrigation.
-Coast tiles now have an additional +1 gold yield.
-WMDs now give double war weariness when launched.

Update: Jul 12, 2017 @ 2:27am

With this balance mod, our intentions were to make strategic decision making more important and add variety. Many things in the game just weren't worth being built in most multiplayer games such as Theater Squares, naval units, or holy sites(with the exception of Defender of the Faith/Crusader). Also, heavy cavalry and light cavalry units had no distinctive differences and were extremely underpowered, while anti-cavalry units were too weak.

To balance cavalry, we created a separate identity for each class, both heavy and light. Light cavalry units now suffer a penalty when attacking cities. Likewise, heavy cavalry units now have less movement unless they start their turn on open terrain. Cavalry are no longer immune to Zone-of-Control from anti-cavalry units. Anti-cavalry units also now work with any policy card that works for melee units.

Historically, the ability of a navy to project power onto land has been of extreme importance. Thus, we improved the range of many of the ranged naval units. We also increased the speed of melee naval units and gave them a sizable combat bonus toward embarked units. Lastly, scouts can now embark at pottery tech, so those pesky, isolated island starts on an island plates map aren't so dull for the first ~20 turns.

We changed many of the pantheons that required a holy site so that they no longer require adjacency. We changed some of the yields to add variety. Theatre square district buildings had their yield raised significantlly to match the progression of the equivalent science buildings. Lastly, we raised the yields for working specialists slots to encourage their use and moved some of the wonders into the civics tree.

There were many more changes not listed here and we have plans to add more in the future. However, we would like to hear your feedback on the current changes, because the ultimate goal of this mod is balance. We hope to have a changelog posted here shortly. Thanks for downloading and enjoy the mod!