Sid Meier's Civilization VI

Sid Meier's Civilization VI

Dags difficulty mod (Balancing)
9 Comments
Dagriggstar  [author] Jan 12, 2024 @ 9:28pm 
Latest update (over two years since the last one lol) I have adjusted down the housing and amenity bonuses
Chrissant Oct 19, 2022 @ 4:47am 
The only issue seems to be that these changes make the AI have more population a little too fast early game, and the loyalty pressure from it can be impossible to deal with.
Chrissant Oct 19, 2022 @ 3:14am 
I really like the concept of this mod. It reminds me of JAM's smooth difficulty in how it removes arbitrary combat bonuses. These changes basically allow the AI to gain more population faster from the mid game to late game, thereby indirectly boosting their stats but organically. I will test your mod and see if it really is better.
Dagriggstar  [author] Jan 25, 2021 @ 8:37pm 
Causing crashes or bonuses not applying ? Or something else ?
Bad Apple Banzai Jan 24, 2021 @ 9:20am 
Currently not working with all community mods disabled.
Benjamin Sep 14, 2020 @ 7:07pm 
this is pretty cool tweak. i usually play on the marathon and deity level, and always feel AI are too fast(tech) but too dumb(city location, battle, etc) this looks helpful for balancing! Two thumbs up!
General Kysieran Jul 4, 2020 @ 10:51am 
As someone who played with difficulty modding before, i like how this makes the AI harder without being noticeably unfair to the player.
Dagriggstar  [author] Jun 23, 2020 @ 11:12pm 
If this is the only mod you are playing with - yes, AI will start with extra units.
I decided not to adjust the starting units as there are mods that already do this.
Cpt.Killsteal Jun 23, 2020 @ 12:20am 
So do they still start out with extra settlers?