Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Unofficial Balance Patch
   
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Type: Mod
Mod: Gameplay
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12 Thg07, 2017 @ 2:27am
10 Thg08, 2017 @ 12:39am
4 ghi chú thay đổi ( xem )
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Unofficial Balance Patch

Mô tả
***UPDATED FOR THE SUMMER PATCH!***

With this balance mod, our intentions were to add counterplay and variety with an emphasis on strategic decision-making. 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). We want all aspects of the game to be available competitively, without any single strategy or Civ overshadowing the others. Here are the complete list of changes in this mod:

[Land Unit Changes]
-All heavy cavalry units now have 1 less movement point unless starting on open terrain(most already had this effect, now it is consistent to all heavy cavalry).
-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 religious 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).

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. Please let us know your thoughts in the discussion section below. Thanks for downloading and enjoy the mod!
Thảo luận nổi bật Xem tất cả (3)
4
23 Thg07, 2017 @ 1:33am
Cumulative Changes - overview missing something
kl.borek
1
14 Thg01, 2018 @ 12:47am
Error with mod, help appreciated
Arddrake
1
6 Thg08, 2017 @ 11:13pm
Proposed Changes
Cerkoryn
38 bình luận
Arcadian 5 Thg08, 2021 @ 5:50pm 
This patch might be balanced in a pure technical aspect, but stuff like embark and plantation at pottery completely destroys the simulation and thematic aspect of the game. You can manage fine before you get the required techs in the original game.

The wonder changes are good though. You hit the right spots there.
Social Mechanic 2 Thg01, 2018 @ 11:03am 
THese are great ideas. However, could you change the melee unit promotion tree? Who the ♥♥♥♥ ever uses "can go through cliffs"
Eric-1375 24 Thg10, 2017 @ 9:01am 
deperately needs updating
Isukaci☭ 29 Thg08, 2017 @ 7:44am 
Yes, -5 and +5 sounds good.
Cerkoryn  [tác giả] 28 Thg08, 2017 @ 10:16pm 
@Isukaci, that's actually a very good point, but it's awkward to change because one of the first promotions Anti-Cav get is a +10 bonus to Melee units, effectively eliminating the penalty entirely. I suppose it would make sense to change the penalty to -5 and change the bonus to +5 though, just to make it less dramatic.

I'm not familiar with the 8 Ages of Pace mod, I will have to look at it when I have time.

Adjacency for Theater Squares to natural wonders is a nice change, but the problem we had before when adding culture to the game is that it effectively makes the civics tree shorter. It's something we would have to test for balance.
Isukaci☭ 28 Thg08, 2017 @ 6:53pm 
I made a very simple mod 2 days ago, you can consider just add this mod in.
Only 3 rows code.
http://steamcommunity.com/sharedfiles/filedetails/?id=1121262716
Isukaci☭ 28 Thg08, 2017 @ 6:51pm 
And I really Iike the 8 Ages of Pace, can you remove the conflict part or post a another version without conflict to "the 8 Ages of Pace"?
Isukaci☭ 28 Thg08, 2017 @ 6:48pm 
A spear man with a sheild and spear cannot win a warrior with a wood stick? that's ridiculous.
from +10 to +5 just make them even.
Isukaci☭ 28 Thg08, 2017 @ 6:46pm 
Hi, this is a great mod! Well done. I have a idea, Can you down the bonus strength when Melee units vs Anti-cavalry units from 10 to 5? that makes more sense to me.
Cerkoryn  [tác giả] 18 Thg08, 2017 @ 12:43am 
It would most likely conflict with that mod. Depending on which mod loads first, it might cause one to overwrite the other. Or more likely just crash.