Balance tweak ModPack
[Back to the Five] Balance tweak ModPack Balance adjustment
Screenshots 1 screenshots
About this mod Machine translation
[Back to the Five] Balance tweak ModPack Balance adjustment
Dimension V1.07 Patch Notes
- In Civilization 6, the formula of movement is different from that in Civilization 5, which will cause movement loss. To make up for this, I added an action to all units. This will make Civ 6's slow movement faster.
All units move +1
- Like Civilization 5, Hills offer 2 products regardless of climate. The hills offer no food.
All hills only offer 2 craftings.
- In "Civilization 5", the more cities there are, the more penalties there are for science and culture. Therefore, the more regions you have, the more penalties there are for building regions than in Civ 6. The amount of production required to establish a district has nothing to do with science and citizen technology. Adjusted zones to 2/3 of normal zone cost. Every time you build an area of the same type, the production cost increases by 50%. umbanza or neighborhood 25%.
Unique zone 1/2 -> 2/3 of normal zone. (Japan bonus 1/2 -> 2/3)
Regional fee = 1.5 x previous fee. For example campus = 1.5 * previous campus.
Uptown cost = 1.25 x previous cost.
- Science and culture are both important in 5 and 6. If you consider the bonus of proximity, the campus and theater are hard to find. Just like you did in Civilization 5, produce more science and culture in big cities with lots of farms.
Campuses and theaters now gain adjacent bonus 1 from 3 grass or plain tiles.
In Civilization 6, there are no experts, only laypeople. Now they are back.
Citizens in the zone now benefit twice as much.
For example, citizens on campus earn 4 (previously 2) Science.
- Did you miss that in Civilization 5 you could easily build your own roads? Are you missing out on valuable maritime trade? You are now ready to hit the road quickly. Make a lot of money traveling long distances by boat.
The merchant's land range is not 10 (15). Ocean range merchants are 30 (no change).
Once the merchant makes the round trip, the transaction is complete (at least 20 rounds ago).
Ships allow you to trade over long distances and provide additional benefits. (x)
(I need help solving it ☹. I don't know how to get the trade route length.)
- As in Civ 5, the next technology for the Wheel unlocks the Wood Mill.
Works to unlock lumbermill.
- If you are at war, you will not create miracles anyway, so you will not miss the miraculous boost.
Corvee, Gothic buildings and skyscrapers are now military cards (economy cards).
- Stop crying when you have no iron or oil. If you can, you can do it.
In cities with camps, you can produce units that require strategic resources. (Looking forward to better artificial intelligence)
- Military maintenance costs are too low and there are too many units on the map. It must be difficult to maintain many troops now. Additionally, the cost of upgrading units has been increased.
All unit maintenance costs doubled.
Professional Army (50% -> 30%)
- Unit balance has been adjusted and anti-range and anti-melee added.
+2 Combat Spear Men (25) and Pike Men (41)
+3 combat to AT crew (70), infantry (70)
+5 combat to modern AT (80)
+5 ranged combat (75) and combat (65) machine guns.
+5 monk fighting. Military Engineer construction cost 2->8.
Oligarchy melee bonus 4 -> 3. (Now +3 traditional bonus, +3 gov bonus
) Anti-spear bonus against long-range units (+10 vs. anti-cavalry).
close unit
Anti-range bonus (+5 combat against ranged units) Anti-melee bonus against cavalry units (+5 combat against melee units).
Simply put, melee > ranged > anti-cavalry > cavalry > melee.
- Balance the adjustments to religions (Pantheon, Faith) to bring more fun.
Fertility Rites: City growth rate is 15% higher (from 10%).
River Goddess: +2 (+1) Can reach the city if they have a holy area by the river.
Artisan God: +2 (+1) Mine from strategic resources.
God of Healing: Healing is increased by +40 (+30) in your Holy Zone or any adjacent tiles
God of the Forge: Increases production of A …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.