Balanced Units
Balanced Units Unit Balance
About this mod Machine translation
Balanced Units Unit Balance
The purpose of this mod is very simple: for overused and overused nerf units and for underpowered and underused buff units. The main culprits are the cavalry and heavy cavalry units (too strong) and all air units (the time they were built was too weak). Changes are posted below. Please make sure to post any feedback you have here or at least PM me, I hope to make it better. This is also the first version of this mod and I plan to release regular updates based on the feedback I receive. Thank you for downloading!
illustrate
- Extract the file to C://Users/Username/Documents/My Games/Sid Meier’s Civilization VI/Mods
- Start the game, click "Other Content" in the main menu, and make sure "Balanced Units" is enabled.
- Enjoy!
Change
Land unit changes:
The combat effectiveness of the heavy tank has been reduced from 28 to 25, and the production cost has been increased from 65 to 70.
The knight's combat power is reduced from 35 to 30, and the production cost is increased from 80 to 90.
The knight's combat power is reduced from 48 to 40, and the production cost is increased from 180 to 200.
The victim's combat power is reduced from 62 to 60, and the production cost is increased from 330 to 350.
The tank combat effectiveness is reduced from 80 to 70, and the production cost is increased from 480 to 500.
Helicopter combat effectiveness decreased from 82 to 75, and production cost increased from 600 to 620.
The combat effectiveness of modern armor has been reduced from 90 to 85, and the production cost has been increased from 680 to 700.
Air unit and area changes:
By researching technology/citizens, the airport area no longer scales at production cost. Now the fixed cost is 500.
The number of air slot machines in the airport area has been increased from 4 to 5.
Aircraft carrier air slots increased from 2 to 4.
The combat effectiveness of the biplane is increased from 60 to 65, and the production cost is reduced from 430 to 400.
The bomber's combat effectiveness is increased to 75 from 65, and the production cost is reduced from 540 to 500.
The combat effectiveness of the jet bomber was increased from 78 to 85, from 15 to 20, and the production cost was reduced from 680 to 620.
The use of weapons of mass destruction now doubles the amount of war fatigue.
Unique unit variations:
Tank base movement reduced from 3 to 2, production cost increased from 55 to 60.
The Mamluk's combat effectiveness was reduced from 48 to 40, and the production cost was increased from 180 to 200.
Cossack combat effectiveness dropped from 67 to 60, and production cost increased from 340 to 350.
Conquerors can now find cities.
Leadership skills:
Tomyris' units can now only heal up to 25 health instead of 50 health.
***The following is not implemented***
If anyone has any suggestions on how to implement the following changes, that would be greatly appreciated. These are currently making me sad.
future changes planned
Leader Competencies:
All units of Philip II now converted cities to his religion.
Changes in land units:
Anti-cavalry units now apply cavalry units to cavalry units.
Killing religious troops with troops now creates a lot of war exhaustion.
The production menu allows you to build older units if you don't have the required strategic resources (i.e. Niter, Iron) to produce units after researching the required technology.
Unique unit variations:
Berzerker units now gain the same combat effectiveness they normally lose when wounded. Gain additional movement points when your health is below 50%. Other bonuses wiped out.
Unique unit upgrade paths:
Heavy Tank -> Yellow Hussars (Replaces Knights) -> Tank Knights -
RoughRider->Tank
Swordsman->Samurai->Musketman
Musketman -> Berzerker-> Musketman
Musketman-
Redocat->Infantry Musketman->GardeImperiale->Infantry
The purpose of this mod is very simple: To nerf units that are overpowered and overused and buff units that are underpowered and underused. The chief culprits …
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.