City State Balance Mod

by OneLeggedRhino·v1.1·Updated 2018-10-26

City State Balance Mod City State Balance

About this mod Machine translation

City State Balance Mod City State Balance

Summarize

Reduced city-state bonuses in line with other modifiers:

1 Envoy: +1 Capital Gain Rate

3 Envoy: Zone

6 Envoy +1 Yield: Area

The extra +1 benefit from the city-state bonus still has an impact, but no longer masks city production/output.

Kumasi and South Madol's Suzerain bonus has also been nerfed, they now have +1 culture in each district.

Install

Unzip to "..\Documents\My Games\Sid Meier's Civilization VI\Mods"

Select the mod under "Additional Content" and start a new game.

Why is this?

City-state yields overwhelm a city's other modifiers. compared to:

Early Game: Your first Civic gives +1 Faith and +1 Gold, and spends a Citizen Slot that gives +1 Generation. But city-states give +2 faith or +4 gold, no trade-off.

Midstream: A well-located business district with river, port and 2 adjacent areas with +5 GPT. But a city-state of 6 envoys gives +8 GPT to each business district, even poorly located cities.

City-state bonuses should not overwhelm your city's natural production.

This mode sets city-state bonuses to 1 for each state. (6 envoys add a second bonus, for a total of +2).

On an envoy, the +1 bonus is consistent with earlier citizens. At 6 Envoys, the region +2 bonus is consistent with other adjacency bonuses. City states still affect gameplay, but no longer overwhelm your actual decisions.

To really eliminate early game luck, I recommend using the No Free Envoy mod as well: http://forums.civfanatics.com/threads/city-states-no-free-first-encounter-envoy.603297/

Summary

Reduces city-state bonuses to be in line with other modifiers:

1 envoy: +1 yield in capital

3 envoys: +1 yield for the district

6 envoys: Additional +1 yield for the district

City-state bonuses are still impactful, but no longer overshadow city production / yields.

Kumasi and Nan Madol's Suzerain bonuses are also nerfed, they're +1 culture per district now.

Installation

Unzip into "..\Documents\My Games\Sid Meier's Civilization VI\Mods"

Select the mod under "Additional Content" and start a new game.

Why Do This?

City state yields overwhelm a city's other modifiers. Compare:

Early game: Your first civic gives +1 faith and +1 gold, and costs a civic slot that could give +1 production. But city states give +2 faith or +4 gold, with no tradeoffs.

Mid game: A well-placed Commerce District with a river, harbor, and 2 adjacent districts has +5 GPT. But a 6-envoy city state gives +8 GPT to every Commerce District, even poorly-positioned ones.

City state bonuses shouldn't overpower your city's natural yields.

This mod sets city-state bonuses to 1 at all levels. (6 envoys adds a second bonus, for +2 total).

At one envoy, the +1 bonus is in line with the early civics. At 6 envoys, the +2 bonus to districts is in line with other adjacency bonuses. City states still impact the game, but no longer overwhelm your actual decisions.

To really eliminate the luck in the early game, I recommend also using the No Free Envoy mod:

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. 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.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. 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.

File & checksum

Filename
City State Balance Mod 城市国家平衡
File size
7.7 KiB
SHA-256
6744f7d2a61c87c61dedf007e080cd399de79a1c31bc8ade4111275d4d28c405
Stored at
2026-10-09 18:33