Civ 6 Improvements
Civ 6 Improvements Civilization 6 improvement patch
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About this mod Machine translation
Civ 6 Improvements Civilization 6 improvement patch
Everyone
Well after much feedback and personal experience I've created a mod aimed at improving the current state of the game.
focus areas
- Addressing the slow and tedious production gap (pre-industrial complex) and intense competition in the early game.
- Solve the problem of crazy development of technology research in the middle and late stages of the game.
- Create more meaningful choices through more meaningful policies (partially implemented).
- Address housing restrictions that exacerbate regional production problems.
- Improve natural wonders.
- Fixed underpowered sea tiles/coastal cities.
Change log
Spoiler Changelog:
Version 12
Universal - Traderoute duration doubled.
General - War exhaustion from lost facilities slightly reduced.
General - Doubles unit upgrade cost to make it less ridiculous.
Buildings - New buildings added.
Policy - Read Architect Charges for Colonization
Version 11 Bonuses
- More buildings added to areas (and there's more to come)
- Minor bugfixes to some policies
Version 9
- 10 new city center buildings. Dozens of new districts are coming soon. This should allow regions and cities to become more professionalized and reduce spam.
- Further shortening of research time (mainly in Modern and above). This is mostly to offset the science gained in new policies and buildings.
- District pop requirements have been slightly increased, from 3 to 4 (i.e. building more districts in a city requires more pops).
Version 8
- Loading new strategy updates.
- Minor fixes
Version 7
- Oligarchy changed to only modify food and science instead of all yields.
- Medina quarter food reduced from +5 to +4.
- Regional production modifier costs increased slightly (still lower than vanilla). This is to compensate for the new ability of all civilizations to use builders to add production to areas.
Version 6
District - Seaports now get +3 gold if adjacent to a city (coastal city!) (Thanks to Chocolate PI for the idea and code.
Region - Holy Land Faith adjacency added to Natural Wonders
+3 Faith near District - Theater District culture adjacency increases to +2 Culture near Wonder.
Government - Oligarchic government overhauled. Now increases all yields in the capital by 30%, but reduces yields in all other cities by 10%. If you want to go higher, this is what the government does.
5th edition
- Builders can now instantly increase production by +20% for building buildings in a construction zone. Aztec bonus increased to +50% yield to compensate.
Version 4
- Changes in sea tiles. Harbors and Royal Dockyards now add +1 production to marine and coastal tiles.
- Fish and crab resources now have an additional +1 yield.
- Public works policy now gives +1f to marine tiles and coastal areas.
- Slightly increased road sport bonuses. 3rd Edition Policies - Overhaul of all policies from the end of the Industrial Age 2nd Edition Policies - Overhaul of all policies from the Medieval Era 1st Edition Technology/Age Speed - Reduce tech and Civic boosts (Eureka, Inspiration) to now increase technology by 30%, 50%. Speed of Technology/Era - The increase in technology and citizen costs based on the era. about. Boosted 1.3x mid-game policies to 2x late-game policies - changed many early-game policies to be more interesting and useful. The choice should make more sense now. (More changes to come in future updates)
Policies - Reduced all policies that increased +100% and +50% production modifiers in military unit production. These are now +30%. This should make it more important to invest in large armies rather than build one quickly when needed.
Natural Wonders - All Natural Wonders
Tile production of housing has been slightly increased - Urban housing on non-fertile land has been increased by +1
Housing - Coastal housing increased by +1
Housing - Granary adds housing +3, +2
Housing - Entertainment areas now also add Housing +1.
Government - Changed Oligarchic governments now have 2 …
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.