Civ 6 Improvements

by Xaviarlol·v12·Updated 2018-10-20

Civ 6 Improvements Civilization 6 improvement patch

Screenshots 1 screenshots

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

  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
Civ 6 Improvements 文明6改进补丁
File size
35.9 KiB