Master Balance
Master Balance
About this mod Machine translation
Master Balance
Master Balanced Balance V10.0
Master Balance is particularly suitable for balancing games.
special information
Master Balance is divided into two mods:
1 Master Balance for Balance v10.0
2 Master Balance for Team Battle v1.0
Future
1I don’t know!
Features
1 game mode
1.1 No war fatigue!
1.2 Workers can build roads
1.3 NO Natural Wonder Popup!
1.4 Dynamic turns reduce time by 25%
1.5 Eureka and Inspirations adjusted to 25%, China to 35%
ANV CAVALRY can now be shared with melee policy, +50% production.
1.7 No Free Envoy
The cost of zone 1.8 doubled but never increased!
1.9 Mechanical technology unlocks all medieval melee units. (Including Maceman, Samurai and Berserker)
2 game data
2.1 Spearman fee: 80
2.2 Greek Hoplite cost: 90
2.3 Pikeman fee: 180
2.4 Knight cost: 200
2.5 Knight cost: 100
2.6 Spearman vs. Greek Hoplite Battle: 30
2.7 Added Maceman (medieval melee (temporarily using tank icon), can be upgraded to infantry)
2.8 Stirrup technology cost: 390
2.9 Stirrup technology requires mechanical technology
2.A lighthouse +1 food and +1 gold come from ocean resources, coast and ocean tiles
2.B Shipyard +1 from marine resources, coastal and marine tile production
2.C Greate Generals AOE combat power adjusted to +3
2.D Crusader and Faith Fighting Force defenders adjusted to +5
history:
Spoilers:
Install
1Copy "Base" and "DLC" to the "Sid Meier's Civilization VI" folder.
(The game path only allows ASCII. The "Base" folder only contains the icon files for the 3 Maceman units.)
Master Balance for Balance v10.0
Master Balance especially suitable for a balanced games.
Special Information
Master Balance has split into two mods:
1 Master Balance for Balance v10.0
2 Master Balance for Team Battle v1.0
Future
1 I don't know!
Features
1 GAME MODE
1.1 No War Weariness!
1.2 Worker can build roads
1.3 NO Natural Wonder Popup!
1.4 Dynamic turns reduce 25% of the time
1.5 Eureka And Inspirations adjusted to 25%, 35% for china
1.6 ANTI CAVALRY now can share with melee policy, +50% Production.
1.7 No Free Envoy
1.8 Districts cost doubled, but never increase!
1.9 Machinery Tech unlock all the Medieval melee units.(include Maceman, Samurai and Berserker)
2 GAME DATA
2.1 Spearman Cost:80
2.2 Greek Hoplite Cost:90
2.3 Pikeman Cost:180
2.4 Knight Cost:200
2.5 Horseman Cost:100
2.6 Spearman and Greek Hoplite Combat:30
2.7 Add Maceman(Medieval Melee(tank icon for the temporary use), can upgrade to Infantry)
2.8 Stirrups Tech Cost:390
2.9 Stirrups Tech need Machinery Tech
2.A Light House +1 food and +1 gold from sea resources, Coast and Ocean tiles
2.B Shipyard +1 production from sea resources, Coast and Ocean tiles
2.C Greate Generals AOE combat strength adjusted to +3
2.D Crusader and Defender of faith's Combat Strength adjusted to +5
HISTORY:
Spoiler:
Installation
1 Copied both "Base" and "DLC" into "Sid Meier's Civilization VI" folder.
(The game path only allow ASCII. "Base" folder just contains 3 icon files for Maceman unit.)
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.