Master Balance

by s_leaf83·v10·Updated 2018-10-23

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

  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
Master Balance
File size
19.9 KiB