Quo's Combined Tweaks
Quo's Combined Tweaks
Screenshots 1 screenshots
About this mod Machine translation
Quo's Combined Tweaks
Quo's Combined Tweaks
(The latest update time is 7-4-2018 for version 6.0.17)
Combined Tweaks by Quo is a partial conversion mod,
Originally a small mod that combined some small gameplay tweaks into a mod package. Since then, it has been split into three different rulesets for different styles of gameplay, as well as numerous changes to the gameplay, mostly inspired by the Civ 4, Civ 5, and Civ 5 "Vox Populi" mods.
Recommended pairing
For the best gaming experience, it is recommended to use this mod in conjunction with the AI + mod.
play mode
Prior to the release of the Rise and Fall expansion pack, this mod offered multiple rule sets to choose from. Starting with Rise and Fall, all changes apply only to the Rise and Fall ruleset.
MyOptions
You can make some edits to the mod function by opening MyOptions.sql with a text editor and changing the values. Please strictly follow the instructions in the document. Errors in this file can cause the mod to malfunction.
Please note that currently if you disable certain features in MyOptions, text may still appear in the game (for example, when turning off the ability for a siege engine to move and shoot on the same turn, text will still appear in the game claiming that the unit can move and shoot).
Mod function
All listed features assume you have these options enabled in MyOptions.
Movement and range
The rules of engagement have changed. Are you ready to play on a rapidly changing battlefield?
All units except siege units have 1 additional movement point.
Siege units only have 2 movement points, but can move and shoot on the same turn. The range of all Siege units is 3 hexes.
Anti-cavalry are hybrid melee/ranged units with an attack range of 1.
Melee ships are hybrid melee/ranged units with an attack range of 1.
government
Powerful new capabilities rise from the ashes of bureaucracies.
Tier 1 and 2 governments have shifted positions on the citizen tree in order to develop more diverse strategies.
classical republic
Now gives settlers +3 Movement and Stealth
oligarchy
Provides +1 troop movement for unclaimed land units
autocratic
+1 confidence for every tile surrounding the wonders of the world
Merchant Republic
+1 trade route. +2 gold for tiles adjacent to oases, hotspots, and natural wonders.
monarchy
+1 farm within camp +1 culture
theocracy
+2 Food, +2 Faith, +2 Holy Site Production
democracy
culture bombs of all regions
***ism
All cities gain city defense
fascism
Ranged and anti-cavalry units have +2 range
policy
In this new era, we must govern ourselves with a new sense of purpose and authority.
Most policies that apply to units or buildings from a specific era will recycle units and buildings from previous eras.
Some strategies have been updated with new features and functionality. The main changes are:
These policies have been renamed Housing 1 and Housing 2, with the original names in brackets.
They have also been renamed Wonder1, Wonder2, Wonder3, with the original policy name in brackets (e.g. Wonder1(Corvee)') to help make it clearer that these three policies are just copies of each other that affect different wonders.
Surveying provides scouts and settlers with the ability to ignore rivers and areas of control.
All 3 "Wonder Building" bonuses now increase Miracle production by 30% (up from 15%).
Insulae and Medina Quarter are now longer and require a certain amount of area to work. They just provide +1 housing or +2 housing to all cities.
The New Deal no longer required a certain number of districts in a city to operate.
Diplomatic alliances (get 2 envoys for every 1 envoy in a city-state you own with 0 envoys) has been moved to foreign trade earlier in the citizen tree.
Colonization now provides +2 culture in cities without monuments, and +100% production on monuments.
wonder and awe
What we cannot achieve in the sky, humans will achieve on the ground.
Building any World Wonder now creates a "Culture Bomb" that will steal nearby tiles …
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.