Radiant World Wonders Rebalance
Radiant World Wonders Rebalance rebalance the world
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About this mod Machine translation
Radiant World Wonders Rebalance rebalance the world
It should work even if you don't own the R&F expansion or any DLC.
To summarize: more realistic and reliable gameplay, mostly keeping the same effect ideas, few original new effects but never touched, more balancing (some nerfs and some buffs).
~~~~~~~~~~~~~~~~~~~Update status~~~~~~~~~~~~~~~~~~~
In the preliminaries version actually. You can help me find bugs like effects that don't trigger, are missing, or have compatibility issues (limited to official VR content or extremely popular mods).
~~~~~~~~~~~~~~~~~~~Introduction~~~~~~~~~~~~~~~~~~~
In this sixth installment, I've never been disappointed with the wonders of the world in a Civilization game. I can't say there's one big thing that's really wrong, but it's more like a little game "nay" about them that accumulates and often ends up ruining my enjoyment of building them. So I came up with this mod to address everything that I thought of and I think should make a lot of players abandon them. Of course, many conferences research their respective stories on Wikipedia, here are the changes I made :(
Keep in mind I'm making this mod with my personal tastes in mind and coming up with something different from other World Wonder covered mods, if you're not happy with the ideas you're probably better off trying again)
Few world wonders are so weak that Civilization players used to ignore them, so I buffed them by changing their effects and characteristics accordingly so they can keep up with the others. Unlike other WWs mods, I don't want a complete rework, but a simpler smart and effective rebalance, meaning I only change their effects if they are too weak, off-topic, or stupid. The rest remains very close to vanilla or unchanged.
Slightly too strong/exaggerated effect. (I hate that thing in that game where you can win on a silver platter easily even in the toughest situations...you know what I'm talking about because you can never miss them, don't lie!).
I gave them each a nice average earnings bonus as a small compensation for missing tiles (a double or triple bonus is still much lower than working tiles). Those who elevate surrounding tiles will receive a yield bonus contained within them (so no matter what you do with the tiles, they won't be useless). My point is that the wonders of the world cannot actually occupy all the space of the tiles at such a large scale and the "rest" of this surface would still work. This will also convince you to build them better! (Reduce yield loss)
Each World Wonder is now worth +5 travel in the city it was built in (instead of wtf-is-on-2 the game gave us... recording a single relic or some great piece was already +4).
The range of effect of Wonders that can affect other nearby cities now depends on the city's minimum distance + 3 tiles (so more flexibility if you change this value in the global parameters). I'm also fixing it for other base buildings in the game and it has the same effect and a static base equal to 6.
Added great job slot for when it is realistic. (I'm really being reasonable about this).
Terrain and feature restrictions are now more relaxed. (It would be easier to determine, especially at the tightest limits, but I'm keeping track of realism and I refuse to remove them, so it still requires a bit of thought in the worst case scenario).
Removed building prerequisites added R&F. (Because when it came up I strongly disagreed with this question. Needing a university to build Oxford, needing a shrine or temple to handle the wonders of any temple is as simple and stupid as saying you need an amphitheater to build Broadway... you have the technology or the citizens = you can do it, that's the fun of wws, that's why any player can double cross. I'm also fixing those faith religious buildings that need a Temple.
I really hope you guys get my logic and priorities here (realism, playable gameplay, but not necessarily easier to play). I really feel like some people will …
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.