The Balancer
The Balancer
About this mod Machine translation
The Balancer
Balancer Mod can add and balance civ6. We want to expand the game in every direction, but keeping it interesting and balanced is difficult. So we first need to expand the game's resources.
Spoilers Full description:
Balancer is used to balance, enhance and add to Civilization games 6. This is a work in progress, just a baby right now, all suggestions are welcome. The balance comes from first increasing the generation of FPGs and the costs associated with these resources to increase granularity. This granularity is used to make everything more distinctive, rather than food +1. This also helps with additional resources, technologies, eras, you name it. As you add more, more can fade. These new values will be an adjustment for any player. Seeing +20 gold at the start of the game might make you think that's a bit too much, but the realization of 1000 gold quickly disappears when you realize that buying your first tile is 250 gold or buying your first building.
Find us on Discord and let us know what you think, good or bad or ideas to make it better.
Its impact:
Every aspect of the game is related to food, production or gold (FPG). Trade, maintenance, tile purchase costs, adjacency bonuses, etc...
Science, Faith and Culture (SFC) is not affected. They will come in the future, but I'm trying to have as few blocks as possible.
It has no effect:
Mods touch nearly every aspect of the game, making them more personal over time. First, through methodology and then on your own. For example, I wish religion was more realistic and important to the game rather than just a way to gain advancement. As these adjustments are made, individual beliefs will be balanced accordingly, up to the FPGSCF level.
Another example is early science. Humans didn't start learning when they built libraries, or went to pastures, etc. They learned on demand, which is an aspect that completely changes the early stages of the game.
What it changes:
- First and foremost: all food, production, science, culture, faith and gold value and cost increased 4 to 5 times. This means that the grasslands provide 8 types of food and citizens can eat 10 types of food. *Note that the next version will change this significantly. The first steps of humanity are struggles, and there will be representation for everyone, but don't worry, the goals are still fun.
- Zone fees are unadjusted, this is intentional. Regions are more restrictive than strategies, so the idea here is to help balance that out. So you can't build them like crazy, but they are more feasible for a smaller empire. They add to the broader rather than higher notion that both types of states should be viable.
- Available Mountains: This feature is about 90% complete, the only big issue I can't fix is the improvements that added construction workers so you can't build mines yet. Russian and Petra influence has appropriately extended to the tundra and desert mountains. .
- Added a lot of hill resources, but not all of them are mountains, which might make things difficult since you can't build mines on hills, so I might remove it for now in the next version. Update: Most resources have been removed from the mountains until workers can build improvements there.
- Added forest spawning to many mountain types
- Coasts have been slightly adjusted to show their impact on settlements. Next might be increasing the FPG values of coasts and oceans (and possibly resources) to make them more hospitable. This may change with the next update.
-Trying to adjust to having more and more rivers, not sure how that works. NOTE: Hopefully Seven05's maps/scripts will be included in the next version.
- Area population requirement reduced to 2 (from 3)
Known issues:
Cannot build mines or quarries in mountains (so this has been disabled.) Everyone has access to mountains, hopefully this will be restricted and then back to who and when for the next version of the mod.
Startup Gold has now adjusted and may …
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.