Is that character a variant? (I just love getting asked that in channel.) - Charis

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Realms Beyond Balance Mod for Civ6

All right well here's the current state. Haven't reverted anything. I'm still gonna try and fix the specialist GPPs later on but right now it works as long as you're happy with each specialist giving +2 instead of +1.

I meant to get a little more done before Thanksgiving traveling - in particular a comprehensive change log. But that hasn't happened so here's just the zip for now. Just unzip it in your `Sid Meier's Civilization VI\Mods\` folder (on my OS this is under `C:\Users\[Grotsnot]\Documents\My Games\`, YMMV) and it should show up in-game under Additional Content to enable and disable just like it came from Steam Workshop.


Attached Files
.zip   reallybalancedmodofdestiny.zip (Size: 1.32 MB / Downloads: 5)
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As an FYI, I have not had any work (or frankly interest) in a Civ 6 mod for quite a while now, but a brief review of grotsnot's changes look like a fun and interesting way to go.
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Oh hey, thanks for merging the pull request thumbsup Do you still have the time or inclination to do the Steam Workshop posting?
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My suggestion would be for you to do it yourself; I wouldn't mind spending the time on it, but it seems like a thing best done by the person/people most active in the software.
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Sounds good. I've been meaning to look into that but haven't found the time yet. Unfortunately December has been a busy month for me and PBEMs have been taking up the available mod time. Hoping to carve out some of the holiday vacation time to getting an alpha version out the door. Been trying to put together a full change log I'll post up here for final comments before putting it out on Steam Workshop.



Unrelated, an idea for post-Gathering Storm I'll forget if I don't write down:
So overflow modifiers going away means districts are gonna be more of a pain in the ass to build. In the likely event Firaxis doesn't rebalance the costs accordingly, what about cloning the Veterancy policy (+30% to Encampments and Encampment buildings) for the other flavors of district?
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I vote against because its out of flavor. Maybe eliminate district cost scaling altogether? And reduce the cost of 2nd and 3rd tier district buildings also?
Youtube Channel Twitch aka Mistoltin
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Quote:I vote against because its out of flavor.
Fair 'nuff. Just brainstorming. Would you mind expanding a little on what you mean by "out of flavor", though?

Quote:Maybe eliminate district cost scaling altogether?
Hmm, maybe. I do think it should be be more expensive in the later eras because cities' production generation scales up. Dialing it back a bit should help but I suspect removing it all together would ramp up the snowball effect.

IMO a good way to thread the needle would be to have it scale within each city, so that the first district everywhere is affordable, the 2nd takes a bit longer, and by the 3rd or 4th you need a solid production base or chops to get it done in <15t. I don't think getting cheap districts in lategame new cities is that unbalanced? What with needing a market/lighthouse for Trade Routes now, and Walls for Encampments to really pay off. Holy Sites without Religious Buildings only matter in the early game. I think Campuses are the only ones that can get gross payoff out the gate, so could maybe make those cost more or dial back the bonuses? This is all moot though since such a formula doesn't exist frown

Quote:And reduce the cost of 2nd and 3rd tier district buildings also?
I believe the current scope of the mod covers this already smile
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Flavor is the theme you add to the game to tell a story. Now having re-read the original post, I would be in favor in making more policy cards to reduce district costs. I thought you meant to have Veterancy give a discount to all districts. Sorry just glanced at the post during break.

Now for that type of district scaling where it depends on # of districts already in cities, is the exact same cost scaling in Endless Legend's districts. You sure there is no way to program that in? frown

Didnt' realize that the mod already reduced cost of district buildings.
Youtube Channel Twitch aka Mistoltin
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Here's some (flavour) ideas for the cards:

Divine Cult (Ancient): 30% bonus to Holy Sites

Wayfinding (Classical): 30% bonus to Harbour Districts

Monumentalism (Classical): 20% bonus to Campus AND Theatre Square production (this would make Theatre Squares a bit better while making Campuses a little less easy to build

Romanisation (Classical): 30% bonus to Aquaduct AND Entertainment Districts (these are both pretty weak options, so I'd give a bigger bonus)

Artisan Guilds (Medieval): 20% bonus to Commercial Hubs AND Industrial Zones. (again IZ isn't very strong)
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So this project has definitely fallen by the wayside, but in the event it's still relevant:

Gathering Storm is removing the chop overflow bug. This change will propagate down to Vanilla and R&F. This is a significant balance change for unmodded vanilla, and it seems like it would affect balance in the RB mod as well.

If nothing else, this makes +100% policy cards more reasonable to include.
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