![]() ![]() Needs Rise and Fall or Gathering Storm DLC in order to work. *If You select, for example, 10 City-States in the Set-Up-Menu, then Only 5 will be generated at the Start of the Game. You can use my Customization VI Mod that increases the Amount of Players (Major and Minor) to bypass this Inconvenience. In most Cases the Start Positions of City-States will be ok, if you do not use a huge Amount of City States in your Game. In order to do that this Mod changes their Starting Locations. This mod increases the Amount of City-State Players by 50% and then saves 50% of them in a Pool, so they can spawn later in the Game (reserving them for the Free Cities that may turn into these City-States)*. Only Cities that were NOT Original Capital Cities or City-States and do not have any World Wonder can turn into a City-State. ![]() The newly created City-State will get the nearby Units of the rebelling Free City and it will inherit the Population of the old City. Thanks a lot!!Įvery turn there is a Chance that a rebelling Free City will turn into a new City-State. Your Support is also helping me getting forward with my 4Xpansion Pass Project for Civilization VI, which is a Pass of 6 Mod Packs that introduce many new Game Mechanics/Features and old Ones from Previous Game Iterations, as well as many QoL Improvements. Overall the map around you and resources will be a little more interesting.Support:Buy me a Coffee if you like this Mod and want to see more like it. Also slightly increased yield for Plantations, camps, fishing boats and other resource-based improvements. Now resources will be slightly better than forests, hills and rainforests (finally!). Increased yield slightly for some resources. Market, Bank and Stock Exchange now provide the owner a small amount of gold per foreign trade route to the city. Theatre District culture adjacency increased to +2 culture near Wonder. Holy site faith adjacency increased to +3 faith near Natural Wonders Slightly decreased production cost of districts District pop requirements slightly increased, from 3 to 4 (that is, more pop required to build more districts in a city). Doubled Unit upgrade costs so that it is less ridiculous. Slightly increased movement bonus for roads. War Weariness from losing amenities reduced slightly. Trade Routes from other players now provide the city owner with gold starting when you build a Market. This in essence makes them consume half the food as citizens working on tiles. Specialists now provide +1 food in addition to their current yields. The Global relations panel, allows you to see, at a glance, what each leader thinks of every other leader. This project allows cities to build Housing but at the cost of losing population. This is the government to get if you want to go tall. Now increases Food and Science in the capital by 30% but reduces those yields in all other cities by 10%. Aztec bonus increased to +50% production to compensate. Builders can now add +20% production instantly towards building a district for a builder charge. Housing - Starting city housing in non-fertile land increased by +1 This is to prevent randomness from playing such a big part in the start of the game when the first person to meet gets a free envoy and therefore a huge bonus. ![]() Natural Wonders - Increased tile yields slightly for all Natural Wonders Tech / Era speeds - Increased tech and civic costs based on era. Tech / Era speeds - Reduced Tech and Civic boosts (Eureka, inspirations) to now increase tech by 30%, was 50%. Added many new buildings with unique effects to provide players with more choices. This will hopefully make district strategy a little more compelling. Overhauled District costs – now only take 1 turn to build, however the population required to build Districts has been drastically increased. Policies are now far more strategic and have big implications to play-style. Resolving under-powered sea-tiles / coastal cities. Adding new buildings to plug the gap in buildings that occurs in the mid-game and to make the game more enjoyable There are mods that you cant find outside steam, but this one you can find it in Nexus Mod (the wiki says about. Where you can find mods: read the wiki (link above). Creating more meaningful choices though a major overhaul of policies. Everyone, the mods folder is located at: C:UsersUserDocumentsMy gamesSid Meiers Civilization VI (Epic)Mods. Addressing tech research going too fast in mid-late game. Making the game more interesting and fun. Civ 6 Improvements Patch makes general changes aimed at making Civ 6 more fun while keeping the essence of the game the same. ![]()
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