Sid Meier's Civilization VI

Sid Meier's Civilization VI

NuDDen's Tweaks for Project 6T
Showing 11-20 of 23 entries
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Update: 22 Feb, 2024 @ 11:43am

V 1.1.2
- Hotfix for JNR's updates

Update: 18 Feb, 2024 @ 9:49am

V 1.1.1
*BUILDINGS*:
- Farmers Market now yields 3 (was 2) Food (Strategic) from every valid improved resource
- Seafood Market now yields 4 (was 2) Food (Strategic) from every valid improved resource
- Food Manufacturer now yields 1 (was 2) Food (Strategic) from every valid improved resource
- Forum, Granary: Housing from 1 to 0
- House of Scribes: Science from 2 to 1
- Public Fountain: Culture from 2 to 1
- Watchtower: Amenity with a garrisoned unit from 1 to 0
- Secret Council Hideout: +1 Great Sovereign Point
- Queen's Bibliotheque: +2 Great Sovereign Points
- Tier 4 Government Buildings: +4 Great Sovereign Points
- Flood Irrigation: Food, Production from 1 to 0, now gives 1 Food (Strategic) per turn
*DEDICATIONS*:
- Pen, Brush & Voice Golden Age: +5 (was +6) Culture from every World Wonder
*UNITS*:
- Caravel, Corvette, Frigate and Privateer now consume 2 Food (was 1) per turn
- Trader, Spy: now cost 1 Pop
- Warrior Monk, Kris Warrior, Spy: now have resource cost+upkeep

Update: 22 Jan, 2024 @ 3:54am

V 1.1.0
- various text fixes & additions
- various resource cost, power consumption, cost and maintenance adjustments
- added "Bear's Dedications" adapted to NTFP6T
- City Strength Modifier for Naval Bases, Encampments from 2 to 6, Aerodromes from 2 to 4, Walled Quarter from 4 to 3
- Naval Bases now provide only +1 GA (was +2) point per turn
- Compatibility with Hidden Agendas (private)
- Compatibility with Sukritact's Oceans (private)
- buffed the following Governor: General, Defender, Surveyor, Spymaster, Merchant, Harbormaster, Cardinal, Ambassador (private)
- 2 new strategic resources: Food and Synthetic Rubber
- Food per Pop needed from 2 to 3
- changed Boost for Recorded History to: "Build 3 Houses of Scribes"
*RESOURCES/TERRAIN/FEATURES*:
- Crabs now yield +1F/1G instead of 2G
- Horses now yield +1G/1P instead of +1F/1P
- Spices now yield +1F/1G instead of +2F
- Reefs now yield +1C instead of +1F/1P
- Mountains now yield +1P instead of +1F/+2P
*POLICIES*:
- 1 new Military Policy (Synthetic Rubber War Industry)
- Reservoires / Garden Cities now give an additional +4 Food (strategic) per turn
- Corvée buffed from 20 to 25%
*BUILDINGS*:
- Japanese Zaibatsu now correctly gives 2 Oil per turn as well as Logistics Center
- Sanctuary and Conservatory now give +1 Timber
- Stonehenge resource buildingcost from 25 to 10 Limestone
- 8 new buildings: Arms Industry, Seafood Market, Food Manufacturer, Public Fountain, Flood Irrigation, House of Scribes, Inquisition, Legation
- Farmers Market removed from the Walled Quarter and added to the Commercial Hub. Now available with Currency
- Steelworks now coverts 3 copies of iron and coal into 2 copies of steel
- Fishing Dock Cost/Maintenance from 60/0 to 90/2 ... reworked bonuses
- Slightly reworked the bonuses of the Granary, Tavern and Forum
- most buildings from the Post Classical Era onwards get +1 Maintenance Cost
- Food buff: Well from 0 to 1, Granary from 1 to 2, Palace from 0 to 2
- Stable/Ordu now awards 2 instead of 1 Horses per turn
- Library moved to Recorded History. Cost/Maintenance from 100/1 to 120/2
- Consulate moved from Diplomatic Service to Colonialism, Cost from 450 to 550, GPT from 4 to 5, provides 1 Governor title
- Lumberyard, Stonemasonry, Limestonemason +1 Prod. / all 3 buildings -10 Production cost

Unit Balance:
- a lot/some units/buildings now got new/additional resource dependencies
- the AI gets some of the new resources for free to handle the new situation
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*MISC*:
- Alchemist now got a Lifespan of 60 + new ability
- Builders have no pop cost anymore
*HEROES*:
- Heroes can't teleport between cities anymore
- Sindbad Gold from Naval raids from 200 to 100
- Anansi Value from Resource Inspire from 30 to 40
*RECON*:
- Skirmisher, Ranger and HMMVE can now correctly see stealth units
*NAVAL*:
- Submarine + Nuclear Submarine can't see stealth units anymore
- Privateer Base Moves from 4 to 5
- Monitor Base Moves from 4 to 5
- Submarine Base Moves from 5 to 6
- Nuclear Submarine Base Moves from 6 to 7
- Quadrireme Base Moves from 2 to 1
- Hulk Base Moves from 3 to 2
- Galley Base Moves from 3 to 2
- Aircraft Carrier Base Moves from 4 to 3
- Supercarrier Base Moves Moves from 5 to 4
- AA Strength for all Ships -10
*LIGHT CAV*:
- Armored Car Base Moves from 5 to 4
*RELIGIOUS*:
- Apostle Cost from x2,5 to x 3,5
- Guru, Inquisitor and Missionary Cost from x2,5 to x3
- Base Moves for all religious units -1
- Inquisitor now needs the Inquisition building to be built

Update: 16 Nov, 2023 @ 2:23pm

V 1.0.9
- Lifespan of Medics, Supply Convoys, Observation Balloons and Drones buffed from 30 to 45
- Test: Great People can't teleport between cities anymore (currently doesn't work)
- Compatibility with Monopoly++
- Empire State Building moved from Capitalism to Urbanization
- added 4 new Military Policies
- Reworked Bermuda Triangle (see Bermuda Triangle++ by p0kiehl)
- added a new building for the Walled Quarter District
- added 7 new units: Attack Helicopter, Supercarrier, HMMVE, Biplane Bomber, Armored Car, Marines and Alchimist
- Spec Ops now Promotion Class Marines instead of Recon (moved from Satellites to Genomics)
- Special Marine Forces renamed to Modern Infantry (moved from Synthetic Materials to Rocketry)
- small changes to the adjacencies and other bonuses for the Walled Quarter
- small tweaks to Farmers Market and Keep
- City States are always loyal now
- the Arsenal District now correctly has a Plunder Type&Amount
- to boost the Gunpowder tech you now only need one (was two) Fort
- reduced the duration for EMERGENCY_SEND_AID and EMERGENCY_SEND_MILITARY_AID from 25 to 15 turns
- Kris Warrior Production Cost from 140 to 260 (520 Faith) / GPT from 3 to 4 / now with Cost Progression from previous copies (20)
- Warrior Monk Production Cost from 100 to 160 (320 Faith) / GPT from 2 to 3 / now with Cost Progression from previous copies (25)
- raised maintenance cost for most modern/endgame units
- raised cost, resource cost and GPT for GDR
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MAJOR Unit Rebalance:
---------------------------------------------------------------------------
*NAVAL*:
- Ironclad+Monitor+Battleship and Carrier CS and RS buffed by +10
- Reworked Brazilian UU Minas Geraes
- Missile Cruiser CS/RS from 75/90 to 85/95 / AA from 110 to 90
- Submarine CS/RS from 65/75 to 70/80
- Nuclear Submarine RS from 85 to 90
- Cruiser AA from 60 to 70
- Missile Destroyer AA from 105 to 110
- Carrier AA from 90 to 100 / now needs 2 Oil instead of 2 Uranium / Range from 3 to 2
*RECON*:
- Skirmisher GPT from 2 to 3
- Ranger RS from 60 to 55 / Base Moves from 3 to 4
- HMMVE CS/RS from 70/75 to 75/85
*SIEGE*:
- Catapult CS/BS from 25/35 to 15/30
- Trebuchet CS/BS from 35/45 to 25/40
- Bombard CS from 45 to 35
- Siege Cannon CS from 55 to 45
- Howitzer CS/BS from 60/80 to 55/75
- Rocket Artillery CS/BS from 70/100 to 75/95 / moved from Satellites to Lasers
*RANGED*:
- Machine Gun RS from 85 to 80
- Mortar Crew Range from 2 to 3
*MELEE*:
- Swordsman CS from 35 to 30
- Longswordsman CS from 40 to 35
- Mech. Inf. CS from 85 to 95 / moved from Synthetic Materials to Composites
*HEAVY CAV*:
- Cataphract CS from 40 to 38
- Knight CS from 50 to 48
- Cuirassier CS from 55 to 58
- Cavalry CS from 65 to 68
- Landship CS from 75 to 78
- Tank CS from 85 to 88
- MBT CS from 95 to 98
*ANTI CAV*:
- AT Crew moved from Pharmaceuticals to Advanced Ballistics
*LIGHT CAV*:
- Dragoon CS from 52 to 56
- Mounted Rifle CS from 62 to 66
- Assault Gun CS from 81 to 86
- Helicopter CS from 89 to 96 / now requires a Hangar
*MARINES*:
- Marine Spearman CS from 35 to 32
- Marine Axeman CS from 40 to 42
- Marine Musketman CS from 50 to 52
- Marine Grenadier CS from 60 to 62
- Marine Infantry CS from 70 to 72
- Spec Ops CS from 80 to 92
*AIR*:
- Biplane RS from 75 to 80
- Stealth Bomber CS/BS from 100/120 to 105/125
*SUPPORT*:
- Mobile SAM AA from 100 to 110 / Range from 1 to 2

Update: 6 Oct, 2023 @ 3:21am

V 1.0.8
- PSEUDOYIELD_UNIT_SETTLER from 1.1 to 1.0
- Naturalists and Archeologists now require 25 Horses to build
- Rock Bands now require 25 Oil to build
- all religious units now require Horses (10-20) to build
- religious building passive pressure increase from 100 to 120
- increase active pressure from religious units from x3.0 to x3.5
- all Tier 3+4 buildings from the Government Plaza now consume 2 Steel per turn
- Steelworks now coverts 2 (was 1) copies of Iron and Coal into 2 copies of Steel
- all buildings from the modern era onwards now cost +10 Timber (was +5)
- all Projects related to WMDs: cost increase by 500 Prod.
- Nuclear Bomb (10 to 15) and Thermo NB maintenance raised (20 to 30)
- Policy "Protection by Mercenaries" buffed: from -25 GPT to -20 GPT
- Brazilian Minas Geraes now needs 2 Coal instead of 1 Oil for upkeep
- Anti-Air Gun now costs 1 Iron Upkeep, Mobile SAM 1 Aluminum
- Maintenance for all modern support units raised by 1 GPT
- Medics / Supply Convois and Observation Baloons / Drones now have a Lifespan of 30
- Destroyer (85 to 80) and Stealth Destroyer (95 to 90) CS nerf
- added support for National Wonders + Pack 1 by Albro
- some Industrial Era buildings now require 2 instead of 1 Power
- CS Bonus for Recon and Marine units vs. Barbs, Free City and City State units buffed from +8 to +10
- various project costs (Production+Resources) increased

Update: 23 Jul, 2023 @ 10:49am

V 1.0.7
- Limes and Lightening Warfare Policies buffed: +1 Movement (Limes) and +2 Movement (Lightening Warfare) for Fort Architects
- fixed (was not working): Required Diplomatic Victory Points from 30 to 35
- Walled Quarter moved to Costruction (Fort Architect requires a WQ to built)
- integrated 'Nere's Rebalanced Rock Bands'
- Colossus moved from Construction to Iron Working
- buffed Resource Harvest Yields across the board by +10
- Military Engineers and Fort Architects now consume a specific resource per turn
- Military Engineers now have a Lifespan (60 turns)
- Tier 3 Government Plaza buildings have no resource cost per turn anymore (was Timber)
- Hangars now consume 1 Oil per turn
- Airports and Hydroelectric Dams now consume 1 Steel per turn
- Military Academy, Naval Academy, Arsenal and Prison now consume 1 Horse per turn

Update: 2 Jul, 2023 @ 2:49pm

V 1.0.6
- inserted Nere's changes to the WC Resolutions (made some balance adjustments)
- added missing Promotion_Class and missing new Districts to the WC.lua
- +2 (was +1) Favor for being the suzerain of a City State
- Mech. Infantry + UU: Base Moves from 4 to 3
- Special Marine Forces: Base Moves from 3 to 4; all other Marine units buffed from 2 to 3 Base Moves
- all Marine units +1 GPT maintenance
- all Renaissance buildings: +1 GPT maintenance
- Breakwater now needs Granite instead of Limestone
- Tier 1, 2 and 3 buildings of the Government Plaza now consume 1 Timber per turn
- all buildings of the Diplomatic Quarter now consume 1 Timber per turn
- Biplane: resource cost from 35 to 30 Timber
- all other units that require Timber as a resource: +5/+10 resource cost
- AI gets 1 more Limestone, Granite and Timber for free. AI is dumb as a bread sadly.
- Policy "Protection by Mercenaries" buffed: from -30 GPT to -25 GPT
- Removed Luxury Doctrine from the WC
- added compatibility and dependancy for Strategic Forts, Strategic Improvements and National Projects: Satellites by JNR
- Military Engineers now cost more for every previous copy (+25 P) and 25 Limestone
- 3 new Projects for the Black Market (trade Horses for Granite, Limestone or Timber)
- Religious Pressure from Trade Routes buffed from 20 to 25
- CO2perkWh: (Coal) from 250 to 275, (Oil) from 125 to 150 and (Uranium) from 25 to 50
- Espionage: Fabricate Scandal now removes max. 1 Envoy even with a Tier 3 Spy
- Factory now converts 1 (instead of 2) copy of Timber into 1 copy of Coal
- More detailed Project Descriptions (mostly Satellites)
- Required Diplomatic Victory Points from 30 to 35

Update: 12 May, 2023 @ 9:02am

V 1.0.5
- the Eureka for Construction was changed from Classical Walls to Watchtower
- Watchtowers can no longer be purchased
- Courthouses: -1 Gold per turn for each foreign Trader passing through this city.
- Water and Wind Mills, Warehouse, Target Range, Barracks, Basilikoi Paides, Stable and Ordu now consume 1 Limestone per turn
- Workshops, Manufactures, Drydock, Armory, Supply Depot and Artillery Battery now consume 1 Granite per turn
- All Buildings +5 of their resource cost + additional 5 Timber
- All World Wonder +15 resource cost
- misc. text fixes
- Limestonemasonry: +1 Prod. from each Stone resource near the city, lost its +1 Prod.
- Granitemasonry: +1 Prod. from each Mountain near the city, lost the +1 Prod. from each stone
- Fishing Hut: +1 Prod. from each Fish and Crab resource
- Stonehenge: now costs Limestone instead of Granite
- Etemenanki: now costs Granite instead of Limestone
- Forum: from -15 Loyalty to -10 Loyalty, added +1 Prod. from Cattle and Sheep
- Tavern: from -5 Loyalty to -10 Loyalty, removed +1 Prod. from Cattle and Sheep
- increased active pressure abilities by religious units from x2 to x3
- Kris Swordsman nerf: CS from 37 to 17 (was too strong cuz he gets the +1 CS from every Civic like the Warrior Monk)
- updated unit texts
- Grove, Pavilion and Keep now consume 1 Timber per turn
- all land units that need timber as a resource: +5 resource cost
- all naval units that need timber as a resource: +10 resource cost
- all air units that need timber as a resource: +5 resource cost
- all support units that need timber as a resource: +5 resource cost
- AI gets +1 Timber on King and Emperor, +2 on Immortal and +3 on Deity difficulty for free
- Statue of Zeus changed back to vanilla settings since my change didn't really work
- Factory: resources needed to build changed from 50 Timber to 25 Timber and 25 Iron

Update: 28 Apr, 2023 @ 8:59am

V 1.0.4
- Tavern nerf: now gets only 1 gold for each foreign trader passing through the city. Down from 2
- Forum nerf: from -1 prod. to -2 prod.
- Lumberyard reworked: lost its +1 prod., now gets +1 prod. from every Forest and Jungle near the city it's build in
- Granitemasonry: lost its +1 prod.
- Keep nerfed: From +2 Faith to +1
- Plague Hospital buffed: +1 Prod.
- Alchemy Vendor buffed: +1 Citizen Slot, Eurekas grant an additional 1% of the technology cost for each instance of this building in your empire
- Added Pedia Texts for: Keep, Plague Hospital
- Cyp Ryan's Wide and Tall mod is no longer a requirement to play the mod, but Leugi's Garden District is
- Cyp Ryan's Wide and Tall mod can still be used, but is no longer actively considered for balancing (This mod had too little impact on gameplay)
- Apostle Movement nerfed from 4 to 3
- Missionary Movement buffed from 4 to 5
- All religious units now have a Lifespan: Missionary (50), Inquisitor (40), Guru and Apostle (60)
- Balinger moved from Medieval Faires to Guilds
- Updated Religious units texts
- Added more building cost texts

Update: 22 Apr, 2023 @ 5:38am

V 1.0.3
- Fishing Hut, Barracks, Target Range, Stable, Ordu, Basilikoi Paides, Wind Mill, Ancestral Hall and Water Mill now needs Timber instead of Limestone
- various building cost text additions
- Submarine+UU now unlock with Radio instead of Refrigeration
- Policy "Trader Mercenaries" nerf: cost for each trade route from 6 to 30 GPT
- Modern, Atomic, Information and Future Era buildings: +1 GPT maintenance
- Spy Maintenance from 10 to 15 GPT
- Military Engineer from 7 to 9 GPT
- GDR from 30 to 40 GPT
- all other Modern, Atomic, Information and Future Era units: +2 GPT maintenance
- Inquisitor Spread Charges nerf from 2 to 1
- new building: Alchemy Vendor
- Ancient Walls renamed to Classical Walls and moved from Masonry to Construction
- Watchtower moved from Rifling to Archery (new stats)
- Factory RequiredPower from 1 to 2
- Added Marine Class Units to the National Unique Terrain CS bonuses
- Added missing Meteor Info Text
- reduced the chance to get a settler from meteors from 20% to 15%, raised the chance to get a builder from 45% to 50%
- buffed Natural Philosophy Policy from 100% to 125% district adjancency bonuses
- buffed Scripture Policy from 100% to 125% district adjancency bonuses
- buffed Aesthetics Policy from 100% to 125% district adjancency bonuses
- buffed Craftsmen Policy from 100% to 125% district adjancency bonuses
- Watchtower, Classical-, Medieval-, Renaissance Walls, and Flood Barrier have no resource cost anymore. AI can't handle it sadly.
- AI gets some Granite and Limestone for free. Scales with difficulty, starts at King/Emperor with +1 per turn, Immortal +2, Deity gets +3 per turn for free.
- cost for religious units reduced by x0.5
- Guru ReligiousHealCharges buffed from 2 to 3 and ReligiousStrength buffed from 80 to 85
- Apostles and Gurus can enter foreign lands again without the need of open borders
- Inquisitor ReligiousStrength nerfed from 100 to 95
- Increased active pressure from x1.5 to x2