Sid Meier's Civilization VI

Sid Meier's Civilization VI

Game Balancing (For A Better AI)
40 Comments
Arcadian 25 Aug, 2021 @ 8:58am 
On paper this looks like a tall play balance mod. But there are some really good changes, especially the "immortal" settlers. I had a game ruined because Alexander the Great couldn't get a single city up because of barbarians.
RankMayor 8 Feb, 2021 @ 6:43pm 
Was interesting to play with this mod, all in all, great job. There was one instants though that made me laugh. I had suzerain two neighboring city states. Australia declared war on me and got absolutely destroyed by these two. They even went to his cities an razed them haha. I hung back with one horse man and just cherry picked his capital, same happened with the other civ that declared war on me. I mean it was refreshing to see city states being more of a power to recognize, but this was ridiculous. The plus 10 attack damage is just too much. They also spawned units like there was no tomorrow. I was more worried about them then the other civs. Also, the apostles are too expensive. I just didn't buy them myself either, and the funny thing is nether did the A.I. I bought one just to test and took the get a relic promotion, ran all around the world to get myself killed and couldn't find a single enemy apostle. It eventually just got killed by a barb.
RomanHoliday 19 Apr, 2020 @ 5:11pm 
Hi, Tiramisu, I have examined many mods for civ 6 that adjust the balance/ gameplay over the years and this is by far the most thought out and balanced balance improvement mod I have ever seen. Hoping it doesn't desync multiplayer like alot of mods do lol. Cheers for making it.
elsamoure 11 Feb, 2020 @ 1:21pm 
after being further into u huge TSL Worldmap game as france i find this mod pretty amazing.
after conquering europe as france my science and culture dropped by -65% due to many cities(-15%extra due to low happyness), which i thought was way too much, well i sold them back to their previous owners and got back to -40% and happy citizens which is kinda acceptable.

this got me thinking, normally european powers are fucked due to cramped space, compared to african, asian or american superpowers who have all the room. now you can easily out research these big civs, conquer them, resell them and conquer the next poor civ. you surely cant win a domination victory that way, but that would be pretty boring anyways due to how many capitals youd need to conquer :D

but weakening the enemy, and giving yourself nice boosts while going for any other victory is good enough for me
Ingolenuru 6 Nov, 2019 @ 2:59am 
OMG!! I will absolutely never use this mod, BUT if I did it would be the only mod I ever used!! This is flat out the best thought out and executed mod for making the game challenging by eliminating AI stupidity as the main reason you win. Faysal is correct, you are most certainly awesome!
Faysal 27 Feb, 2019 @ 5:15pm 
This is AWESOME

Thank you so much for removing the restriction of research buildings

!!! you are awesome!
Tiramisu  [author] 27 Feb, 2019 @ 4:15pm 
So I have dropped the building limit and replaced it with research modifiers.
Tiramisu  [author] 27 Feb, 2019 @ 4:15pm 
UPDATE
- Added compatibility for version 2.0 (Gathering Storm).
- All major civs get a research modifier that is decreasing the research output in cities with increasing amount of cities.
- All major civs get a Great Person Points modifier that is decreasing the GP Points output in cities with increasing amount of cities.
- Removed restriction of research buildings per empire
- Changed the research modifiers for researches of the past/future eras.
- Doubled war weariness decay at peace time to avoid having long lasting war weariness in late eras.
- Fort and Roman Fort Improvements now grant +1 housing.
- Increased melee combat of scythian horse archers by +5.
coloredearth 27 Dec, 2018 @ 11:17pm 
I would also be very interested in the building limit being dropped in favor of a 'soft cap' feature being put in place as you mentioned.
coloredearth 27 Dec, 2018 @ 11:14pm 
Hi There, this mod sounds pretty cool. I noticed in the changes that only 3 cities get the benefit of 1 type of resource - does this affect the Aztecs unique ability (6 cities per luxury)?
Faysal 10 Aug, 2018 @ 1:51pm 
Yay!!!!! THANKSSSSSSSSSSSSSSSSS
Tiramisu  [author] 9 Aug, 2018 @ 5:42pm 
Currently I am working on an update to drop the restriction for the amount of buildings per empire. Instead I am going to simply give some research penalty per city and some research boost in the capital to make smaller empires stronger in researching.

However, I still have to test my new balancing, so you need to be a little bit patient until the next update.
Faysal 8 Aug, 2018 @ 11:03am 
Please drop:

Limited amount of Science and Culture Buildings: Every Civ can have only 5 Universities (or Madrasas), Research Labs, Amphitheaters, Museums and Broad Cast Towers (or Film Studios) at max in their whole Empire. Additional buildings cannot be build or they will be destroyed when capturing a City.
Only Monuments and Libraries can be build without any limits.
Tiramisu  [author] 5 Jul, 2018 @ 3:15am 
Yes, the AI should be more aggressive, if you use this mod. However, in late game the AI is still very peaceful. Maybe this is caused by an AI bug.
However, it is possible to make the AI declare war on others by using Lua scripts. So maybe one day I will create an AI modification that allows the AI to make more intelligent war declarations.
Azayi 19 Jun, 2018 @ 2:17pm 
Does this mod make the AIs declare war on humans more? Probably the biggest thing that annoys me is that civs rarely declare war on me except very early on and I pretty much go out of my way to be annoying/rude. I notice that they fight each other a lot though. Wondering how signficant this "Warmonger mali are significantly reduced by about 50% in average, i.e. the AI has less fear to declare wars in later eras." change is
Faysal 17 Jun, 2018 @ 9:16am 
I think this is the best AI mod ever.
Faysal 17 Jun, 2018 @ 7:45am 
Awesome thnxxxxxx
Tiramisu  [author] 17 Jun, 2018 @ 6:52am 
Maybe I will drop the building limit some day and then replace it by something else that slows down the research of big empires, because now I know how to use Lua scripts.
Faysal 17 Jun, 2018 @ 6:44am 
The only reason I wont download is cause of the science and culture building limit. Other than that, its AWESOME
FullAutoAttack 15 Jun, 2018 @ 8:58pm 
Ok thanks - will do
Tiramisu  [author] 15 Jun, 2018 @ 7:49pm 
There should be no problems with those mods.
However, I should note that my mod gives city state units a big combat strength bonus while they are near a city centre. So using Stop Steamrolling City States could make them a little bit too powerful, but if you dont mind this you can combine it with my mod.
FullAutoAttack 15 Jun, 2018 @ 7:33pm 
Tiramisu  [author] 15 Jun, 2018 @ 7:17pm 
@FullAuto:

1) I strongly believe both mods are compatible. They game should not have any problems if a ctiy gets free walls more than once. Still I wonder which mod you use. I could take a look at it.

2) I am also using a mod that slows down research speed and I never had any issues with this mod. It should be fine.

3) Of course this works with all AI-mods, because this is just a gameplay-mod. This mod does not change any AI behavior. So you can use it with mods like AI+.
FullAutoAttack 15 Jun, 2018 @ 7:06pm 
I'm not a great player but i do like hard games and I like what I see listed for this mod.

Few questions:
1) I have another mod that give city states walls. Is this compat ible or suggested to use with this mod?
2) I play on super slow research speeds (modded much slower than marathon). Do you see any problems with that and this mod?
3) Does this owrk with AI mods like AI+
Tiramisu  [author] 25 Mar, 2018 @ 1:36am 
Update :
- Great Generals now do not grant any movement bonus.
- Plunder amount of government districts reduced from 50 to 25 Culture.
- Experience for capturing cities reduce to 10 (instead of 20).
Tiramisu  [author] 16 Jan, 2018 @ 1:29am 
Hmm, that might be a nice idea. I usually do not deal much with submarines.
If you want to change the range you have to open the Units.xml file, search for submarine units and change the value of their range (I guess it is someting like range="2" that needs to be changed).
If you want to avoid that your changes get overriden by an update you should create your own mod with the mod buddy tool and then change the unit range with the <Update> command.
Rams0505 15 Jan, 2018 @ 2:11pm 
also can you tell me how to edit the attack range for submarines? i want the range to be 1 instead of 2.
Tiramisu  [author] 15 Jan, 2018 @ 4:33am 
I would have to see what 8 ages of war does, because I did not know that this mod even exists. Personally I am using my Resource Warfare Rebalance Mod, which also nerfes cavalry and tanks a little bit, but I can take a look at 8 ages, too.
Rams0505 14 Jan, 2018 @ 8:28pm 
you should nerf cavlary/tank units and make them high matience like 8 ages of war s since thats pretty much all the land units u need now thats not ranged.
Rams0505 14 Jan, 2018 @ 8:26pm 
is this comparaible with 8 ages of war?
Tiramisu  [author] 6 Jan, 2018 @ 4:37pm 
I have founded many times an own religion on Demi-God difficulty and I have always experienced that the AI buys many missionaries and inquisitors, but I did not see many AI apostles walking around and threatening my religion.
Maybe you are using other mods causing a different AI behavior. I am using AI+.
Caligula 6 Jan, 2018 @ 4:09pm 
"The AI does not purchase many apostles anyway"
trust me. if you've ever played an AI game with a religion(which you will),you have most likely experianced the rage inducing apostle spam they send to your cities. it dosnt matter if you're allied with a defencive pact or at war. they've done it.
Avalen 6 Jan, 2018 @ 5:37am 
Oh I totally understand. It was a really quick fix: Im currently testing uping the amount of units the Ai build through upping the PSEUDOYIELD_UNIT_COMBAT to 1.9 in the global yields. I really dislike the AI getting huge bonuses so im kind of fiddling around to create a tougher game while trying to not go above emperor.
Tiramisu  [author] 5 Jan, 2018 @ 12:34pm 
Ok, thanks for the feedback! Glad you liked it.
In my test games City States often are not strong enough to conquer cities of Major AI Civs, because Major Civs have tons of Units on Demi-God difficulty (I use the Smoother Difficulty Mod). Of course on lower difficulties like Emperor Major Civs will have more problems, because they get less Units.

I was considering to give City States only a Combat Bonus if they are on friendly territory. But because of the small territories of City States this could make them too weak on high difficulties. So it is actually quite hard to balance this mod for different game difficulties.
Avalen 5 Jan, 2018 @ 12:22pm 
Loving it so far! Although i am playing on emperor difficulty. Here the city states have been wrecking any AI that declares war on them and in my game two of the Ai`s (Scythia and Australia) have lost a city too a city state.

Because of this I have removed the strength bonus to city state units.
Tiramisu  [author] 5 Jan, 2018 @ 6:01am 
Btw. I forgot to put this change in the mod description in the first place:
"The Cost Increase for Settlers is now much higher to avoid rapid human City Spamming before getting the Early Empire Civic."
So now it really makes sense to get Early Empire before you found your third City. Until then you can try to secure your settling places with military units.
Tiramisu  [author] 5 Jan, 2018 @ 5:36am 
I am certainly going to buy Rise and Fall once it is released. I made this mod in the holidays. So lets see when I will have enough time to update this mod for Rise and Fall.
Avalen 5 Jan, 2018 @ 5:12am 
This is fantastic! I`ve been waiting so long for a mod that takes this approach to improving the game difficulty and the performance of the AI. Are you planning on also making one for Rise and Fall? Again fantastic work
Tiramisu  [author] 4 Jan, 2018 @ 12:06pm 
Thx!
Kid Viking 4 Jan, 2018 @ 11:47am 
Ouch! Clever, well-thought out changes but definitely only for veterans who've grown accustomed to winning. I think you've done a good job at addressing every single one of the ways (exploits) HI uses to dominate. Looking forward to giving this a shot.