Sid Meier's Civilization VI

Sid Meier's Civilization VI

Gedemo Balanjar City-State
3 Comments
Archiven 23 May, 2022 @ 8:32pm 
Babylon will have a field day with this.:steamhappy:
DeadWeatherDrums 3 Oct, 2021 @ 8:12pm 
I concur, your excellency.

Though Kazar, and their conversion to Judaism, and the role their descendants have played in History and in world politics at the highest levels these days, is not to be underestimated. In that sense you could say this is historically accurate in OPness.

Still, I think changing it from a Scientific power to Trade or Military is balanced. (Or simply 2 Eurekas.) Actually, what'd be cool is if there was a way to randomize what kind of City-State it was every game.

Wow, I JUST NOW realized I'm the guy who commented a year ago. That is funny. Guess I felt pretty strongly because I don't think I've ever really commented on anyone's mods.

You're a big fat stud, Gedemo, I appreciate your work. One overall suggestion I have is that more City States provide unique units or, even better, unique buildings. That adds a lot more flavor and fun to a game.

Grazi mille for all your hard work.
DeadWeatherDrums 12 Nov, 2020 @ 5:17pm 
Seems a bit OP. You could surge ahead at any time, especially early on, and/or at multiple times in a game, and stay there. I recommend simply a 2 Eureka bonus, maybe even only 1. Being a Scientific CS is already strong and rare enough.

I suspect no one commented on your mod because it is ridiculously powerful.

Also, what is the historical basis for why this CS gets these bonus? Your description says nothing about this. In fact, it seems like it was an important city for only about 300 years and as far as I know Kazaria was never a major player in History.