Sid Meier's Civilization VI

Sid Meier's Civilization VI

Hammurabi Tweak for Urban Complexity
24 Comments
JNR  [author] 25 Nov, 2024 @ 8:51pm 
The one you linked also works, yes!
Ragnarr Loðbrók 24 Nov, 2024 @ 3:26pm 
sry for the noob question but which mod is actually hammurabi rework? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2421797233 is it this one?
Dr. Oz The Great And Powerful 23 Jul, 2024 @ 9:41pm 
Can you make a rework of Torres del Belim, because its "instantly grants lowest cost city center building" thing didn't seem to work when using Urban complexity.
Yourmomu 4 Jun, 2024 @ 8:12pm 
It may be just me but I am having an issue where this hammurabi patch mod is not showing up at all in the mod manager. Is this a known issue? Is there a fix of sorts for this?
JNR  [author] 26 May, 2024 @ 4:42am 
that's fine, the red text isn't a generated warning but manually written text. It's technically just the mod teaser description I put in. Now that it caught people's eyes, I might turn it white again next update to reduce confusion.
The Twix Bar 25 May, 2024 @ 9:22pm 
It says hammurabi rework is required but I already have it installed
H.Humpel 13 Jan, 2022 @ 12:59pm 
Hi JNR,
your mod has been translated into German by Junky and the translation is now part of the Civilization VI Mods - German translations mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
Commander_Kell 17 May, 2021 @ 8:41pm 
Any thoughts on a mod that does this for the new Torre de Belen as well? (It builds the lowest production-cost building available for each city on another continent which...can be problematic).
FishRaposo 1 Feb, 2021 @ 10:43am 
They do work together, you even get the free code of laws, everything else is this mod's version
JNR  [author] 1 Feb, 2021 @ 10:22am 
The descriptions won't show the right bonus and you'll only get 1 envoy instead of 2 as otherwise with CE, but apart from that, they should work together.
NecroMage 1 Feb, 2021 @ 8:27am 
Is this mod compatible with the changed Babylon/Hammurabi in Civilizations Expanded by p0kiehl?
Eighty cents 23 Nov, 2020 @ 1:30am 
>And yes, I will play with Babylon's eurekas nerfed to 95% so you can no longer skip, but that's personal taste and the scope of this mod was really just to do the minimum to make the civ work better with multiple building choices, not rebalancing Babylon as a whole.

This is great!
FishRaposo 21 Nov, 2020 @ 10:44am 
@weregamer The thing with babylon is that it is HEAVILY based on RNG. Many eurekas require specific resources/features and your early game is absolutely terrible. Also, after the mid-game powerspike you fall off A LOT. So, basically, it's a "all or nothing" type of civ
weregamer 21 Nov, 2020 @ 1:54am 
I just played a game with Baby, and yeah, that was crazy. Oil and battleships in the Classical era. Fun once, but crazy.
Arcadian 20 Nov, 2020 @ 4:02pm 
@JNR Can you upload that nerf to the workshop? I think a lot of people would be interested in that.
JNR  [author] 20 Nov, 2020 @ 3:36pm 
And yes, I will play with Babylon's eurekas nerfed to 95% so you can no longer skip, but that's personal taste and the scope of this mod was really just to do the minimum to make the civ work better with multiple building choices, not rebalancing Babylon as a whole.
JNR  [author] 20 Nov, 2020 @ 3:35pm 
yea of course, first gov plaza in your civ, first aqueduct in your civ, etc.
Arcadian 20 Nov, 2020 @ 3:16pm 
The envoy bonus isn't per city but only once for the whole Civ, am I right? I think it's quite balanced by Babylon standards, but they still need a nerf to their science.
JNR  [author] 20 Nov, 2020 @ 2:35pm 
the vanilla version is like this: when you build your first Campus, get a free Library there. When you build your first Holy Site, get a free Shrine there, etc. Some districts are exempt from this: Government Plaza and non-specialty districts (Aqueduct, Neighborhood, Canal, Dam, Spaceport). For these, you get an envoy instead when building each for the first time.

It's basically an exception from the rule, and then the government plaza is the exception from the exception. This is what I tried to streamline, making it one general statement instead of these nested exceptions.
weregamer 20 Nov, 2020 @ 2:30pm 
This description makes sense. I still can't figure out from the vanilla description what the original ability did with envoys - was it the second time you build a unique district, or the first time you build a government district, or what?
FishRaposo 20 Nov, 2020 @ 12:38pm 
I honestly think this is a better leader than the vanilla one. Well done
JNR  [author] 20 Nov, 2020 @ 12:08pm 
@blazeknave: the production bonus isn't just for the first time you construct a building in that district type, it's a general ability. It generalizes the bonuses a bit.

@FishRaposo: we saw the First Look several days ago, been thinking about this issue since and once I saw the code, this appeared as the most straightforward implementation. The mod itself didn't even require a lot of code, I automated most of it.
FishRaposo 20 Nov, 2020 @ 11:55am 
You are fast lol
blazeknave 20 Nov, 2020 @ 11:29am 
You read my mind. You think the envoy is worth 75% of the building?