Sid Meier's Civilization VI

Sid Meier's Civilization VI

Egypt Tweak
17 Comments
Just Push Play 8 May @ 10:50pm 
W mod, makes these two leaders actually seem fun to play around with now!
ZEN OVERLOAD  [author] 3 Mar, 2023 @ 10:04pm 
@Boa of the Boaians (ᜊᜓᜀ) That is definitely something I would like to once I have the time again to focus on modding, though currently I don't have any specific idea on what changes I would make. Might give old Cleo some new buffs while I'm at it as well. So I guess that's something to look forward to in the future.
Boa of the Boaians (ᜊᜓᜀ) 3 Mar, 2023 @ 7:27am 
Any chance you have plans to tweak the Ramesses and the new Cleopatra? 👀
ZEN OVERLOAD  [author] 29 Jan, 2023 @ 11:47pm 
@Whisperware Thank you so much! I initially did consider slightly increasing the Iteru's bonus to wonder, but ultimately decided against it as I thought that even a 5% increase would be too much alongside the buff to city's production from floodplains. I will definitely considering taking a look into increasing the bonus to 20% after I'm done with the mod I'm currently working on though!
Whisper 29 Jan, 2023 @ 11:26pm 
These are really good ideas. The "offensive/defensive" trade routes are really interesting and I can't wait to try this out. I don't remember if Egypt has much in the way of civics/tech scaling (additional bonuses when stuff like flight is unlocked for the sphynx I think?). I would add one final thing to egypt and then I would be content with it. I think they should have a boost to artifacts. There ought to be a bonus for archaelogical museums/relics and then I would call it a day on this iteration of egypt. It's almost perfect. Maybe 20% bonus instead of 15% on Iteru but might be nitpicky, the potential bonus base hammers might be just enough of a compliment for it to make a good difference, especially once you add chops. Great work!
Shar-k4 12 Nov, 2021 @ 6:29pm 
finally cleo's hair is fixed
magdalena 28 Aug, 2021 @ 1:40pm 
beautiful graphics, too bad not in French ...
ZEN OVERLOAD  [author] 1 Aug, 2021 @ 10:46pm 
@Arcadian I definitely think that balancing is one of the hardest things to do for a game since people can have completely different views/opinions of what qualifies as balanced when compared to other stuff in the game (TF2 is a perfect example of this). However, I've had some time to reflect and came to the conclusion that I should definitely make some tweaks (pun intended) to this mod. I'm thinking of making it so that Egypt starts off with no bonus yields to floodplains, but receive them over time through researching techs (for example, you get +1 production to them after researching irrigation). That way it is better balanced and makes the player feel rewarded for working for the bonus. Definitely will be testing this idea out soon to see if I can get it working. Once again thanks for the feedback on this mod as well as the others, always look forward to seeing your comments!
Arcadian 1 Aug, 2021 @ 3:30pm 
Yeah, Firaxis really upset the balance with some of their new civs, but they wanted to give people more powerful toys to play with. I'm using Better Balanced Game to fix that. It nerfs the strongest civs while buffing the weaker ones, which creates a nice middle ground. That way you don't get big buffs that can make your game too easy, since human players are better at exploiting them than the AI. I guess you can play at a higher difficulty as compensation. Each to their own. It's still interesting to see how different modders approach it. :)
ZEN OVERLOAD  [author] 29 Jul, 2021 @ 2:47pm 
@Arcadian I see now that I should have explained myself better than I originally did. Yes I am tweaking these civs to be on a different level, more specifically to be on a level similar to a New Frontier Pass Civ. To me personally (and you are free to disagree with me on this) the +2 Production doesn't come off as OP or overly egregious when compared to Babylon's, Ethiopia's, or Portugal's unique traits. However, I completely agree that when compared to vanilla mode it is an OP upgrade. I hope this helped to at least clear up some things about my argument, and I still very much appreciate the feedback!
Arcadian 29 Jul, 2021 @ 7:20am 
"They can only build farms and sphinxes on them". Most civs can only build farms and the same goes for grassland or plains. +2 prod from 0 is still OP compared to vanilla, and her trade routes are a lot stronger. With those internals you don't even need to go foreign until democracy. Just admit that you're making civs that are of a different level. I know I don't have to use the mod. I'm just not buying your arguments.
ZEN OVERLOAD  [author] 28 Jul, 2021 @ 8:02pm 
@Arcadian While I agree that having an Egyptian city benefiting from their civ bonus alongside Etemenanki and the Goddess of the Reeds & Marshes pantheon is very strong, I don't think it is too OP or game breaking of a combo. To me it's similar to Canada building St. Basil Cathedral in one of their cities, as the +2 Food bonus to Farms and Camps on Tundra tiles and +2 Production to Mines and Lumber Mills on Tundra tiles pairs extremely well with the wonder creating some truly spectacular yields. I think another thing that helps to balance this feature is, as previously mentioned, the fact that the player is quite limited in the improvements the can construct on Floodplains tiles. In the case of Egypt, they can only build farms and sphinxes on them. I also think such a bonus helps to make up for the fact that in Gathering Storm the civ lost their unique feature of being the only ones able to build districts and wonders on floodplains. Thanks for the feedback, I really appreciate it!
Arcadian 15 Jul, 2021 @ 8:29pm 
You have something going on here, but +2 Prod on floodplains would be very OP with Etemenanki and goddess of the reeds and marshes. Not only would they build it faster than everyone else, but they would get 2 food, 5 prod and 1 science on all desert floodplains, before improvements.

You already buffed their LA, so +1 production would be more than enough for an early boost. Another approach is to buff the bonus production to wonders and districts a bit. Then you don't depend as much on the floodplains for yields, and can place districts and wonders on them without having anxiety over the lost production bonus.
SkumBad 10 Jun, 2021 @ 1:17pm 
Awesome to hear Zen! Modders are really the unsung heroes of games! I wish I had the time to make a Jamaica mod xD Good luck!
ZEN OVERLOAD  [author] 10 Jun, 2021 @ 1:54am 
Hey man no worries, I really appreciate you taking the time to comment on my mod! When it comes to the balance of these mods, my intention is to bring the civ's/leader's ua in line with something from the new frontier pass. Originally I was worried that the +2 production would be too much, but figured that since Egypt can only build farms and sphinxes on them (assuming you aren't using any other mod that would change that) it wouldn't make things too wonky balance wise. As far as a Kongo Tweak later down the line, I would definitely love to do something with that considering I feel like their leader ability could use some big improvements. I am not really a fan of the current design that completely blocks them from pursuing a victory route (which is something I think you should never do with a civ), so perhaps I could do something with that. Again thanks for the comment and I am happy to hear that you are enjoying these mods!
SkumBad 10 Jun, 2021 @ 1:19am 
When I think about it a bit longer, I think what you're doing is putting the civs to a new fronteir level of power, which is really good and smart, I should've thought a bit longer before commenting!
SkumBad 10 Jun, 2021 @ 1:18am 
Im not a balance master, but the +2 production on floodplains seems a bit op in my opinion. An idea would be to make it +2 prod if its desert floodplains specifically or something. Keep on going though! I loved the Georgia tweak! Looking forward to see if you'll make a Kongo tweak. Maybe make it so you can build worship buildings in ciy center or the mbanzas is an idea to make their leader ability a bit better?