Sid Meier's Civilization VI

Sid Meier's Civilization VI

Changes and Tweaks Mod
24 Comments
ButtersBttmBytch 9 Jan, 2019 @ 11:26am 
Since your update, I cannot load saved games with this mod enabled. OBviously disabling wont let saved game load either .
CyberGamer15 1 Jan, 2019 @ 4:30pm 
I used Notepad++ to alter the files and made the changes I wanted, and it worked perfectly!

Thanks for your helpful response! :steamhappy:
Cold  [author] 1 Jan, 2019 @ 1:39pm 
@CyberGamer15 It is hard for me to advise you on this without knowing how familiar you are with this kind of thing. I recommend trying to open the files with Notepad or Notepad++ (what I use). Then find the changes that you don't like and delete the rows that change them. For example, if you wanted to remove the Samurai changes, you would either control+f and search for Samurai or just scroll until you saw it. You would delete this whole series of rows:
<Update>
<Where UnitType="UNIT_JAPANESE_SAMURAI"/>
<Set Maintenance="2" Cost="120" Combat="41" PrereqTech="TECH_IRON_WORKING"/>
</Update>

And then you could also go delete the text change I made which comes earlier in the unit file, which would make the tooltip go back to the vanilla tooltip.
CyberGamer15 18 Nov, 2018 @ 8:07am 
Great mod! I have read the changelog and I like most of the changes, but I'm finding it hard to remove the changes I don't want.
I managed to find the various files that were mentioned in the changelog, but I'm not sure how to edit anything in the Unit Abilties and Global Defines XML document for example.
Cold  [author] 10 Feb, 2018 @ 12:19pm 
Feb 10th - This should hopefully work in Rise of Fall now BTW
Cold  [author] 24 Oct, 2017 @ 6:19am 
@Suits Thanks for reminding me, I totally forgot to update this since there was a big Firaxis patch. I don't know if I'll make any additional balance changes, at least maybe not until there's a big expansion since I don't even have any of the DLC civs. I uploaded a new version with no other changes, so hopefully it should run on this patch fine now. I haven't played Civ 6 in a while so hopefully I'll get some time to give it a go in my own game soon again.
Bannes 22 Oct, 2017 @ 12:08pm 
will this be updated for new patch
brandt4997 26 May, 2017 @ 2:58am 
Could lighthouse or harbors provide +1 production on sea resources?
Reffy 19 Apr, 2017 @ 3:39am 
Defense of the motherland policy is bugged. It says "...your [ICON_Traderoutes]Traderoutes are immune to being pillaged." And I can confirm that they are NOT immune to being pillaged.
mikhail 23 Mar, 2017 @ 9:06am 
Thanks for making this mod - it's great! I hope you continue to update it.
Cold  [author] 20 Mar, 2017 @ 6:15pm 
MOAR units doesn't even work for me when I have no other mods enabled so I have no idea how to make this mod compatible with it unfortunately.
Reffy 20 Mar, 2017 @ 7:36am 
This mod does not work with MOAR units mods, unfortunately.
Cold  [author] 13 Mar, 2017 @ 9:17am 
The mod should be updated to v1.1 now. The steam workshop tools are acting weird but it looks like the version update went through. If it hasn't updated properly let me know.
Cold  [author] 13 Mar, 2017 @ 7:34am 
Yeah you are right about those two policies. I think I will probably end up reverting the meritocracy change (I actually misunderstood the card and thought it only gave 1 per each type of district total not per city) and lowering logistics to +2.

For the wonder stuff, they are in the file named BuildingsImprovementsetc. You might have to try the direct download from dropbox if that is working for people because for some reason civ 6 workshop seems to not actually put the mod files into the mod folder like civ 5 did.
Jordy McSheep 12 Mar, 2017 @ 1:48am 
Oh one more thing, is it possible to remove the wonder changes? There are other mods that deal with the wonder issue. The problem here is Wonderous Wonders mod makes the Hanging Gardens and The Great Library significantly better, but as stated in your doc, some of these are 50% cheaper which makes rushing them way too strong in tandem with other mods.
Jordy McSheep 12 Mar, 2017 @ 1:22am 
My third and final suggestionm is to do with the +2 amenities with a garissoned unit. Now I don't hve an issue with this policy card, the buff is nice as it allows you to be able tyo expand further without as many luxuries at the cost of keeping a defensive army. The issue with this card is that to do so you have to RELY on this card being available for the whole game, and this policy becomes redundant once you research the -25% war weariness policy card. I suggest either making it not become redundant, or when it does add +1 amenity to a city with a garrisoned unit to the war weariness card. Also to compensate the policy card in totalitarianism which also gives -25% war weariness, buff this one to -35%.
Jordy McSheep 12 Mar, 2017 @ 1:22am 
Okay I've played a few games and some of the policy card buffs are WAY out of line. First would be the +3 culture for every specialty district. At one point I had around 12 cities, with a campus in most of them, i had a theatre district in one. My culture per turn was something like 20 below my science per turn, when it should have been around 100-150 less, this just made it way unfair. The second one I want to talk about is the +3 movement if starting in friendly borders. This made a war between myself and Gandhi last no time at all, the combination of roads between all his cities, and me taking his cities just let me go from one city to the other in 1 turn, which wasa bit crazy tbh. With both of these I suggest first of all reducing the +3 bonus to +2, and to be honest I was always using the +1 culture per specialty district anyway, there was no way in my mind that this policy could be considered weak.
Bartandules 11 Mar, 2017 @ 5:00pm 
Thank you very much :D
Cold  [author] 11 Mar, 2017 @ 4:05pm 
I will consider creating mods in the future to split the changes like aircraft/coastal/unit balance etc so players like you can have an easier time of choosing which changes to use.
Bartandules 11 Mar, 2017 @ 2:45pm 
I'd love if you were to make a separate mod for the aircraft changes because those are genius :)
fluffy 10 Mar, 2017 @ 8:24pm 
I read the whole document, and this is an amazing mod. I love the balance changes. Thank you for this mod.
Reffy 7 Mar, 2017 @ 8:33am 
This mod is great, thanks.
Jordy McSheep 7 Mar, 2017 @ 8:18am 
These changes look amazing, going to test them out! Thanks for the change log too, really well explained and I love hearing your thoughts around the decisions you made.
m0dD3rLP 6 Mar, 2017 @ 6:29pm 
Holy crap! I just read the entire Google doc changelog and you read my freaking mind. I look forward to more small and effective changes. Maybe some more policy stuff? Thanks for your work thus far, I'm off to start a new SP game with this mod!