Sid Meier's Civilization VI

Sid Meier's Civilization VI

More Strategy Core
FearSunn  [developer] 7 Mar, 2018 @ 12:51am
Detailed initial (core) changes list
Initial changes list get buried with updates therefore duplicating it here for easier access:

--FOOD: Tiles produce 1 food less. (Improvements and Buildings produce +1 food).
--UNIT MAINTENANCE:
--For Scout and Slinger+1. +2 for all other units.
--Units disbanded immediately at negative Gold balance.
--BUILDINGS MAINTENANCE: Doubled for all buildings. Granary +2, WaterMill +1.
--YIELD CHANGES:
--Districts citizen yields doubled.
--Improvements and Buildings produce +1 food, prod and gold.
--Nerfed Palace yields.
--Population does not produce Science or Culture.
--HAPPINESS:
--Luxury resources distributed "old style": 1 luxury for 1 population, no limit on number of cities (99 actually).
--Unhappiness has more severe effect for city order.
Last edited by FearSunn; 21 Feb, 2019 @ 4:35am
< >
Showing 1-12 of 12 comments
Alucard 12 May, 2018 @ 7:09pm 
How does the luxuryt 'old style system work'? Does 1 luxury per 1 pop mean if I have 10 cities, that each city gains 1 amenity (so total 10 amenities?)
FearSunn  [developer] 13 May, 2018 @ 12:57am 
Exactly. 1 luxury provides 1 amenity for 1 pop in every city. Plus each city gets 2 amenities "for free" (you dont need any amenities for city pop below 3).
Skeev 17 Jun, 2018 @ 6:09am 
So large scale empires which has a lot of benefits anyway now got some more.... I actually like the idea of the mod but the execution is terrible.
FearSunn  [developer] 17 Jun, 2018 @ 1:49pm 
What exactly do you mean by "terrible execution"? Does this mod crash game for you or what? If you simply dont like some of the changes then ok, this mod is not for you. But this is quality mod, it works as intended with no issues.
xerus 29 Jun, 2018 @ 12:51pm 
why don't you put this list into the mod description?

Limiting the city number an amenity provides for is pretty much the only way discouraging you from settling as many cities as you want. Why remove it?
FearSunn  [developer] 29 Jun, 2018 @ 1:53pm 
With this mod 1 lux for 1 pop only (base game for 2 pop). This is the main factor limiting city grow. But yes this allows for many small cities.
The main reason why this modification here is for realism sake. Cant imagine situation why only 4 cities enjoy sugar and 5th dont like it...
But this is minor. This change might be dropped on next update. Will see....
xerus 30 Jun, 2018 @ 1:01am 
"Don't like it" is the wrong approach. Think about reach: You can only deliver to so many places at once, there's simply not enough yield.
Actually it would be realistic if it would change with age, as technology improves you can reach more cities. Maybe start with 2 in the first age and then increase by 1 per age. I'd really like that, it would be realistic and limiting, yet fade with time so you can also deliver to conquered cities!
FearSunn  [developer] 30 Jun, 2018 @ 1:48am 
"Reach" (distribution range) has nothing to do here. Game engine does not account for luxury source location when allocating luxuries(as amenities) to the cities. Also game does not count multiply luxuries sources of the same type towards amenities. This is how it works and unfortunately this is un-moddable (hardcoded).

Therefore I find 1 lux for 1 pop with no city limit as a most realistic model (implemented here).
Luxuries in essence should be percieved by pop as something exeptional, rare, not for the masses. When too much people in one city have luxury it is not a luxury anymore. For this current model here is the best one imho.
Last edited by FearSunn; 30 Jun, 2018 @ 1:59am
xerus 30 Jun, 2018 @ 2:40am 
The reach idea was meant as a metaphor, not literally.
But some antique men with basic tools won't be able to get out enough of the resource for more than a few cities. As tools evolve, they can extract it more efficiently and quickly.
FearSunn  [developer] 30 Jun, 2018 @ 11:24pm 
"Reach" and "eras scaling" would be something to consider if game engine were accounting for same resource multiply copies towards amenities. This is not the case unfortunately as explained above.
xerus 1 Jul, 2018 @ 3:25am 
Ah yeah now I understand the problem. Kinda weird that having a luxury multiple times does not increase the amount of effected cities.
pauloel7 14 Aug, 2018 @ 10:30pm 
If you dislike hard (fixed) numbers for that matter (either vanilla at 4 or this mod at 99: 'UPDATE Resources SET Happiness = 99 WHERE ResourceClassType="RESOURCECLASS_LUXURY"'), although observed the perfect explanation above, maybe you could upscale its hapiness impact through time with some set of district projects. That could work, and please one's realism craving.
< >
Showing 1-12 of 12 comments
Per page: 1530 50