Sid Meier's Civilization VI

Sid Meier's Civilization VI

AREX (2.8.7) - [Discontinued]
Knasp  [developer] 29 Jun, 2019 @ 2:03am
Balance/tweaking
I think it's a good idea to have a thread specifically for things in the mod (or the game in general) that needs to be fixed or adjusted.

I'll start by admitting that City-states don't work as intended, when it comes to military units. They seem to build tons of Warriors, which is weird considering they are awarded free strategic resources as well as Gold. I'm going to try and find out if the code is working properly or if there's some other reason it fails.

I believe the cause of this issue is the fact that most Classical and later era units cost Iron or Horses to produce. And I'm thinking the A.I. might be inclined to save their Iron for unknown purposes. Maybe increasing the Stockpile amount would help. I'll have to test it and see.

// I'm not using AI+, Real Strategy or other A.I. mods at the moment, but if anyone does and you don't encounter this issue, please let me know.//
Last edited by Knasp; 20 Aug, 2019 @ 12:03am
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Showing 1-12 of 12 comments
Knasp  [developer] 1 Jul, 2019 @ 5:02am 
The City-state issue should now be solved. At least now I've made sure that the code works when I apply it to a specific Civ, and so hopefully it should work when applied to the City-states.

Otherwise I'm curious to see how the increased Tech and Civic costs work. Will have to do some testing or rely on feedback to evaluate.

Finally I'm not completely satisfied with the siege mechanics. I'm thinking of doing away with Siege tower ability and if possible change it so that a ram and a siege tower increases damage to walls 50% each. So that you need to have both in order to gain the maximum benefit. Without ranged strikes there's no point in being able to circumvent the walls and attack the Garrison HP directly.

Knasp  [developer] 8 Jul, 2019 @ 8:31am 
Known issues in 2.0:

Liang (surveyor governor) now gives +1 production to Fishing Boats. But if placed in a city before getting the Aquaculture promotion, no bonus will be given when the promotion is chosen. This can be fixed either by moving her to another city and then back again, or by reloading the save game.
Last edited by Knasp; 15 Jul, 2019 @ 5:16am
Knasp  [developer] 19 Jul, 2019 @ 7:53am 
v.2.4:

Currently I feel that the A.I. are having trouble building Campuses and keeping up with Tech progression. I'm considering increasing the yield from 'Marketplace of Ideas' even further, to maybe +4, 8 or even 10 per tech/civic behind.

I'm not sure the number of General and Admiral points from kills are sufficient to make up for the loss of points from Encampment/Harbor. Or maybe the points are too easy or too difficult to get.
Last edited by Knasp; 19 Jul, 2019 @ 8:06am
Knasp  [developer] 28 Jul, 2019 @ 9:29am 
After my last playthrough I believe the problem could be that the AI can't handle yields from modifiers, because they're terrible at placing the Campus district whenever they build one. For the next update I'll change so that Campus gets science for every adjacent resource instead of the current solution.

Also going to increase the yields from Marketplace of Ideas and the General and Admiral points gained from kills, as previously mentioned.

Another thing on the agenda is to reduce the resource extraction rate for Horses, Iron and Niter. I'm not sure Dunklosteus tested it properly after GS was released, and after a bunch of playthroughs I've never run out of a necessary resource.

I'm also experiencing that you easily get a huge gold income in the mid and later eras, so I'm considering increasing the gold maintenance cost for units overall. And increasing the maintenance cost when troops are outside allied territory. It might be difficult but preferably I'd like units to cost more in maintenance for every promotion they've earned, and possibly even cost more to upgrade depending on the number of promotions. Right now it's easy to field a small expert army and upgrade them without any real downside.

Last edited by Knasp; 28 Jul, 2019 @ 9:33am
Knasp  [developer] 12 Aug, 2019 @ 9:09am 
Currently, the marketplace of ideas replacement that was added to governments isn't working. I think I have fixed it, but I need to test it to verify.

Military engineers can't boost wonder production as intended, so I'll have to look at that as well.
Last edited by Knasp; 12 Aug, 2019 @ 9:49am
Knasp  [developer] 19 Aug, 2019 @ 12:05am 
Playing Kupe for a cultural victory and despite the nerfs the Maori are simply too powerful. I'm finally considering nerfing Fishing Boats since it's currently a lot easier to get food from water than from land.

I'm thinking that it would be best to remove the starting food yield from water. But Farms needs a boost that is not related to rivers in any case. Maybe allowing them to be built on hills earlier, or give them adjacency bonus for Woods (Reduces soil erosion) and/or adjacency to hills (More water runoff for irrigation).

Also, the adjacency bonus for other Farms could be moved to the start.

I'm thinking that the food bonus from Pasture should only be applied to Hills and Features, since it currently removes the inventive to build Farms on flat land.
Last edited by Knasp; 19 Aug, 2019 @ 12:07am
I disagree with the idea of removing the starting food yield - I rather think buffing farms/land based ressources is the way to go. If you remove the food yield, I could see coastal civs becoming very, very hard to get off the ground. I still think ressource yields in general could be higher, and maybe some could be made available earlier. That would increase the strategy in early city placement, and would boost land-based civs as opposed to more coastal ones.
Knasp  [developer] 31 Aug, 2019 @ 4:15am 
Originally posted by Duck-billed platypus:
I disagree with the idea of removing the starting food yield - I rather think buffing farms/land based ressources is the way to go. If you remove the food yield, I could see coastal civs becoming very, very hard to get off the ground. I still think ressource yields in general could be higher, and maybe some could be made available earlier. That would increase the strategy in early city placement, and would boost land-based civs as opposed to more coastal ones.
I'm gonna try the following compromise:
Coast tiles adjacent to City-centers or Harbors get +1 Food.
Fishing boats won't get minus Food from adjacent ones.
Kupe's trait will be changed back to vanilla version of giving +1 Food to all Fishing Boats.
I'm thinking of changing Granaries to give food from farms or boost city growth by a %.

As for boosting resource yields, my main objection is that generally I dislike giving resources yields when the tile isn't improved. Of course I could increase the yield once the resource is improved, but I'm very uncertain that the A.I. can take such modifiers into account.

How much would you like resource yields to increase? Double? All kinds of yields?
Last edited by Knasp; 31 Aug, 2019 @ 7:00am
Knasp  [developer] 3 Sep, 2019 @ 12:02am 
Getting closer to the next update now which I'm excited about.

It's going to bring back the science and culture catch-up mechanism for trade routes and make a whole lot of changes for naval and embarked units, like movement on Oceans, among other things.

I would ideally like to add some world generation code to place more forests on Taiga tiles, but I haven't yet had time to tinker with lua script, so I'm thinking that it's best to release the next update first and then make an attempt.

Another issue that I have is that I find the A.I to be too friendly. Ideally I would like A.I's friendship to require more effort on your part or at least be based more on their self-interest. For e.g. they should become more friendly if they send trade routes to you, or you send them gifts etc. The passive agendas seem to reward players with friendlyness for being ahead in tech/civics/yields. The lack of A.I aggression and small wars in my last games feels ahistorical. But I suppose there are quite a few mods that changes diplomacy already so it's probably best to start looking around.

I'm thinking that the A.I. should simply be ambivalent towards you if they aren't gaining or loosing anything. And that they should like you only if you actively gift and trade with them. Maybe I should look into Agendas, and reduce their positive (friendlyness) impacts at the very least. Suggestions or mod recommendations are welcome of course!
Last edited by Knasp; 3 Sep, 2019 @ 12:10am
Knasp  [developer] 15 Sep, 2019 @ 11:59pm 
I'm not satisfied with the Atomic- and Information Era part of the tech tree, so I'm working on changing it for the next update.
Clue 8 Oct, 2019 @ 12:45pm 
It feels like the Outback Station is very underpowered compared to farms now. Produces very little food.
Knasp  [developer] 12 Nov, 2019 @ 12:07am 
Originally posted by Clue:
It feels like the Outback Station is very underpowered compared to farms now. Produces very little food.
I agree that it needs a boost, but I don't want it to produce more food than Farms. I'm thinking it should get +1 gold from adj Pastures. And +1 gold from every 2 adjacent outback stations. Changing to bonus for every adj outback station with economics or Steam power.
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