Sid Meier's Civilization VI

Sid Meier's Civilization VI

Civilizations Expanded
Ender 21 Feb, 2021 @ 9:13pm
Balance
So I have a friend who's relatively new to civ 6 and I play with this mod all the time because I think it makes the game a lot more interesting and engaging since all the civs are a lot more unique. This guy I play with is really anal about balance and thinks that even though he's pretty new to the game (<100 hours) he thinks that he can tell the balance of the civs in this mod and that some of them are blatantly overpowered (specifically the Kongo, Maori, and Catherine Magnificence) and was wondering if people here thought the same or if I'm right and think this mod is actually probably more balanced than the base game. Idk if this is the right place to ask this question but I would love to have a conversation about balance regarding this mod!
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Showing 1-15 of 21 comments
actually some of the parts of this mod nerfs some civ to the ground
scotland becomes absurdly difficult
and khmer and indonesia can become op due to high population which is everything
so in terms of balance i personally think some changes need to be made for scotland who has been indirectly nerfed in the gathering storm
speaking of which i might of mixed a mod or 2 so if im spewing nonsense calm down a bit
actually i find something funny about china specifically the great wall i dont think science from the great wall makes any sense
also phillip getting faith buying ships is even more weird
but then again if indonesia kept it she would be quite a naval power
still very much think that the mod needs some tweaks into the mechanics of amenities into civ bonuses as generally makes it difficult to do anything
Telruna 16 Mar, 2021 @ 3:14am 
Well, with the new Preserve building Bullmoose Teddy, Maori and Inca are on steroids. Furthermore: every CIV with a direct bonus at the beginning of the game seem to have an edge over others (Canada starting their captial on Tundra).

In my experience a CIV like Germany starts slow and has trouble keeping up. When Germany reaches peak potential it is a powerhouse, but it takes a while.

Haven't given Scotland a try. Will do so next game.

All in all a great mod which I can't play without, but community feedback is needed.
YRYR Yui 16 Nov, 2021 @ 10:37am 
yeah the maori are super OP even in the hands of the AI, they had nuclear subs by the 1500s
Mute 10 Jan, 2022 @ 2:10am 
I feel like from my play (as a casual), the Maori are the only ones that stand out as very strong.
JokerGamer041 17 Feb, 2022 @ 7:16am 
i want to say that cleopatra with apocalypse mod its insanity,it has no counter play just spaming soothsayer and u have 300 prodution and food and gold and faith on every tile (if cleo have great bath ) please nerf
neddy 7 Sep, 2022 @ 9:59am 
Originally posted by Mute:
I feel like from my play (as a casual), the Maori are the only ones that stand out as very strong.

What makes the Maori very strong? Inca wipes. Inca can (on turn 1!) have multiple 4 production 2 food tiles (grassland mountains) and a 5-7 food, 2 production terrace farm tile?

Or has Maori been changed since that comment?
Chrissant 13 Oct, 2022 @ 2:58am 
Is it just me or is Phoenicia a little too crazy with their science?

For context, I have been testing various civs at epic speed for 300~500 turns again and again. In almost every game Phoenicia just always takes a majority of the great scientists and rush too far ahead of everybody else in my estimation.

In almost every game, Phoenicia has access to a reliable boost in science and forward access to science districts that give them a lot of early great scientists. I was playing against them along with 18 AI factions and after a 400 turn game, Phoenicia with fewer cities than myself and not even with the Cthonic cult pantheon (which I had), was still two full eras ahead of most factions and a whole era ahead of me.
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Showing 1-15 of 21 comments
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