u/TheGoldenShotgunSK

I made a mod to tweak building of roads and railroads
▲ 58 r/Civilization6+1 crossposts

I made a mod to tweak building of roads and railroads

In vanilla game, only practical way to build roads is to send trade routes. You can also use military engineer, but that makes no sense because it costs one of their 2 charges and after researching steam power they can build railroads free of charge.

This leads to shortage of roads for most of the game while late-game we sometimes see players spamming railroads everywhere.

My mod aims to change this by adding more straightforward way to build roads (with builder charge) and also making railroads bit more expensive. This will introduce some interesting strategical choices and also make the game more realistic.

Features:
- builder can create roads
- builder can create railroads (after researching steam power)
- both roads and railroads consume 1 charge
- railroad resource cost increased to 3 iron + 1 coal

Download:

https://www.nexusmods.com/civilisationvi/mods/282

https://steamcommunity.com/sharedfiles/filedetails/?id=3758093154

u/TheGoldenShotgunSK — 19 hours ago
▲ 810 r/Civilization6+1 crossposts

I solved the "snowballing" issue with reverse engineering mod.

Big issue with many vanilla Civilization games is the "snowballing" fenomenon - sometimes a leading player's advantages might compound so much, that one player might end up several eras ahead and other players have no chance of catching up. This leads to lot of games ending up unfinished, because players become bored and just start a new game (since victory is already determined). Developers tried to solve this issue with Civ 7 ages system - which is hated by many players because it makes the game feel more scripted.

I came up with another approach. In real life, technological differences between countries are not as big. Why? Because countries tend to copy and reverse engineer each other's inventions. Knowledge is shared both willingly and unwillingly. I decided to implement this into the game.

HOW IT WORKS

When a civilization finishes a technology or civic, every other civilization that has met them has a 30% chance to receive the matching boost.

These conditions will increase the chance of receiving boost:

  • +10% if there is a trade route between those civs
  • +10% for each level of diplomatic visibility
  • +20% (for Eurekas) if they have research alliance
  • +20% (for Inspirations) if they have cultural alliance
  • +15% if they are in war with each other

This way, you can still enjoy advantages of your hard-earned science yields, but it is also not impossible for other's to catch up.

You can download the mod here:

https://steamcommunity.com/sharedfiles/filedetails/?id=3751149664

https://www.nexusmods.com/civilisationvi/mods/281

u/TheGoldenShotgunSK — 12 days ago

Realistic combat mod for Civ6 (UPDATED VERSION)

After more testing and reading your suggestions, I made changes to my realistic warfare mod:
- all firearm units have ranged attack
- naval units have been tweaked to balance attack/defense ratio so ship-vs-ship combat is more intense and dynamic
- nuclear submarine no longer requires uranium as per-turn maintenance (only as production cost), since real nuclear subs can last decades without refueling
- aircraft carrier is oil-powered (again), since nuclear-powered carriers are very rare IRL (I think only US and France has them)
- most ships cannot capture cities (get that landing forces ready!)
- urban defenses in modern cities have been nerfed (from 400 to 300)
- modern infantry-type units now have "CQB" bonus for attacking cities with melee attack
- units from earlier eras are also tweaked and more of them require strategic resources
- pikeman and spearman have defensive bonus if unwounded
- archers and siege units have a bit stronger ranged attack but also weaker defense
- nerfed movement of some cavalry units

... +many more changes

Let me know your other ideas!

My goal is to make the combat aspect of the game more immersive and fun.

https://www.nexusmods.com/civilisationvi/mods/269?tab=description

u/TheGoldenShotgunSK — 16 days ago
▲ 15 r/civ

Realistic combat mod for Civ6 (UPDATED VERSION)

https://preview.redd.it/x7pq3tdprf8h1.jpg?width=1920&format=pjpg&auto=webp&s=e1233dd0d3f284f450ae927939f4202a8d28480d

After more testing and reading your suggestions, I made changes to my realistic warfare mod:
- all firearm units have ranged attack
- naval units have been tweaked to balance attack/defense ratio so ship-vs-ship combat is more intense and dynamic
- nuclear submarine no longer requires uranium as per-turn maintenance (only as production cost), since real nuclear subs can last decades without refueling
- aircraft carrier is oil-powered (again), since nuclear-powered carriers are very rare IRL (I think only US and France has them)
- most ships cannot capture cities (get that landing forces ready!)
- urban defenses in modern cities have been nerfed (from 400 to 300)
- modern infantry-type units now have "CQB" bonus for attacking cities with melee attack
- units from earlier eras are also tweaked and more of them require strategic resources
- pikeman and spearman have defensive bonus if unwounded
- archers and siege units have a bit stronger ranged attack but also weaker defense
- nerfed movement of some cavalry units

... +many more changes

Let me know your other ideas!

My goal is to make the combat aspect of the game more immersive and fun.

https://www.nexusmods.com/civilisationvi/mods/269?tab=description

reddit.com
u/TheGoldenShotgunSK — 16 days ago