Rome Tweak

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Author: ZEN OVERLOAD

Last revision: 1 Dec, 2021 at 03:32 UTC

File size: 14.34 KB

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Description:

Hey y’all! I’m back at it again with another mod for the Civilization Tweaked series. This time the civilization I chose to give some love to was none other then Rome and its leader Trajan. I personally think that the main problem Rome currently suffers from is that time has not been kind to them. Their abilities are certainly fine don’t get me wrong, but when compared to some of the abilities we’ve seen from the the expansion civs or the new frontier pass civs, they can feel a little underwhelming. So for this mod I decided to go for simpler changes/buffs rather than overhauling crucial aspects of their kits like I did with English Eleanor, Georgia, or Phonecia. Anyway, I hope you all enjoy the tweaks I’ve made to Rome and as always feedback is very much appreciated!


Changes
  • Trajan’s Column has received a buff so that in addition to the free starting building in founded cities, you also gain +30% production to builders and buildings. The intention with this change is to encourage a more wide playstyle by freeing up the time a player has to spend developing a city with improvements and key buildings in city centers/specialty districts, thus giving them more time to pump out settlers and settle more of their surroundings.
  • All Roads Lead to Rome has been buffed so that now all cities you found within 10 tiles of the capital always have full loyalty. In addition to that, the bonus your trade routes receive from passing through your own trading posts has been changed to +2 gold and +1 culutre instead of just +1 gold. The intention with these changes is to also encourage a wide playstyle by allowing the player to comfortably expand out from the capital without having to worry about loyalty pressure imposed by other civs’ cities, and then by settling many cities near to your capital you can take advantage of the extra yields your traders gain from passing through your trading posts.
  • The Roman Fort has been buffed so that it now has the ability to trigger a culture bomb when built, claiming surrounding tiles. The idea with this change was to make the improvement more appealing to build to the player, by giving it utility to a wide playstyle and allowing Rome to quickly grab crucial tiles nearby while at the same time making their borders more defensible against attacks from other civs or barbarians. At the same time I decided to balance it out a bit by making it so that you can’t build a Roman Fort next to another Roman Fort. That way a player couldn’t do something like chain Roman Forts together and thus grab a ton of land at once.
  • The Bath has been substantially buffed to now provide +2 appeal to all tiles in a city’s territory. It also provides +5 tourism after unlocking flight. To balance things out, the Bath has had its production cost increased to 20 and has gained a maintenance cost of 1 gold. The intention with these changes is to keep the district useful as an early game tool for city growth, while also having it function as a useful late game tool for cultural victories.
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