Germany Tweak

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Author: ZEN OVERLOAD

Last revision: 13 Aug, 2022 at 06:28 UTC

File size: 23.55 KB

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Description:

After much trail and error, I am happy to present the tenth mod in the Civilization Tweaked series! The star of this mod is none other than Germany and its leader Barbarossa. The main culprit I wanted to focus in on with this mod is Barbarossa’s leader ability, as I definitely feel like that it is lacking compared to others. Now feel free to disagree with me on this, but Holy Roman Emperor’s +7 Combat Strength against City States and their units feels like archaic design leftover from Civ 5. While in that game City States were, basically, all the same and you’d more likely than not want to conquer them unless you were trying to go for a diplomatic victory, in Civ 6 City States have these powerful and unique Suzerain bonus that really encourages you to keep them around, especially because becoming Suzerain is much easier than it was in Civ 5 (If you can’t tell, I’m not a big fan of how City States worked mechanically in that game). Also I find it to be heresy that an ability called HOLY Roman Emperor has nothing to do with faith or religion. Thus I set out to change this, while also tweaking some other aspects of their kits. I hope you all enjoy and as always feedback is very much appreciated!


Changes
  • Holy Roman Emperor has been completely reworked. You now start the game with the eureka for the Astrology technology. Holy Site now receive +3 Science, Culture, Food, Gold, or Production when adjacent to the appropriate specialty district (Campus and Spaceports = Science, Theater Sqaures and Aerodomes = Culture, Aqueducts and Dams = Food, Commercial Hubs and Harbors = Gold, Hansas and Encampments = Production). The intention with this change is to essentially make Germany more of a generalist when it comes to the victory types they can persue, by making the Holy Site into this sort of ‘jack of all trades, master of none’ as well as giving the ability synergy with the rest of Germany’s kit. However, in order to keeps things balanced (especially considering that Work Ethic would be absolutely insane alongside this ability), I thought it appropriate that the Holy Site no longer receives adjacency bonuses from any source such as forests, mountains, districts, or natural wonders to challenge the player when it comes to generating faith and having to think outside the box by relying on Holy Site buildings and other methods.
  • Free Imperial Cities has received a minor buff. Now your cities receive +1 Amenity each time they construct a specialty district. This ability caps off at a max of 5 Amenities. The intent with this change is to buff Germany’s tall game by giving you amenities to keep your cities happy even as their populations balloon to new heights.
  • The U-Boat has received some changes. It now costs 500 production to train and 8 gold to maintain, making it more expensive to produce and maintain than the submarine which it replaces. The Combat Strength bonus it receives from fighting on open ocean tiles has been reduced to +5 instead of the previous +10. However, the unit is now able to make an additional attack per turn (and with the final promotion can even make two additional attacks per turn). The Intention with this change is to turn the U-Boat into both a frightening defensive and offensive tool. Defensively, it can now shred through embarked units with its two attacks per turn, keeping you cities safe from a water invasion. Offensively, the U-Boat can now decimate other naval units, allowing your melee and ranged naval units to focus on your opponent’s cities.
  • The Hansa has been changed so that it no longer receives a major adjacency bonus from Aqueducts, Canals, or Dams. In exchange, it now receives a standard adjacency from rivers. The intention behind this change was to cut back on the sheer production a Hansa can ouput, as having a major adjacency bonus to FOUR districts that one can easily place next to each other is a little much. The standard adjacency to rivers is meant to act as a more moderate alternative, allowing you to still get pretty high adjacency with your Hansa but not as abusable as it was previously.

Just wanted to let you guys now that I’m gonna be taking a break from modding Civ 6 for a little while. I’m doing this to prevent creative burnout and so I can focus on college stuff. But don’t worry, I’ll back before to long. I’ll leave y’all now with a hint to the next Civilizations Tweak Mod: they were the first civ in Civilization 6 to have two leaders.

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Sid Meier's Civilizationu00ae VI: Gathering Storm