EpsTweak for Governments

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Author: Eps

Last revision: 19 Feb, 2023 at 14:21 UTC

File size: 26.62 KB

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Description:

EpsTweak is a series of small mods that tweak the balance of Civ 6. Rather than put all of them into one hefty package, I’ve split them into small fragments to allow you to make your own custom rulesets.

The governments in Civ 6 are fun, except for a handful that are awkward and very situational. I’d really like more of them to be viable options in more playstyles, so I applied some changes towards that.

Chiefdom – Economic policy slot replaced with a Wildcard slot
I didn’t like how rigid the starting government is. This should add some much needed flexibility.

Oligarchy – +3 Production towards buildings, districts, and Wonders in cities you own, but didn’t found. +4 Combat strength against Barbarians and City-States. (The production bonus is the new legacy card)
Oligarchy occupies this weird spot where the only situation in which players stick with it is if they decided on turn 1 that they’ll be going for domination victory. Anything short of that hard commitment and it suddenly becomes worthless, because it provides no infrastructure bonus at all. Hence why I added that bonus, and why I refocused the combat buff on fighting city-states. Which is a situation that comes up more often.

Monarchy – Diplomatic Favor from Renneisance Walls is removed. It now grants +1 Production, Food, and Housing from each level of walls instead.
Even in the best of times, having to build Medieval Walls just to get to the building that will give you a minor DF bonus feels very awkward. But then you also have to consider that it is common for multiplayer people to disable Diplomatic Victory altogether, rendering DF even less worthwhile. So I replaced it with something that is worthwile.

Digital Democracy – +2 Amenities in all cities. +50% Great People points per turn. (Except Generals and Admirals)
The reality of the tier 4 governments is that only players that heavily emphasized Culture output are going to have a chance to use them before the game ends in someone’s victory. As such, getting more Culture at that part in the civics tree is pointless. Most Culture players will be pushing for Great Engineers, Artists and Musicians instead, hence why I chose Great People points for the new effect.

Synthetic Technocracy – +3 Power in all cities. Generate +4 Oil, Aluminum, and Uranium per turn.
Civ is a game of strategy, and there isn’t much strategy to be had with a government that is useful for only one specific victory type. Especially when that victory type doesn’t even mesh with the aforementioned high Culture output. A more flexible way to do it is to provide strategic resources in situations where the map RNG wasn’t generous towards the player.

Corporate Libertarianism – Units cost 30% less Gold to purchase, and 2 less Gold to maintain. All your Trade Routes are immune to being plundered.
When you’re that late into the game and playing on Online speed, construction and unit projects tend to only take 2-4 turns to complete. This leads to a situation where anything short of a 40% production bonus fails to make a dent in how long it takes to complete stuff. On the other hand, getting locked into a defensive war with multiple players is a very common occurence in the end game. In that scenario, gold efficiency and trade route immunity are far more useful.

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