EpsTweak for Government Plaza Buildings

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Author: Eps

Last revision: 13 May, 2023 at 11:33 UTC (1)

File size: 12.29 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.

This mod alters 5 of the 9 Government Plaza buildings for various reasons, which is listed below for each one:

Ancestral Hall
Settlers trained in this city do not consume a Population. New cities receive a free Builder. +1 extra Loyalty from Monuments.

Having the wide strategy building provide production to Settlers seems like a nice thing at first glance, but it falls short on many fronts: The building typically comes out too late to impact the all-important early-game territory grab, the effect does not mesh with other effects revolving around buying Settlers with Faith or Gold, and on higher game speeds you typically reach a point where 50% Production only really means "1 turn faster".
By contrast, Magnus’ Provision effect tends to be way more useful, so it made sense to move it to the Ancestral Hall. Also, as wide players tend to suffer the most from Loyalty pressure, I felt like the building needed to do something to alleviate it slightly.

Foreign Ministry
Your Trade Routes to any city-state yield +1 Gold per district in the origin city. Levying city-state armies costs 25% less Gold. +3 Influence points per turn toward earning city-state Envoys.

City-state troop levying is really good in the early and mid-game, but becomes rapidly obsolete in the late game. As such, the mid-game Foreign Ministry building tends to have a very narrow time window in which it is useful. Which becomes even more narrow on higher game speeds.
Thus, I added something that still nets extra money from city-states, but does so in a way that scales much better for the full duration of the game.

Grand Master’s Chapel
+5 Faith. Can use Faith to purchase any building in Holy Sites, Commercial Hubs, and Harbors.

Being able to buy any land unit with Faith is just too powerful. If you can get even a modest Faith output going, this building easily outclasses anything in its tier, and is a thoughtless auto-pick. Hence I moved that effect to one of the Tier 3 buildings in a much more limited capacity, and replaced it with something that is still very useful to spend Faith on.

National History Museum
Provides 4 slots for any Great Work. May purchase Melee, Ranged, and Anti-Cavalry units with Faith.

Culture players tend to need to generate a lot of Faith. And they tend need a helping hand in defending against agressors. So it made sense for me to move the unit-buying effect to the National History Museum. However, rather than enabling the purchase of EVERY land unit, it’s limited to only the core infantry trio.

Royal Society
+15% Science in cities with a Campus or Government Plaza. Patronage of Great People costs 30% less Gold.

The ability to spend Builder charges on Production scales terribly with game speed. On Quick and Online, a single Builder ends up only nudging the project progress by a small fraction of a turn. So instead, players tend to focus their efforts on acquiring key Great Engineers and Scientists.
So the effect I replaced it with makes it easier to get those Engineers and Scientists, as well as speeding up progress through the cumbersome Information and Future Tech trees.

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Required DLC:

These DLC should be installed in order to use this item.


Sid Meier's Civilizationu00ae VI: Gathering Storm
Revisions:

Old revisions of this mod are available below. Click the link to download.