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文明6MOD [Back to the Five] Balance tweak ModPack 平衡调整

文明6MOD [Back to the Five] Balance tweak ModPack 平衡调整

发布用户:bity_1695129908发布类型:转载

原创作者:Hominute所在平台:互联网

发布日期:2023-05-11 00:55:06更新日期:2024-03-25 11:52:56

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模组标签:功能修改运行环境:文明6

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MOD介绍:

[Back to the Five] Balance tweak ModPack 平衡调整

forums#civfanatics#com/resources/civilization-6-back-to-the-five-balance-tweak-modpack.26988/

维V1.07补丁说明

1.在文明6中,运动的公式不同于文明5,它会导致运动损失。为了弥补这一损失,我为所有单位增加了一个动作。这将使文明6的缓慢移动更快。

所有单位运动+1

2.与文明5一样,丘陵提供2种产品,无论气候如何。山丘不提供食物。

所有山丘只提供2个制作。

3.在“文明5”中,城市越多,对科学和文化的惩罚就越多。因此,你所拥有的地区越多,建造地区的惩罚就越多于文明6。建立一个区所需的生产量与科学和公民科技无关。将特区调整为正常地区成本的2/3。每次建造同一类区域,生产成本都会增加50%。umbanza或邻里25%。

独特区1/2 - >正常区的2/3。(日本奖金1/2 - > 2/3)

地区费用= 1.5 x以前的费用。例如校园= 1.5 *以前的校园。

住宅区成本= 1.25 x以前的成本。

4.科学和文化在5和6都很重要。如果你考虑相邻的奖金,很难找到校园和剧院。正如您在“文明5”中所做的那样,在拥有大量农场的大城市中生产更多的科学和文化。

校园和剧院现在从3块草地或平原地块中获得相邻的奖励1。

在“文明6”中,没有专家,只有非专业人士。现在他们回来了。

区内公民现在收益两倍。

例如,校园里的公民收入4(之前是2)科学。

6.您是否错过了文明5,您可以轻松地建造自己的道路?你错过了宝贵的海上贸易吗?你现在可以快速上路了。乘船长途跋涉赚很多钱。

商人的土地范围不是10(15)。海洋范围的商人是30(没有变化)。

一旦商家进行往返,交易就完成了(至少20转之前)。

船舶允许您进行长距离交易,并提供额外的收益。(x)

(我需要帮助解决它☹。我不知道如何获得贸易路线的长度。)

7。与文明5一样,轮子的下一个技术解锁了木材铣刀。

工程解锁lumbermill。

8.如果你处于战争状态,你无论如何都不会创造奇迹,所以你不会错过奇迹般的提升。

Corvee,哥特式建筑和摩天大楼现在都是军用卡(经济卡)。

9.当你没有铁或油时,不要再哭了。如果可以,你可以做到。

在拥有营地的城市中,您可以生产需要战略资源的单位。(期待更好的人工智能)

10。军事维护成本太低,地图上的单位太多了。现在要保持很多部队一定比较困难。此外,升级单位的成本也有所增加。

所有单位维护费用翻倍。 

专业军队(50% - > 30%)

11。单位平衡调整并增加反远程,反近战。

+2战斗矛人(25岁)和派克男子(41)

+3战斗到AT机组(70),步兵(70)

+5战斗到现代AT(80)

+5远程战斗(75)和战斗(65) )机枪。

+5和尚战斗。军事工程师建造费用2-> 8。

Oligarchy混战加成4 - > 3。(现在+3传统加值,+ 3 gov加值

)对长距离单位的反矛加值(+10对抗反骑兵)。

近距离单位的

反距离加成(对远程单位+5战斗)对骑兵部队的反近战加成(对近战单位+5战斗)。

简单地说,近战>远程>反骑兵>骑兵>近战。

12.平衡对宗教(万神殿,信仰)的调整,带来更多乐趣。

生育仪式:城市增长率为15%(之前为10%)更高。

河女神:+2(+1)如果他们在河边有一个圣地区,就可以到达城市。

工匠之神:+2(+1)从战略资源开采。

治愈之神:在你的圣地区或任何相邻的瓦片中,治疗效果提高+40(+30)

锻造之神:对古代和古典军事单位的生产增加20%(25%)。

战争之神:奖励文化(信仰)等于每个敌方单位的力量的一半,在你拥有的圣地区的8个瓦片中被杀死。

启动仪式:清除每个野蛮人前哨基地的+100(+50)信仰。

众神纪念碑:古代和古典时代奇迹的产量增加20%(15%)。

宗教聚居地:边境扩张速度提高30%(15%)。

神圣之路:圣地区从相邻的雨林瓷砖获得+2(+1)信仰。

神圣灵感:所有世界奇迹提供+8(+4)信仰。

宗教社区:神社和寺庙各提供+2(+1)住房。

教堂物业:此宗教信仰之后的每个城市的+4(+2)金。

跨文化对话:在其他文明中,每三(5)名宗教信徒的+1科学。

Lay Ministry:遵循此宗教的城市中的每个圣地或剧院广场区分别提供+3(+1)信仰或+3(+1)文化。 

朝圣:+4(+2)信仰在其他文明中遵循这个宗教的每个城市。

管理:遵循此宗教的城市中的每个校园或商业中心区域分别提供+3(+1)科学或+3(+1)金。

Tithe:这个宗教的每2(4)名粉丝+1金。

世界教会:在其他文明中,每三(5)名宗教信徒的+1文化。

十字军东征:战斗部队在跟随这个宗教的外国城市附近获得+8(+10)战斗力。

信仰的守护者:战斗部队在遵循这个宗教的友好城市附近获得+6(+10)战斗力量。

圣阶:传教士和使徒者购买便宜40%(30%)。

巡回传教士:宗教传播到城市50%(30%)更远。

经文:来自邻近城市压力的宗教传播强度增加了25%。一旦印刷机被研究,提升到75%(50%)。

Back to The Five

V1.07 Patch note

1. In Civilization 6, the formula of the movement is different from that of Civilization 5 and it cause movement loss. To compensate for this loss, I added one more movement to all units. This will make the slow movement of Civilization 6 faster.

All unit movement +1

2. Like Civilization5, hills provide 2 productions regardless of climate. hills do not provide food.

All hills only provide 2 productions.

3. In Civilization5, the more cities there were, the more penalties were in science and culture. Therefore, the more districts you have, the more penalties to build districts are in Civilization6. The amount of production needed to build a district does not matter with science and civic tech. Adjust special districts to 2/3rds the cost of normal districts. Each time you build the same kind of district, the cost of production increases by 50%. 25% for umbanza or neighborhood.

Unique District 1/2 -> 2/3 of normal districts. (Japan bonus 1/2 ->2/3)

District cost = 1.5 x previous cost. Ex) campus = 1.5 * previous campus.

Residential District cost = 1.25 x previous cost.

4. Science and culture are important in both 5 and 6. If you consider adjacent bonuses, it is very difficult to find campus and theater sites. As you did in Civilization 5, produce more science and culture in big cities with lots of farm.

Campus and Theater now acquire adjacent bonus 1 from 3 tiles of grass or plain.

5. In Civilization 6, there was no specialist, only layperson. Now they are back.

Citizen in district slot yields twice now.

Ex) Citizen in campus yields 4 (was 2 before) sciences.

6. Did you miss Civilization 5 where you can easily build your own roads? Did you miss valuable maritime trade? You can now make the road quickly. Make a lot of money by traveling a long distance by ship.

Land range of merchant not 10(was 15). Ocean range of merchant is 30(no change).

Once a merchant makes a round trip, the trade is finished (at least 20 turns before).

A ship allows you to trade long distances and it provides additional yields. (x)

(I need help to solve it ☹. I don’t know how to get length of the trade routes.)

7. Like Civilization 5, the next technology of the wheel unlocks lumbermills.

Engineering unlocks lumbermill.

8. If you're at war you're not building wonders anyways, so you won't miss the wonder boost.

Corvee, Gothic architecture and skyscrapers are now military cards (were economic cards).

9. Do not cry any more when you don’t have an iron nor oil. You can do it if you can.

You can produce the units which that require the strategic resource without it in a city with an encampment. (Expect Better AI)

10. The military maintenance cost was too cheap and there were too many units on map. It must be harder to keep many troops now. In addition, the cost of upgrading units has also increased.

All unit maintenance cost doubled. 

Professional army (50%->30%)

11. Unit balance tweak and add anti-ranged, anti-melee.

+2 combat to spear man (was 25) and pike man (41)

+3 combat to AT crew (70), infantry (70)

+5 combat to modern AT (80)

+5 ranged combat (75) and combat (65) to machine gun.

+5 combat to monk. Military engineer build charge 2->8.

Oligarchy melee bonuses 4 ->3. (now +3 legacy bonus, +3 gov bonus)

Anti-spear bonus (+10 combat against anti-cavalry) to ranged units.

Anti-range bonus (+5 combat against ranged unit) to melee units

Anti-melee bonus (+5 combat against melee unit) to cavalry unit.

Simply, melee > ranged > anti cavalry > cavalry > melee.

12. Balance tweak on religions (Pantheon, Belief) with more fun.

Fertility Rites: City growth rate is 15% (10% was before) higher.

River Goddess: +2(+1) Amenities to cities if they have a Holy Site district adjacent to a River.

God of Craftsmen: +2(+1) Production from Mines over Strategic resources. 

God of Healing: Increases Healing by +40 (+30) in your Holy Site district, or any adjacent tiles.1

God of the Forge: +20% (25%) Production toward Ancient and Classical military units. 

God of War: Bonus Culture (Faith) equal to a half of strength of each enemy unit killed within 8 tiles of a Holy Site district you own.

Initiation Rites: +100(+50) Faith for each Barbarian Outpost cleared. 

Monument to the Gods: +20% (15%) Production to Ancient and Classical era Wonders. 

Religious Settlements: Border expansion rate is 30% (15%) faster.

Sacred Path: Holy Site districts get +2 (+1) Faith from adjacent Rainforest tiles.

Divine Inspiration: All world wonders provide +8 (+4) Faith.

Religious Community: Shrines and Temples each provide +2 (+1) Housing.

Church Property: +4 (+2) Gold for each city following this Religion. 

Cross-Cultural Dialogue: +1 Science for every 3 (5) followers of this Religion in other civilizations. 

Lay Ministry: Each Holy Site or Theater Square district in a city following this Religion provides +3 (+1) Faith or +3 (+1) Culture respectively. 

Pilgrimage: +4 (+2) Faith for every city following this Religion in other civilizations.

Stewardship: Each Campus or Commercial Hub district in a city following this Religion provides +3 (+1) Science or +3 (+1) Gold respectively. 

Tithe: +1 Gold for every 2 (4) followers of this Religion. 

World Church: +1 Culture for every 3 (5) followers of this Religion in other civilizations. 

Crusade: Combat units gain +8 (+10) Combat Strength near foreign cities that follow this Religion. 

Defender of the Faith: Combat units gain +6 (+10) Combat Strength near friendly cities that follow this Religion. 

Holy Order: Missionaries and Apostles are 40% (30%) cheaper to Purchase. 

Itinerant Preachers: Religion spreads to cities 50% (30%) further away. 

Scripture: Religious spread from adjacent city pressure is 25% stronger. Boosted to 75% (50%) once Printing Press is researched.

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