Sid Meier’s Civilization® VI Guide

Kaige's Mod Changelog for Sid Meier's Civilization VI

Kaige’s Mod Changelog

Overview

It’s just a changelog for Kaige’s Multiplayer Gameplay Balance Overhaul.

Changelog

Buildings that had their yields divided between base yield and bonus yield with power, now have their entire yield requiring power. Additionally, Industrial Zones & Entertainment Districts no longer apply a non-stacking effect to all cities within 6 tiles, with the exception of power plants.

  • Airport changed from 4 production, +2 production with power, to 6 production with power.
  • Aquatic Center changed from 1 amenity, +2 with power to all city centers within 9 tiles, to 4 amenities with power.
  • Aquarium changed from 1 amenity to all city centers within 9 tiles, to 2 amenities.
  • Broadcast Center changed from 2 culture, +4 with power, to 6 culture with power.
  • Electronics Factory changed from 3 production, +5 with power to all city centers within 6 tiles, to 12 production with power.
  • Factory changed from 3 production, +3 with power to all city centers within 6 tiles, to 9 production with power.
  • Film Studio changed from 2 culture, +4 with power, to 6 culture with power.
  • Food Market changed from 4 food, +2 with power, to 6 food with power.
  • Research Lab changed from 3 science, +5 with with power, to 8 science with power.
  • Shopping Mall changed from 2 gold, 1 amenity, +2 gold/+1 amenity with power, to 4 gold & 2 amenities with power.
  • Stadium changed from 1 amenity, +2 with power to all city centers within 6 tiles, to 4 amenities with power.
  • Stock Exchange changed from 4 gold, +7 with power, to 11 gold with power.
  • Hungary’s Thermal Baths changed from 2 amenities, 2 production to all city centers within 6 tiles, to 3 amenities, 3 production.
  • Zoo changed from 1 amenity to all city centers within 6 tiles, to 2 amenities.
  • Mexico City’s Suzerain Bonus has been changed from doubling the regional range of Industrial Zones & Entertain Complexes, to +3 Housing from Industrial Zones.
  • Magnus’ “Vertical Integration” ability instead of allowing stacking Industrial Regional Bonii for 1 city, now gives +1.5 Production per citizen.

Winged Hussars now require Humanism instead of Mercenaries, making them a Renaissance unit They also cost 300 production (up from 250), and have 60 combat strength, (up from 55).

100% of coastal flat tiles will eventually flood given enough Co2 now, up from 45%.

Removed the minimun of 2 food 1 production effect that city centers have. The tile you found a city on no longer automatically produces more food or production if it’s under those values.

With the exception of ancient era Unique Units (UUs), no UUs directly replace their base version. This means you can’t upgrade any units to UUs, you have to build them from scratch, but it also means no one is locked out of building the base unit in addition to the UU. UU can now upgrade to higher tier units as soon as possible now; for instance, Varu can upgrade to Knights, instead of having to wait for Tanks to upgrade.

  • French Garde Imperials and English Redcoats upgrade to Infantry.
  • Scythian Horse Archer upgrades to Crossbowman.
  • Mapuche Malon Raider upgrades to Cavalry.
  • Canadian Mountie upgrades to Helicopter.
  • Varu upgrades to Knight.
  • Mamluk upgrades to Cuirassier.
  • Winged Hussar upgrades to Cuirassier.
  • Rough Rider upgrades to Tank.
  • Khmer Domrey upgrades to Bombard.
  • The Hungarian Black Army upgrades to the Hungarian Huszar, as the only example of a unique unit being upgraded into.

Unit resource costs have been reworked so that units cost less up front, but all have a maintenance cost associated with them. Additionally, many units now use different resources
to maintain themselves and to be initially built, allowing all the strategic resources in game to remain relevant for much longer.

  • Swordsmen, Legions, Immortals, Hypsasist, Samurai, Bersekers, & Khevsureti now all use 10 iron to build, & consume 1 iron every turn.
  • Legions & Immortals had their production cost reduced to 90 from 110. (Same as Swordsmen)
  • The Kongolese Ngao Mbeba no longer uses iron, and has had it’s production cost increased to 120 from 110.
  • The Hypsasist is now an anti-cavalry unit.
  • Samurai, Berserkers, & Khevsureti had their production cost reduced to 140 from 160.
  • Musketmen, Frigates, De Zeven Provincenien, Conquistadors & Janissaries all use 10 niter to build & consume 1 niter every turn.
  • Conquistador had it’s production cost lowered to 240 from 250. (Same as Musketmen)
  • De Zeven Provincenien had it’s ranged strength increased to 65 from 60.
  • Janissaries had their combat strength increased to 65 from 60.
  • Redcoats, Garde Imperiale, Infantry & Diggers now use 10 niter to build, & consume 1 coal every turn.
  • Diggers had their combat strength increased to 80, from 72.
  • Mechanized Infantry now use 10 niter to build, & consume 1 oil every turn.
  • Scythian Horse Archers, Horsemen, Hetaroi, Keshigs, Coursers, Black Armies, Cavalry, Cossacks, Huszars, & Mounties now all use 10 horses to build & consume 1 horse every turn.
  • Scythian Horse Archers had their range increased to 2.
  • Hetaroi had their cost reduced to 80 from 100 (Same as Horsemen)
  • Black Army had it’s cost reduced to 200 from 205. (Same as Coursers)
  • Cossacks had their cost reduced to 330 from 340. Huszars had their cost reduced to 330 from 335. (Same as Cavalry)
  • Mounties had their combat strength increased to 65 from 60.
  • Knights, Mamluks, Hussars, & Curiassiers now all use 10 iron to build, & consume 1 horse every turn.
  • Rough Riders now use 10 niter to build, & consume 1 horse every turn. They also had their cost reduced to 330 from 385 (Same as Curiassier)
  • Tanks, Submarines, Destroyers, & Uboats now use 10 iron to build, & consume 1 oil every turn.
  • Modern tanks & nuclear submarines now use 10 iron to build, & consume 1 uranium every turn.
  • Bombards & Artillery now use 10 iron to build, & consume 1 niter every turn.
  • Rocket Artillery now costs 10 aluminum to build, & consumes 1 niter every turn.
  • Helicopters, Fighters, P51-Mustangs, Jet Fighters, Bombers, & Jet Fighters now all cost 10 aluminum to build, & consume 1 oil every turn.
  • Ironclads, Battleships, & Minas Geraes all now use 10 iron to build, & consume 1 coal every turn.
  • Giant Death Robots now use 10 uranium to build, & consume 1 uranium every turn.
  • The Retinue Policy now removes the Strategic Resource cost to upgrade units.

Changelog Part 2

Wonders have been changed to remove all immediate effects, making it worthwhile to always take wonders from people after they have built them.

  • Big Ben no longer has an instant +50% gold effect. Other Civilizations’ Trade Routes to this city provide +10 Gold for them. +10 Gold for every Trade Route to this city.
  • Angkor Wat no longer generates an instant +1 population upon being built. Angkor Wat now adds +3 Housing to all cities.
  • Bolshoi Theatre no longer instantly provides 2 free civics when completed. It now holds 2 Great Works of Art and 2 Great Works of Music, up from 1 each.
  • Broadway no longer provides a free civic boost. Broadway now provides a +25% culture boost to it’s city, up from 20%.
  • The Casa de Contratación now increases the non-home continent with governor gain by 25%, up from 15%, but no longer provides 3 Governor promotions.
  • The Great Library no longer provides a boost to all Ancient & Classical Era technologies. The Great Library now provides +2 Great Scientist & Writer points per turn, up from 1, and had it’s science yield increased to 4, up from 2.
  • Kilwa Kilsani no longer provides 3 free envoys upon completion. It instead gives +3 influence per turn.
  • Kotoku In no longer creates 4 free warrior monks upon completion. It now increases the Faith yield of the city by 30%, up from 20%.
  • Mahabodi Temple no longer grants 2 free apostles or give 2 Diplomatic victory points upon completion. It now makes missionaries 30% cheaper to recruit.
  • Meenakshi Temple no longer grants 2 free gurus upon completion. The Guru discount is now 50%, up from 30%.
  • Oxford University no longer provides 2 free technologies upon completion. It now increases the science yield of the city by 30%, up from 20%.
  • Potala Palace no longer provides a diplomatic victory point upon completion. It now provides +10 Diplomatic Favor per turn.
  • The Pyramids no longer provide a free worker upon completion. They now provide 5 culture per turn, up from 2.
  • The Statue of Liberty no longer provides +4 Diplomatic Favor points upon completion. It now gives all of your cities within 12 tiles 100% loyalty, up from 6.
  • St.Basil’s Cathedral now boosts snow tiles as well as tundra.
  • Stonehenge no longer provides an instant free Great Prophet. Stonehenge now generates 10 Great Prophet points per turn, and had it’s faith yield increased to 5, up from 2.
  • The Terracotta Army now produces an extra melee unit when you produce a pre-Renaissance melee unit, similar to the Venetian Arsenal.

Oligarchy now has 2 military slots, and 0 diplomatic slots.

Autocracy now has 1 military slot, and 1 diplomatic slot.

Animal Husbandry is no longer required to see horses.

The Wheel tech now requires Animal Husbandry instead of Mining.

Horseback Riding now requires The Wheel.

Archery has been moved to a Classical era technology, costs 120 science (up from 50), and requires Irrigation. Archers are now Classical era units. Slingers now have 2 range.

Nubian Pitati now cost 60 production, down from 70.

Cartography has been moved to a Medieval era technology and costs 390 science, down from 490. The Casa De Contratacion has been moved to the Square Rigging technology.

Start Biases have been reworked. More start biases have been added, and start biases are now either all strong (1s in code) or weak (5s in code.) Rather than list a changelog, here is a list of the current start biases.

  • Australia has a strong coastal bias, and a weak cattle & sheep bias.
  • Brazil has a strong rainforest bias.
  • Canada has a strong tundra bias, & a weak snow bias.
  • Cree has a strong camp bias.
  • Egypt has a strong floodplain bias & a weak river bias.
  • England has a strong coastal bias.
  • Georgia has a strong hill bias.
  • Greece has a strong hill bias.
  • Hungary has a strong river bias, a weak geothermal fissure bias, and a weak horse bias.
  • Inca have a strong desert/grass/plains mountain bias, and a weak snow/tundra mountain bias.
  • India has a strong flatland bias.
  • Indonesia has a strong coastal bias.
  • Japan has a strong coastal bias.
  • Khmer has a strong river bias.
  • Kongo has a strong woods & rainforest bias.
  • Korea has a strong hill bias.
  • Macedon has a weak horse bias.
  • Mali has a strong non-strategic mines bias & a weak desert bias
  • Mapuche have a strong mountain bias, and a weak coastal bias.
  • Mongolia has a strong horse bias.
  • Netherlands has a strong river bias, and a weak coastal bias.
  • Nubia has a strong desert bias & a weak non-strategic mines bias.
  • Norway has a strong coastal bias & a weak woods bias.
  • Ottomans has a weak coastal bias.
  • Scythia has a strong pasture bias, & a weak flat grass & plains bias.
  • Spain has a strong coastal bias.
  • Russia has a strong tundra bias, & a weak snow bias.
  • Sumeria has a strong river bias.

Changelog Part 3

Governors have been modified to emphasize differences between them and buff governors that were either not very good or just awkward to use.

Victor:

  • Now establishes himself in a city in only 2 turns, down from 3.
  • Exerts 10 loyalty pressure on the city, up from 8.
  • Defense Logistics no longer proves +1 Strategic Resource accumulation. It now provides +30% production towards Encampments buildings & walls.

Amani:

  • Exerts 10 loyalty pressure on the city, up from 8.
  • Emissary now reduces the loyalty of cities with 9 tiles by 4 per turn, up from 2.
  • Affluence has been changed to Diplomat, and provides the player with +1 influence per turn as long as Amani is deployed somewhere.

Moksha:

  • Exerts 5 loyalty pressure on the city, down from 8.
  • Bishop has been changed to increase Faith yield in the city by 20%.
  • Laying of Hands has been changed to Proselytizer, increasing the religious pressure exerted by a city by 200%.

Magnus:

  • Establishes himself in a city in 10 turns, up from 5.
  • Exerts 5 loyalty pressure on the city, down from 8.
  • Groundbreaker has been changed to Taskmaster, increasing the Production yield of the city by 20%.
  • Surplus Logistics has been replaced with Guildmaster, increasing the build charges of all builders built in the city by 2.
  • Provision has been replaced with Foreman, which doubles the adjacency bonii for Industrial Zones in the city.
  • Black Marketeer has been replaced with Wartime Industry, increasing the resource yield from strategic resource improvements by +2.
  • Industrialist now increases the power provided per unit of coal/oil/uranium by 3, and has no production bonus associated with it.
  • It’s stated above, but worth mentioning again, that Vertical Integration now provides +1.5 production per person in the city instead of allowing stacking industrial zone bonii.

Liang:

  • Now establishes herself in a city in 2 turns, down from 5.
  • Exerts 5 loyalty pressure on the city, down from 8.
  • Guildmaster has been changed to Land Acquisition, increasing the rate at which the city’s borders expand by 40%.
  • Infrastructure has been replaced with Groundbreaker, increasing the yields from plot harvests and feature removals by 50%.
  • Aquaculture has been replaced with Forestry Management, increasing the production of unimproved features by +1.
  • Reinforced Materials has been replaced with Zoning Commissioner, giving +30% production towards districts.
  • Water Works has been replaced with City Planner, giving +50% production towards city center buildings.
  • Parks & Recreation has been replaced with Surplus Logistics, increasing the yield from domestic trade routes sent out of this city by +4 Food.

Pingala:

  • Now establishes himself in a city in 10 turns, up from 5.
  • Exerts 0 loyalty pressure on the city, down from 8.

Reyna:

  • Exerts 5 loyalty pressure on the city, down from 8.
  • Land Acquisition has been changed to Burghermeister, increasing the Gold yield of the city by 20%.
  • Forestry Management has been replaced with Capitalist Reformer, granting +4 gold for every trade route passing through this city.
  • Tax Collector now gives +3 gold for every citizen, up from +2.

Fishery improvements are now available with Steam Power. Their bonus from being in the same city as Liang has been removed.

City Park improvements are available with Urbanization. Their bonus from being in the same city as Liang has been removed.

Privateers & Sea Dogs now have to be purchased, but had their price reduced from 1120 to 896.

Naturalists, Rocket Artillery, Settlers, Spies & Varu all had their vision range reduced to 2 from 3.

Religious Changes have been made both to make use of Religious units more strategic, less click intensive, and make it so that converting someone you are at war with isn’t impossible.

  • All Religious Units now have 100 base strength (Apostles: 110->100, Inquisitors: 70->100, Gurus: 90->100.)
  • Missionaries, Apostles, & Inquisitors all start with only 1 Religious Spread/Remove Heresy charge, down from 3.
  • The Religious pressure from 1 use of spread religion by a full health missionary has been increased from 200 to 500. The Religious pressure from 1 use of spread religion by a full health apostle has been increased from 220 to 500.
  • Missionaries no longer reduce the pressure of other religions at all (Down from 10% to 0%).
  • Inquisitors now remove 100% of all foreign religious pressure by default. (Ability has also been removed from Philip II).
  • Inquisitors now get +20 Combat Strength in friendly territory, down from +35. (Total Inquisitor strength in friendly territory is now 120, up from 105.)
  • The Apostle Orator promotion now only increases Spread Religion charges by 1, down from 2.
  • The Apostle’s Pilgrim promotion now only increases Spread Religion charges by 2, down from 3.
  • Mosques now only increase the number of charges Missionaries have by 1, and no longer have an effect on Apostles.
  • Hagia Sophia now reduces the cost of recruiting Apostles by 30%, and no longer increases spread charges.
  • Papal Primacy is now an enhancer belief instead of a follower belief, and every envoy increases religious pressure by 300, up from 200.
  • The Golden Age Exodus of the Evangelists Dedication now only increases your # of spreads by 1, down from 2, and no longer increases religious unit movement speed.

Unit Promotion trees have been reworked to be wider in a way that gives players more options, but also encourages specializing units into specific roles. Instead of typing out trees, I’ll be posting screenshots showing what the new promotion trees look like.

Melee:

The far right promotion is Urban Warfare, +10 Combat Strength while defending in or attacking a district.

Ranged:

The far right promotion is Emplacement, giving +1 range while standing on a hill tile.

Anti-Cavalry:

The far right promotion is Choke Points, giving +7 Combat Strength while defending in Hills, Marsh, Rainforest, or Woods.

Siege Units all now have Tortoise (+10 Defense vs Ranged Attacks) as a passive, but have all had their combat strength reduced by 5:

The far right promotion is Advanced Rangefinding, giving +10 Bombard Strength vs naval units.

Light Cavalry:

The far right promotion is Pursuit, giving +1 movement.

Changelog Part 4

Heavy Cavalry:

The far right promotion is War Horse, giving +5 Combat Strength when attacking.

Recon units now automatically ignore the movement penalty from Hills, Rainforest, & Woods. The base movement speed of all recon units has been reduced to 2:

The far right promotion is Spyglass, giving +1 Vision.

Naval Melee:

Naval Ranged:

The far right promotion is Blue-Water Navy, giving +5 Combat Strength when on Ocean tiles.

Naval Raiders:

The far right promotion is Swift Keel, giving +1 Movement.

Fighters:

The far right promotion is Tank Buster, giving +15 Ranged Combat strength vs Cavalry.

Heavy Bomber:

The far right promotion is Close Air Support which gives +15 Ranged Combat vs fortified units.

The Trade Route bonuses from level 1 alliances now only work to give your ally bonus yields when you trade with them. For instance, a level 1 cultural alliance makes your trade routes give your ally +2 culture, and your ally’s trade routes give you +2 culture, but you do not directly get a bonus from trading with your ally from level 1 alliances. The Ally yields from level 1 alliances have been increased to +6 gold/+2 Culture/Faith/Science.

You now start the game in the Ancient Era with 1 warrior & 1 scout.

The Domestic trade route bonus from city centers has been reduced to 1 food, down from 1 food & 1 production.

The district yield from international trade routes has been increased by 33% (e.g., City Centers give 4 gold, Campuses give 1.33 Science, etc) but the destination nation also receives 67% of the base game yield (e.g. City Centers give you 2 gold for every trade route to this city, Campuses give .67 science etc.) This encourages international trade, but also makes who you trade with a real strategic consideration; trading with strong players boosts them as well, while trading with weaker players is a good way to give them a hand up.

Inquistors can be built from the beginning, and no longer require an apostle be spent to “Launch Inquisition”.

The Inquisition Policy card now only reduces your science output by 15% instead of 25%, since it no longer makes it easier to start an inquisition.

Traders now complete their trade route as soon as they get back to their origin city, instead of taking a minimum of 20 turns. The main purpose of this is to make building roads easier.

Alcázar can now only be built by Military Engineers.

The Great Wall can now be built by Builders or Military Engineers.

Other Civilization’s trade routes to the University of Sankore now provide +2 Science and 0 gold, changed from +1 Science & +1 gold, and there is no longer bonus faith for domestic trade routes to the University.

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