Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Gold Deflation
   
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6.645 KB
26 Apr, 2020 @ 5:00pm
9 Aug, 2020 @ 4:03am
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Gold Deflation

In 1 collection by p0kiehl
Civilizations Expanded: Mod Collection
6 items
Description
Overview
Since Gathering Storm, Gold is more plentiful than ever and easy to come by. Gold Deflation makes Gold less abundant and more relevant. The overall design philosophy is really increase maintenance costs for the mid and late game, with some less intense changes for the early game.

This increases the impact of Gold-focused Civilization abilities, which in the current Gold-flooded meta, are somewhat less effectual.

Part of the Civilizations Expanded mod collection.

NOTE: While this mod is intended to be used with Civilizations Expanded, it can be used standalone with no problems.

Districts
  • All districts with 0 maintenance now have 1 maintenance, except Gold-generating districts (Harbors, Commercial Hubs, and Canals)
  • The Government Plaza and Diplomatic Quarter now have 2 maintenance.
  • The Aerodrome and Spaceport now have 4 maintenance.

Buildings
  • Walls and Worship Buildings now have 1 maintenance instead of 0.
  • All tier 2 districts buildings (Universities, etc.) now have 4 maintenance instead of 2.
  • All tier 3 specialty district buildings (Research Labs, etc.) now have 5 maintenance instead of 3.
  • Various maintenance increases to later-game buildings such as Aerodrome buildings, Hydroelectric Dam, Neighborhood buildings, etc.

Units
  • +1 additional maintenance to all units with at least 1 base maintenance.
  • This increases to +2 additional maintenance for units from the Industrial Era onward, and +3 additional maintenance for units from the Atomic Era onward.

Compatibility
This mod is compatible with all DLC and all mods.

Credits
p0kiehl SQL
85 Comments
Veryxz_Shen 18 Oct @ 3:38am 
Early game armies end up much smaller in size unless you spam warriors. Luckily AI is always eager to buy more luxuries.
Technology Man 9 Apr @ 7:26pm 
Whassup GAMERS
Dexter 22 Jul, 2023 @ 5:01am 
even worse yet: I loaded an earlier autosave before the bankruptcy hit me. I was never in the negatives per turn.
positive gold per turn, but my treasure kept shrinking. as far as I can tell there is no actual treasure inflation, right?
is the maintenance perhaps higher than the game tells me?
Dexter 22 Jul, 2023 @ 4:55am 
something about this mod breaks my game. I started building an army in the Industrial to fight my first war. I understand that thats expensive, but I hit bankruptcy for two turns, lost units to disbanding, optimised my economy to gold and am in the positives per turn again, but bankruptcy just doesnt end and my treasury stays at 0.
it should fill. per turn is increasing every turn, but the flat number in my treasury stays at 0 and bankruptcy continues. my empire is utterly f uc ked.
p0kiehl  [author] 25 Apr, 2022 @ 6:50pm 
Right, you need to start a new game for it to work.
DaniAngione 25 Apr, 2022 @ 6:44pm 
So... no idea what happened XD

I was making +653 in my game and remembered this mod (I saw it the other day) and was like "hey, maybe I should give it a try..."
So I installed it, loaded the game... and now I'm making +730? XD
I guess it might only work when starting a new game?
PizzaSHARK 21 Feb, 2022 @ 12:55am 
This is definitely more of an "I hate warmonger civs and don't want them to be able to participate" mod more than anything else. I absolutely agree gold is too easy to come by starting in the middle section of the game (around Renaissance era on Online speed), but even in Ancient era it makes it impossible to have an actual army. Civs like Monty and Alex need to be fighting early, but your changes to districts mean that you can either have units or you can have tech and not both.

It would make a lot more sense to heavily backload the changes, leaving Ancient, Classic, and Medieval eras unaffected while making it more important to have a good financial base... right about the same time the game has gone on long enough that you can actually afford to focus on increasing your income.
DudeChris33 18 Feb, 2022 @ 10:38am 
I know it doesn't affect certain civs more than others but some civs have less ability to produce gold before unlocking commercial hubs
DudeChris33 18 Feb, 2022 @ 10:33am 
Maybe instead of +1 maintenance to all units with at least 1 base maintenance until industrial era you could make it start at medieval era? Just to give people a chance to start building commercial hubs and harbors. It seems the Maya are bankrupt because they have lots of archers to defend against early Macedonian aggression
p0kiehl  [author] 18 Feb, 2022 @ 10:32am 
Incorrect. This mod does not affect specific civs more than others, and I've never seen any civ go bankrupt while using it.