Sid Meier's Civilization VI

Sid Meier's Civilization VI

Atlas' More Interesting Uniques
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Update: 10 Nov, 2017 @ 3:37pm

Version 1.4.1

Bugfixes
- fixed Sailing tooltip spelling error
- reverted to old implementation of Egypt river wonder yields, new one didn't work

Balance Changes

Egypt
- Now +2 food and +2 production for river wonders, but these yields are granted even when a wonder is under construction (part of the implementation, will try to fix. Can be exploited by starting a lot of wonders, but if nobody ever builds them then that tile is permanently used)

Update: 7 Nov, 2017 @ 8:33pm

Hotfix

Indonesia
- Fixed Kampung's +1 Gold from adjacent districts

Update: 2 Nov, 2017 @ 3:48pm

1.4 Hotfix

Upload Error

Update: 2 Nov, 2017 @ 3:41pm

Version 1.4 Changelog

General
-revert Farm changes from 1.3, added +1 food on rivers at Irrigation (Farms are now vanilla farms but with this change)
-District river +1 gold now requires Sailing
-added District river +1 production with Industrialization
-Camps +1 food at Rifling
-Research Agreements are tripled in strength
-ADDED TOOLTIPS FOR MANY OTHER CHANGES

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Khmer
- fixed tooltip for LeaderAbility so it now indicates that Districts AND Wonders adjacent to Holy Sites/Prasats provide +2/+4 production towards Wonders/Buildings/Districts

Indonesia
- Kampung added +1 gold per adjacent district

Germany
- UniqueAbility now +1 influence per turn *per CS ally* (and vanilla +1 district limit to all cities)

Update: 22 Oct, 2017 @ 5:03pm

Version 1.3 Hotfix

-fixed Commercial Hub not getting the extra 1 gold from being riverside

Update: 22 Oct, 2017 @ 10:52am

Version 1.3 Hotfix

- fixed Khmer tooltip bug
- included changes to Norwegian Berserker that were disabled. Removed strength buff and is instead now purchasable with faith (in addition to normal gold purchase)

Update: 20 Oct, 2017 @ 2:20pm

Version 1.3 - Fall 2017 Update

tl;dr Made all the changes appear on the Civ selection screen! Some bugfixes as well as changes to the base game and to Indonesia/Khmer
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Bugfixes
- fixed Rome getting +30 production toward districts in the capital instead of +30%
- fixed universal and English plunder yields which were less than intended
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Base game changes
- removed buffs to Galleys and Quadriremes (and by extension the Norwegian Longship): other mods tend to handle units
- Farms now give *no* food by default, only housing. The lost food can be found at the Irrigation tech. Farms on rivers are worth an additional +1 food at all times
- all districts give +1 gold on a river (so Commercial Hubs give +3)
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Civ-related changes
- all Civ-related changes now show on the Civ selection screen
- Pictures of all the changes have been added to the Workshop

Indonesia
- UA: added Harbors gain an extra trade route if adjacent to another Harbor
- Kampang: added +1 production per adjacent Harbor or City Center, can no longer be built adjacent to other Kampangs

Khmer
- UA: added Aqueducts give +1 Great Engineer point
- LA: added each district adjacent to a Holy Site has +2 production towards wonders/buildings/districts. +4 instead if adjacent to a Prasat

Update: 20 Aug, 2017 @ 11:57pm

Version 1.2 Changelog

- Research Lab now gives +1 science to all coast/lake tiles and +2 science to ocean tiles instead of +2 for being adjacent to coast, and +1 science to rainforest tiles instead of +2 for being adjacent to rainforest (getting a measely extra +2 on the Lab wasn't enough to ever make someone consider changing where their Campus would get placed, and I didn't feel like buffing it absurdly just to make it worthwhile. This hopefully will help encourage cities to be founded on the coast so you can reach some good ocean tiles)
- Research Lab spaceport boost now works
- Bank purchasing discount now works
- Stock Exchange yields from buildings now works
- Military Academy yields from districts now works
- Stadium yields from Broadcast Center now works

Update: 18 Aug, 2017 @ 1:32am

Version 1.1 Changelog

There are many significant changes in this version and honestly I'm not sure if 1.1 is appropriate. I have not had a change to test most of these changes very much. Please let me know if anything's horribly wrong. I am also going to start providing my flavor justifications for changes so people can see why I chose some changes. Maybe it will help people get into the game more, idk. I might go back and edit the prior changelogs to show this.

I will now look into getting all of the Civ-specific changes to show up in the selection screen.

Miscellaneous
- Removed previous changes to the Hangar, Airport, Zoo, and Stadium. Completely overhauled the tier 2 and 3 buildings to promote tall play. Full changes at the bottom of changelog

Macedon
Basilikoi Paides - Removed previous buff from +1 production to +2 production. Production is now the same as vanilla (+1). Added an extra citizen (specialist) slot. Total slots now 2 (Pages train to be generals)

Egypt
Iteru - Fixed a bug that was granting Egypt the food and production from wonders on rivers as soon as the wonder was placed

Brazil
Amazon - Fixed a bug that was preventing the culture bomb from working entirely

Greece
Thermopylae - Fixed a tooltip bug that excluded mention of Gorgo's +50% support bonus

Japan
Electronics Factory (Zaibatsu) - Fixed a bug that was doubling the Factory's +1 gold to mines/quarries

America
Film Studio - See building overhaul changes. Due to building overhaul, fixed a bug that propogated building culture to cities within 6 tiles.

Arabia
Madrasa - See building overhaul changes.
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Building Overhaul

All tier 1 buildings are untouched so wide is still viable.

All tier 2 buildings now have a unique effect that promotes specializing the city, and have had their raw base yields reduced. This is fairly wide/tall neutral since wide gets more good spots for certain specializations, but tall actually builds the infrastructure to get the benefit

All tier 3 buildings now have a unique effect as well as a bonus per district constructed in the city and have also had their base yields removed to encourage their use for truly huge cities only
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Tier 2

University (and Madrasa) - reduce raw science to +2 (+3 for Madrasa) (down from +4/5). University has 2 scientist slots rather than 1 like other buildings, grants +1 science to writings in the city, +2 science to artifacts in the city, and has an extra housing if the city has 3 specialty districts (training great thinkers, historic libraries, anthropology, rich-funded dorms)

Archaeology Museum - in addition to base +2 culture, now gives all Wonders in the city +1 production, and the Museum produces an extra Great Scientist point (ruins to excavate, anthropology)

Art Museum - in addition to base +2 culture, now gives all Wonders in the city +1 culture, +1 appeal to the city's tiles, +3 Great Artist points if there's a National Park in the city (art appreciation, tourism, artist inspiration)

Bank - reduce raw gold to +2 (down from +5), buying plots/buildings in the city is 15% cheaper (investment banking)

Armory - remove base production (down from +2), +3 production and gold on strategic resources in the city (state invests in easy manufacture/accruement of resources for extra productivity)

Shipyard - unchanged. Already fits the scheme in vanilla

Zoo - +1 science to all Neighborhoods, Campuses, and City Center if they have Charming Appeal, and +3 if Breathtaking (surburban patrons)

Hangar - in addition to base +2 production, now gives all Farms in the city +1 food (Crop Dusting)

Factory - same as before. Keeps base yield and regional effect, plus +1 gold to Mines/Quarries in the city (Factory invests in increased efficiency of mining)

Temple (and Stave Church) - unchanged. Faith seems like a very appropriate yield for wide play
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Tier 3 ("all districts in this city" effects include city center, aqueducts, neighborhoods, etc. Everything but wonders)

Research Lab - remove base yield (down from +5). +2 science if adjacent to coast, +2 if adjacent to rainforest, +4 if city has a spaceport. +1 science to all districts in this city (marine biology, tropical biology, space exploration)

Stock Exchange - remove base yield (down from +7). +1 gold per tier 2/3 Entertainment/Theater/Campus/Commercial/Industrial building in this city. +1 gold to all districts in this city (private corporations with stocks)

Broadcast Center (and Film Studio) - remove base yield (down from +4). +20% culture in this city. +1 culture to all districts in this city (radio/tv distributing culture regionally)

Stadium - keeps regional amenities. +4 culture if Broadcast Center in city. +1 gold to all districts in this city (televised sporting events)

Military Academy - remove base yield (down from +3). +3 production if Industrial Zone in city, +3 production if Spaceport in city, +3 gold if Aerodrome in city, +3 science if Campus in city. (commissioning training supplies, training balistics experts, military flights bring money into the local economy, educational facilities)

Power Plant - keep base regional yield. +5% production if on river, +10% if civ has coal, +10% if civ has oil, +15% if civ has uranium, +20% if civ has Nuclear Fusion tech, all stacking. +1 production to all districts in this city (different types of power plant energy sources)

Airport - remove base production (down from 3). +4 gold and tourism to wonders in this city. +1 production and gold to all districts in this city (global tourism)

Seaport - remove base yields (down from +2 food and gold). Keep +2 gold to all water tiles, add +1 food to all water tiles. +4 gold and tourism to wonders in this city. +1 gold to all districts in this city (cargo ships, fishing trawlers, cruise ships)

Worship buildings - untouched. Please see my More Interesting Religion mod for changes to these buildings

Update: 5 Aug, 2017 @ 10:05am

Version 1.0 Hotfix #2

- fixed a bug that allowed Brazil's culture bomb to grab tiles outside the city's workable range