Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Update: 8 Feb, 2018 @ 5:05am

Compatibility with R&F added.

Update: 31 Jan, 2018 @ 11:19pm

v.1802

High difficulty combat scaling removed for better compatibility with mods altering difficulty settings.
Script added to handle AI extra starting units maintenance costs.

Barbarians Destroy Human Cities:
Barbarians eventually are capable of destroying cities. Effective only on human cities.
This becomes important on higher difficulty levels where barbarians are more keen on attacking cities.

Update: 7 Jan, 2018 @ 11:06pm

v.180108

SCIENCE FROM COMBAT:
Every time AI player loses a unit or kills his opponent in a battle it gets some Science points.

MOBILIZATION:
In case of siege of AI city by human player AI promptly drafts one combat unit from this city population for defence.

UNHAPPINESS:
Unhappiness makes revolts even more likely with this update. City grow is not altered with this mod anymore. AI is assisted with dedicated script to handle this new setup.

PLUS:
Campus district adjacency bonus buffed to standart (+1).
Science buildings yield increased by +2.

Update: 9 Dec, 2017 @ 12:11pm

--FOOD: Tiles produce 1 food less.
--UNIT MAINTENANCE:
--For Scout and Slinger+1. +2 for all other units.
--Gold income becomes critical.
--Stops warrior spamming by AI.
--Units disbanded immediately at negative Gold balance.
--BUILDINGS MAINTENANCE: Doubled for all buildings.
--Granary +2, WaterMill +1.
--AI now values Gold more and builds more CommercialHubs.
--YIELD CHANGES:
--Districts citizen yields doubled.
--Nerfed Palace yields.
--Population does not produce Science and produce only minimum Culture.
--HAPPINESS:
--Luxury resources distributed "old style": 1 luxury for 1 population, no limit on number of cities.
--Unhappiness has more severe effect for city grow and order.
--AI trained accordingly.
--AI builds less wonders.
--DISTRICTS Encampment, Campus and HolySite are available from the beginning.
--Encampment produces Science instead of Culture.
--STRATEGIES:
--Fixed apparent copy/paste Firaxis bug for Medieval strategy.
--AI now more reluctant to go for Religious and Cultural victories.
--AI stops expansion and exploration strategies when at war.
--AI more aware if it is on island or not.
--Fixed apparent Firaxis typos in AiFavoredItems.
--COMBAT: Increased AI difficulty combat modifier:
--Prince+2, King+5, Emperor+8