Sid Meier's Civilization VI

Sid Meier's Civilization VI

Radiant Additional Base Buildings (OUTDATED, NEW VERSION IS OUT)
Showing 1-7 of 7 entries
Update: 18 Aug, 2019 @ 12:50pm

Adding code lines in the modinfo file so this mod can be marked as compatible with the new expansion allowing it to be run errorless. Due to my "not so good" actual health condition, for now i do not have the time to hunt for any new incompatibilities or fix them. If you are damn sure it is not due to your 250+ not compatible mods running together, you can always leave a message about your issue but don't expect any quick fix from me. Enjoy & Cheers !

Update: 28 Sep, 2018 @ 9:21am

Patch for Mod compatibility (Now if you have already a mod which add greatwork of writing slot to libraries, mine won't crash anymore)

Update: 8 Sep, 2018 @ 10:48am

Patch for more mod compatibility

Update: 8 Sep, 2018 @ 7:24am

Corrected a glitch in where you could recieve a Governor Promotion when capturing an enemy city or recapturing one of yours where a Forum has already been built.

Update: 2 Sep, 2018 @ 11:30am

Hmmmm, changing Loyalty malus to -5, i don't even feel it in Emperor. If you guys yells too much i will see to lower it but for now try to deal with it (in life if you want something you have to pay the price bros !).

Update: 2 Sep, 2018 @ 10:35am

New 3rd building : Secret Council Hideout (Government District, require 1st Tier building)
careful with this one guys. Heavy maintenance cost to gain and a serious multi-city loyatly malus, but it will grant your first spy way sooner ! Make sure you take a look at your governement/civilization/city values before building it ! It's funnier when it's a little hard ; )

Also, some little nerf on two first building (nothing nasty, just little more production and maintenance cost +1 on Square, removed on forum but -1 gold on forum). I am really happy with these change because they are really close to a firaxis rendement balance values, but little slightly harder.

Update: 1 Aug, 2018 @ 12:54pm