Sid Meier's Civilization VI

Sid Meier's Civilization VI

Agricultural Revolution [GS]
Showing 1-9 of 9 entries
Update: 6 Jul, 2019 @ 9:58am

-Fixed numerous bugs caused by Gathering Storm

Update: 10 Mar, 2019 @ 6:22pm

-Removed a secret feature where City States could get Great People. City States aren't able to get pantheons, so they would take Great Prophets without being able to found a religion, which just made founding a religion even harder than it already is
-Previous Secret feature: Free Cities CAN get great people. Since they don't normally exist until after all religions are taken, this shouldn't be an issue. They also get the pantheon of their original civ, so they should be able to get religions regardless
-Previous secret feature: Free Cities and City States are allowed to build wonders. Not sure if they will actually do it, but they're allowed to, if the need arises for them.
-Previous Secret Feature: some may have noticed, but Ice can spawn on land now, not just in the water. It does this infrequently and it doesn't render too well as of yet. That will require some artdef edits. It shouldn't impact game at all. Consider them glaciers.
-Increased the spawn rate of iron by about 50%. This should help with all the iron you'll need in the late game.

Update: 3 Mar, 2019 @ 6:14pm

Updated March 3, 2019
Overview of changes: slightly decreased horse and iron generation, increased iron consumption in the late game. minor fixes and tweaks to units and techs.
-Warehouse provides +1 production in addition to increasing storage capacity
-Reduced science yields from Research Lab and Hospital
-Factories now consume 1 iron per turn while operational. This is to imply that your factories need raw materials like steel/iron in order to produce goods or tools for your people.
-The base yield of iron is now 2 per tile instead of 3. Industrialization still increases iron yield by +6, giving a final value of 8 per tile instead of 9.
-The base yield of horses is now 2 per tile instead of 3. Feudalism still increases horse yield by +2 per tile, giving a final value of 4 per tile.
-The coal power plant was moved out of Industrialization and into Electricty. It made no sense that you were generating Electricity from coal before the invention of either Steam Power or Electricity.
-The Oil Power Plant has been moved to Combustion.
-The Castles tech now correctly requires Engineering, not just Construction
-Military Engineering requires Engineering
-Combined Arms requires Flight
-Niter's base yield is +3 per tile, and this increases by an additional +2 with industrialization. I forgot to mention this upon the previous release
-The boost for irrigation can be done with Terrace Farms or regular farms instead of only regular farms. The Feudalism boost still only works for regular farms.
-Many late game buildings and wonders have resource requirements now, usually iron. They are as follows:
-Factory requires 15 iron (consumes 1 iron per turn, as previously mentioned)
-Stock Exchange requires 6 iron
-Broadcast Center requires 15 iron
-Seaport requires 7 iron
-Film Studio requires 9 iron
-Research Lab requires 10 iron
-Hospital requires 10 iron
-Hydroelectric Dam requires 30 iron
-Stadium requires 30 iron
-Coal Power Plant requires 15 iron (10 to convert from a different power plant)
-Oil Power Plant requires 20 iron (15 to convert from a different power plant)
-Nuclear Power Plant requires 30 iron (20 to convert from a different power plant)
-Airport requires 20 iron
-Workshop requires 4 iron
-Big Ben requires 30 iron
-Broadway requires 20 iron
-Ruhr Valley requires 40 iron
-Sydney Opera House requires 30 iron
-Amundsen Scott Research Station requires 35 iron

Updated units which previously did not have resource requirements, such as support units and some late game units.

Side note: previously, infantry consumed oil per turn. I think Firaxis did this to imply that in the modern era, military units move around in cars rather than on foot. The movement speed of Infantry is still only 3 tiles though, which is the same for all units walking on foot from previous eras. In line with how I've changed military units, Infantry now consume niter per turn, not oil. The Supply Convoy however DOES consume oil per turn. Since it increases the movement speed of adjacent friendly units, you can think of this as the new way to get your infantry on four wheels, by pairing them with supply convoys.

Update: 17 Feb, 2019 @ 9:53pm

-Updated to Gathering Storm
-Canada gets +1 culture to Breathtaking tiles
-Many military units have had their resources rebalanced. Most require Iron. Gunpowder units require niter per turn, not up front. Mounted units require horses per turn.
-Horses and Iron have a base yield of +3 per turn
-Feudalism gives an additional +2 horses per turn per tile (total +5 per tile)
-Industrialization gives an additional +6 Iron per turn per tile (total +9 per tile)
-Industrial and later era naval units require very high quantities of iron (190 for carriers, for example)
-Eiffel Tower requires 55 iron to be built
-Golden Gate bridge requires 250 iron to be built.
-Planes require aluminum up front and oil per turn
-Encampment buildings increase stockpile size by +15, +25, and +35 instead of all by +10.
-Shipyard increases stockpile size by +15
-New building in the Industrial Zone called Warehouse. Increases stockpile by +25. Unlocked with Mass production.
-Buttress no long requires mathematics and shipbuilding, and isn't required for Cartography. Buttress requires Castles.
-Cartography requires Shipbuilding, Education, and Military Tactics.

Update: 6 Feb, 2019 @ 11:41am

-All civs should correctly spawn on rivers more frequently now
-Civs with unique units that require resources are more likely to spawn near those resources.
-Civs which previously had river spawn biases are more likely to spawn on rivers than civs which didn't previously have river spawn biases.

Update: 30 Jan, 2019 @ 4:53pm

It's probably best not to introduce bugs which break most of the mod. Civs no longer have river biases.

Update: 30 Jan, 2019 @ 4:49pm

-Keshig now also requires horses to be built
-Units should be able to embark upon researching Celestial Navigation or Shipbuilding. With shipbuilding requiring Construction, it became much harder to deal with small-island starts, so this allows you to get off your little island faster.
-All civs and city states should be more likely to spawn on rivers. Civs which previously had river start biases are still more likely to get a river start than other civs, but it should help since rivers are a lot more important now.

Update: 28 Jan, 2019 @ 1:26pm

-Satellites now requires computers

Update: 28 Jan, 2019 @ 9:59am

First Upload.