Sid Meier's Civilization VI

Sid Meier's Civilization VI

Renewable Energy Complexity
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Update: 28 Feb, 2019 @ 1:06am

v2.2:
- Fixed issue where a Solar Farm placed in desert would reduce the gold yield of ALL desert tiles.
- Increased yields of the Battery Storage Power Station (now 5 Prod., 4 Science, 2 Culture) to be straight-up better than the Nuclear Power Plant in any way to have a proper allocation of regional yields and to help the AI advance properly.

Update: 24 Feb, 2019 @ 6:19am

v2.1: fixed an issue where the Renewable Energy resource was available too early, causing it to be awarded e.g. by goodie huts.

Update: 23 Feb, 2019 @ 12:46pm

Version 2.0:
New Feature: Transfer renewable energy between cities and civilizations
- new strategic resource: Renewable Energy
- new building: Battery Storage Substation - converts local renewable energy from tech upgrades and placement bonuses into Renewable Energy resource
- new building: Battery Storage Power Station - provides power to all cities within six tiles by consuming the Renewable Energy Strategic resource
- new project: Convert to Renewable Power - changes your existing power plant to a Battery Storage Power Station. Go green in your industrial zones!

General changes:
- technology descriptions now include upgrades to improvements' power output
- moved tech upgrade for Geothermal Power Plant to Offshore Mission technology (was Smart Materials) because that's where you learn hacking the planet.
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Bux Fixes:
- fixed issue where the mod required the Australia DLC to function

Update: 19 Feb, 2019 @ 12:16pm

Added missing Gathering Storm dependency.

Update: 19 Feb, 2019 @ 11:59am