Sid Meier's Civilization VI

Sid Meier's Civilization VI

Zee's Strategic Resource Overhaul
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Update: 9 Oct, 2023 @ 9:20pm

-2 units were not updating with the mods intended resource values, this is now corrected
--The Dutch Zeven Provincien
--The English Ship of the Line Unique Unit from Steel and Thunder (replaces the Sea Dog)
Unique Unit discounts are now standardized (ranges from 2 to 6 vs standard counterpart)

Update: 3 Oct, 2023 @ 11:48pm

-Finally identified why the Nuclear Submarine wasn't getting resource costs for some people; successfully patched.

Update: 27 Jul, 2021 @ 4:44pm

- Added support for new vanilla units - Line Infantry and Man-At-Arms
- Updated and Optimized the integrated Warfare-Expanded-Compatibility-Patch with most recent release variant, "Reloaded (all 3 parts)"
- Removed redundant unit code
- Updated some Unique/Replacement Unit costs for consistency

In total, Roughly 25 units updated/added/revised

Update: 6 Nov, 2019 @ 7:21pm

-Compatibility Update, No Changes

Update: 2 Apr, 2019 @ 11:58am

Update: 11 Mar, 2019 @ 12:59am

-- Full Support for Warfare Expanded: Complete Edition added

Update: 7 Mar, 2019 @ 7:24pm

- Reduced uranium cost of WMDs from (50 and 100) to (35 and 70).

Update: 6 Mar, 2019 @ 10:07pm

Update: 4 Mar, 2019 @ 8:24pm

-=- Reduced all resource node income from (3) to (2).
When I was first writing the mod I wanted to err on the side of too much instead of too little. After further play-testing its clear now those values were indeed, too much.

-=- Small increase to upfront cost on Swordsman, Horseman, Courser, Knight, Cuirasser, and Tanks.
-=- Same applied to Steel & Thunder; Rifleman and Longswordsman.

Update: 24 Feb, 2019 @ 11:00pm