Sid Meier's Civilization VI

Sid Meier's Civilization VI

Progressive Power Consumption
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Update: 13 Aug, 2024 @ 5:34pm

Added support for Sukritact's Urban Identities:
- New region type: Fuel (Coal and Oil based)
- New identity type: Tar Pits: Mines may be built on flat tiles in this city. Coal and Oil in this city accumulate +2 resources per turn. This city’s Industrial Zone will provide Gold equivalent to its adjacency bonus if built on Region tile.
- Tar Pits can spawn in Fuel regions.
- Additionally, Fuel regions can spawn the Fossil Deposits and Prophetic Visions identities.

Updated the Refinery:
- Fixed the Refinery to do what its description says.
- Refineries now provide a major adjacency bonus to Harbors.

Update: 22 Feb, 2024 @ 2:49am

All Encampment buildings now provide extra Production instead of Culture when powered

Update: 11 Apr, 2023 @ 9:31am

backend changes for 6T compatibility

Update: 15 Sep, 2021 @ 2:26am

compatibility with "More Maritime: Seaside Sectors"

Update: 22 Jul, 2021 @ 7:08pm

added Refinery improvement (credit to Albro for the City Lights model for it) to make getting strategic resources for the increased power demand a bit easier.

Update: 1 May, 2021 @ 9:39am

adjusted Amenities from powered Entertainment buildings.

Update: 23 Oct, 2020 @ 3:58pm

- internal changes to how the District Expansion mods achieve compatibility
- free power for AI now comes bit by bit as they progress through the eras

Update: 29 May, 2020 @ 1:57am

Added compatibility with Campus Expansion (power mechanics will always affect the last two tiers, i.e. tier 3 and 4 in the Campus with that mod).

Update: 10 Apr, 2020 @ 12:12am

Updated for compatibility with Commerce Expansion

Update: 22 May, 2019 @ 12:50pm

Changed the description for misc power requirements in the Power section of the city report screen to "Technological Progress" (previously referred to the Terrestrial Laser Station).