Sid Meier's Civilization VI

Sid Meier's Civilization VI

AREX (2.8.7) - [Discontinued]
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Update: 16 Feb, 2020 @ 2:53pm

2.8.7 Changes:
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-- FIXED:
Icon issues finally fixed for techs: Philosophy, Biology, Medicine
Icon issues fixed for project: City Management
Icon issues fixed for buildings: Archive, Hospital
Ranged support units (Crouching Tiger, Hwacha, Field Cannon, Machine Gun) bonus to City ranged strikes was unfortunately boosting all cities, not just the one occupied.

-- UNITS:
Desert and Snow terrain no longer cost more movement points.
Hills cost 3 movement (was 2)
Woods cost +2 movement (was +4)
Rainforest cost +2 movement (was +5)
Marsh cost +4 movement (was +6)
Increased Iron resource costs for units.
Net production percent cost for upgrading units is now 200%. (was 100 in base game, 150 in 2.8.6)
XP needed for new level multiplier is now 4 (was 3, and 5 in base game).
Units now take 2 dmg per turn in Neutral territory and 4 damage in Enemy territory.
City garrisons heal 20 damage per turn (was 25).
Spec Ops have Range 1 (was 2)
Battleships start with 85 melee strength (was 80).
Lowered cost of recruiting additional spies.
City states can no longer build Ships without having Harbor buildings (except Galley).
Attrition damage outside own territory is now 2 dmg per turn. Enemy territory is 4 dmg per turn.
Land Units now take +4 dmg per turn in Desert terrain without Oasis or adjacent River (otherwise same exceptions as neutral territory).
Land Units now take +4 dmg per turn in Snow terrain (same exceptions as neutral territory).
Naval Units now take +4 dmg per turn when adjacent to Ice (same exceptions as neutral territory).
Ships get +2 movement when adjacent to Ice (Faster traveling near the poles! I know it makes less sense on a "Tilted axis" map with the Ice in the center).
Destroyers now have a ranged attack with strength 70 and range 1. Base combat strength reduced to 80. And they have -10 ranged strength vs. districts and -15 vs. units on land. Also they deal extra damage vs armored land vehicles.

-- RESOURCES & IMPROVEMENTS:
Stone can no longer be harvested.
A lot of improvements can now be built on Stone, Copper, Antiquity sites and Shipwreck.
Several changes to where improvements can be built/not built.

-- BUILDINGS & PROJECTS
Coal Power Plant now gives -2 amenities (was -1).
Edited project descriptions to provide more specific and useful info on how they work and what they cost.
Barracks and Stables yield +1 faith (to further motivate AI to build them)
Armory yields +1 science
Military Academies yield +1 culture
Hydroelectric Dams are more expensive and cost more in maintenance.
Coal power plants now yield 3 prod (was adj bonus of district which was too much).
Increased costs and maintenance of power plants, and various other tweaks.
Granary gives +2 food (was +1).

--OTHER:
Science and Culture from trade routes to more advanced Civilizations is no longer dependent on Governments. This should increase compatibility with other mods adding new Governments etc.
Increased resource costs of Nuclear and Space Race projects.
Lowered costs of Civics for the later eras.
Natural disasters now have ca 30% lower chance to add yields and/or features to affected tiles.
Edited a lot of text and added icons for policy cards.

Update: 19 Jan, 2020 @ 8:46am

2.8.6 Changes:
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Population required for every additional specialty district is reduced by 1. So a city can build another district at pop 3, 5, 7, 9 and so on. (was every 3 pop in base game).

With 2.8, eras are longer than in the base game and getting stuck for a long time in a dark age can really suck, therefore:
Citizen pressure (loyalty) for golden and heroic ages reduced to 1.25 (was 1.5)
Pressure from dark age increased to 0.75 (was 0.5).

Increased resource cost for units in the Medieval and later eras slightly.
Barracks and Stables now get +2 production to encourage AI to build them (was +1).
Gold cost of upgrading units increased to 150% of production cost, so highly promoted will be a bit more expensive to upgrade (was 100%).
Crossbowman now upgrades to Ranger (was Field Cannon).

Removed adjacency bonus for Commerical Hubs and Harbors of Gold from every 2 adjacent districts.
Harbors get +1 gold for every adjacent Camp.
Commercial Hubs now get +1 Gold for every adjacent Neighborhood.

Kurgan improvements now start with 2 Gold (was 1).
Kurgans provide +1 loyalty to city.

Pantheons:
God of the Sun provides 2 Faith (was 1).
Goddess of the Hunt providdes 2 Faith (was 1).

Metal Casting is slightly more expensive. Costs the same as Mass production.

Brazil's trait has been reworked again.
Now Campus, Commerical Hub and Theater Square receive +1 adjacency bonus for every 2 adjacent Rainforests. Holy sites are unchanged.

Updated texts in the Civilopedia to reflect some changes by the mod.
Updated texts for district projects to add more specific info about rewards.


Update: 11 Jan, 2020 @ 2:12pm

2.8.5 changes
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Fixed: Farms on Bananas, Mines and Quarries on Woods/Rainforest and similar improvement situations should now get the correct yields.
Fixed: Submarines dealing minimal damage vs embarked units.
Fixed: Recon promotion combat bonuses should now preview correctly.
Fixed: Text for Aqueduct, Bath, Military Engineer, Builder etc.

Farms receive +1 Food for every 3 adjacent Marsh tiles.
Plots with Bananas no longer get bonus food from Farm.
Embarked strength for Medieval era is now 35 (was 40).
Galleys and Quadrireme receive +5 CS when attacking Coast tiles from Naval Tradition (and Iron surplus).
Brazil's Campuses no longer receive adjacency bonus for resources. Bonus from rainforests are quite enough.

Update: 11 Jan, 2020 @ 2:23am

2.8.4 changes:
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Fixed: Slingers didn't get bonus from Iron Working.
Fixed: Text for Great Library.
Healing from promotions reduced to 30 (was 50).
City garrison healing reduced to 25 (was 50 in 2.8.3 and 20 in base game).
Compatibility with JNR's "Stone rocks!" and probably compatibility with a lot of other mods is now implemented! Please report any incompatibility issues.

Update: 9 Jan, 2020 @ 1:00pm

2.8.3 changes:
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Spies should now be invisible to other Civs again. Turns out that "Team visibility" doesn't affect visibility of unit within team but rather visibility to players not in the team.

Update: 7 Jan, 2020 @ 10:41am

2.8.2 changes
----------------------

Corrected text for ranged support units. They grant the ranged attack even without niter surplus. But that means a -20 CS penalty.
Corrected text for Aqueduct and Bath districts.
Musketman anti-cavalry bonus is now +5 again (was +4 shortly)
Anti-cavalry promotion "Thrust" now gives +5 CS vs melee (was +10).
Getting gold from adjacent City centers now requires Writing tech (was Early Empire civic).
City Centers get +1 food if it has 4 adjacent coast tiles.
Harbors start with a base yield of +1 Food.

Update: 5 Jan, 2020 @ 12:59pm

2.8.1 changes
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Fixed issue where Rice on Marshes would gain extra food once tile became controlled/owned.
Slingers also get +1 sight range when they're on hills.

Update: 3 Jan, 2020 @ 8:02pm

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2.8 DONE
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Finally 2.8 is uploaded and this is one of the biggest updates yet. A lot of changes have been made in a lot of different areas. A lot of inconsistencies and other issues have been dealt with. Far too much have been changed to list it all, but a few tidbits are written below:

-- TECH TREE
Techs in Eras ahead are now twice as expensive (+40%). Techs in Eras behind are the same (-20%)

--CIVIC TREE
Embarked Units can now ignore cost of ocean tiles with Colonialism. (was Square rigging tech in 2.7.3).
Basically you're encouraged to use naval units to escort your embarked units across Oceans, until you get Colonialism.

--CITIES
Inspired by Angryr's Harsh Existence mod:
Cities no longer start with a free amenity.
Cities without fresh water start with 1 housing
Cities on coast start with 2 housing
Cities adjacent to River/Lake start with 3 housing
Aqueducts give 4 housing (was 2)

-- DISTRICTS
Campus now only gets a single +1 science from adjacent Reef(s) until Biology.
Encampment, Holy Site and Theater Square now offer base yields when built.

--BUILDINGS
All Walls now cost 1 gold in maintenance for each level.
HP and Outer Defense Strength from Walls have been changed.
Lighthouse, Shipyard and Seaport bonuses have been changed so that they boost yields of Fishing Boats and Fisheries.

-- RESOURCES
Copper can no longer be harvested.
Harvesting Stone now requires Chemistry.
Various changes to frequency and placement rules.
Extra niter accumulation from Industrialization has been moved to Rifling.

-- IMPROVEMENTS
Added info about all improvement yield changes tied to techs/civics where that info was missing (mostly base game/vanilla stuff).
Many improvements now receive Gold from being adjacent to certain Districts.
Many improvements can no longer be built on or adjacent to Snow or Ice.
Fishing Boats and Fisheries now require Harbor district buildings in order to boost their yields.
Forts and other defensive improvements now provide housing, and some small yields.
Fort and Roman Fort improvements can now be placed on all passable features that can't be removed, like floodplains and natural wonders (though the latter seems not to be working). Forts can also be placed on resources which lets you acquire the resource.
Outback Stations yields have been boosted.
Fixed a lot of issues with building improvements on resources with various features.

--BARBARIANS
Inspired by Angryr's Harsh Existence mod:
Barbarian tech level is now 75% of player's (was 50%)
Barbarian kills now give 2 XP after lvl 1 (was 1)

-- UNIT MAINTENANCE AND ATTRITION
Gold Maintenance costs are now increased for all units, scaling up with the Eras.
No extra maintenance costs from having units in enemy territory or embarked.
Instead, Combat units that are outside and not adjacent to owner's borders take 1 attrition damage per turn, unless the unit is inside a district or fort improvement.
And Combat units inside enemy territory and not adjacent to owner's borders take an additional 1 attrition damage per turn, unless the unit is inside a district or fort improvement. Recon units are excluded from this additional attrition.

-- UNITS IN GENERAL
Starting units for each era have been tweaked.
XP amount needed for each level is now multiplied by 3 (was 5).
Various changes to XP earned by units.
Flanking CS bonus reduced to +3 (was +4 in previous version and +2 in vanilla).
Reduced the costs of Iron and Horses in early eras to compensate for the lower income. For e.g. Swordsman now costs 5 Iron (was 20).
Reduced production and resource costs for many units of all eras, particularly the first and last couple of eras.
All classical and medieval units on land now require Barracks or Stable.
All Renaissance units on land now requires Armory.
Naval Raiders no longer have limitations on which units they can escort and help ignore ocean cost.

-- SPECIFIC UNITS
Crouching Tiger, Hwacha, Field Cannon, Machine Gun have all been converted into Support units. They grant escorting non-ranged units a ranged attack and/or a melee bonus, as well as a bonus to City Strikes if garrisoned.
All melee, anti-cavalry, light cavalry, heavy cavalry units and warrior monks now start with a ranged attack of 1 CS, and range 0. This allows these units to make ranged attacks if they acquire one of the ranged support units above.
AT-crew and Modern AT have also been converted into Support units. They grant escorting units a melee bonus vs. Tanks, Modern Armor, Mechanized Infantry and so on.
All recon units may now move after attacking.
All light cavalry units may now pillage for only 1 movement point.

Slinger is now a recon class unit, not as good at exploring as Scout but could be useful in early wars.
Military Engineer moved to Construction (with Fort)
Frigates now require Shipyard.
Ranger moved to Ballistics
Increased combat strength of Tanks and Helicopters
Reduced Aluminum cost for Air Units and Helicopters by 50% or more.
Rocket Artillery and Mobile SAM now cost Iron instead of Aluminum.
Spec Ops moved to Cold War civic (was Lasers).
Observation Balloons and Drones no longer increase the range of Bombard and older Siege units, but now they also increase the range of adjacent Battleships and Missile Corvettes (Cruiser), though the Civ needs to have an oil surplus.

--CITY COMBAT
City's now get +1 CS from every district (was 0 in 2.7.3, and +2 in vanilla).
Battering Ram and Siege Tower now grant the same bonus (full damage vs walls) and both work against Medieval Walls. They also grant combat bonuses to their escorting units.
Steel technology now grants enemies full damage vs your cities Outer defenses, but your cities with full loyalty get +4 CS and the Capital gets +6 CS regardless.

-- PROMOTIONS
Recon units Camouflage promotion now takes the place of "Sentry" at level 2, meaning your Recon units can get stealthy quicker, and other changes.

Military Engineers now complete 20% of buildings/districts production when using a charge. (was 10%).
Spies should now no longer become visible to players on your team, which should include emergency allies (?).

-- GOVERNMENTS
Removed text from all governments about the science and culture bonuses from trade routes. This info should ideally be moved to a Civilopedia section when I've got time.

-- POLICY CARDS
Conscription and Levée en masse reduces maintenance costs but also reduce combat strength by a tiny amount.

-- RELIGION
Pressure from trade routes reduced to 0.5 for origin and destination.

--EMERGENCIES
Military Aid requests are now considered hostile (which should stop enemies from being able to participate?)

--DEDICATIONS
Golden Age dedication: "Reform the coinage" only gives +4 gold per speciality district (was +5).

--LOYALTY
Free Cities now have a base loyalty of 15 (was 10).
Conquered cities now suffer a loyalty penalty multiplied by 75% of grievances (was 25%).

--WAR WEARINESS
War weariness from combat in enemy lands increased to +3 (was +2).

And much more...

Update: 15 Sep, 2019 @ 1:32pm

-------------------------------------
Fixes:

Fixed the problem that Naval units couldn't heal.
Traders no longer take damage on water tiles.
The boost for Foreign trade should now be researching Sailing, as described.
Removed some unnecessary Prerequisite Techs in the tech tree.
Removed XP hotfix code, since it's been patched now.
Updated text for Coastal Raiding ability.
Added text for Trader protection ability.
Updated text for Bireme's trader protection ability.
Fixed some other text errors.

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Changes:

Replaceable parts now requires Steam Power.
Units take no attrition damage in water if they're on a district (Like Harbor).
Lumber Mills get +1 Gold for every two adjacent Coast tiles (was +1 per).

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Verification:

Enemy territory maintenance increase seems to be working as intended.

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Update: 11 Sep, 2019 @ 11:06am

POST-SEPTEMBER PATCH UPDATE

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Fixes:

Updated text for Farms
Updated text for Camp
Updated text for Lighthouse
Updated text for Synthetic Materials tech
Updated text for Colonialism civic
Updated text for Feudalism civic
Updated text for Maori trait
Updated text for Shipyard
Updated text for Military Engineer
Updated text for Supply Convoy
Updated text for Drone
Updated text for City-Center
Other text updates

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Changes:

Changed plantation bonus yield for Feudalism from Food to Gold, since it already receives Food from Scientific Theory tech.
Changed lumber mill coast adjacency bonus to 1 gold per 2 adjacent coast tiles (was every one).
Reduced Campus adjacency bonus for Reefs from +2 to +1.
Updated Guidance systems to be a prerequisite for Lasers tech.

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