Sid Meier's Civilization VI

Sid Meier's Civilization VI

AREX (2.8.7) - [Discontinued]
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Update: 15 Jul, 2019 @ 5:08am

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Fixes:

Extra Horse accumulation from The Wheel Technology wasn't working.
Engineering boost wasn't updated (now it matches the text).
Goddess of the Hunt text had an outdated and incorrect text description.
Corrected text for Archers and combat bonuses again (iron working only gives +2).
Ziggurat improvement had an outdated and incorrect civilopedia description.
Added text to Hospital to describe its healing ability.
Moved Incan Unique Unit Warak'aq to Military Tactics (was Apprenticeship).
Corrected some text for district adjacencies.

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Update: 13 Jul, 2019 @ 2:37am

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Fixes:

Ancient and Classical Era Technologies cost was accidentally increased 6 times in the last update.
Ancient Era Civics cost was accidentally increased 6 times in the last update.

(Thanks to Duck-billed platypus for reporting!)

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Update: 12 Jul, 2019 @ 9:14am

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Fixes:

Future Era techs and civics that were unlocked ahead of time should now be fixed.
Iron working text should now be fixed
Removed text from Celestial Navigation about moving faster on Desert terrain.

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Eras and pacing:

Ancient Era can now last 60-100 turns (Thanks R2D2 3!)
Golden Age dedication: "Reform the coinage" no longer gives Traders plunder immunity. Instead it gives +2 trade route capacity and +5 gold per speciality district (was 3).
Great Person costs doubled (Thanks Revolutionist_8!)

Integrated parts of DreamStates' Slower pace mod:
Doubled the amount of spies that you get from Civics, Techs and Government buildings.
Code of Laws now costs 50% more, to make monuments a bit more important.
Grievances decay slower: -1 for each Era, compared to vanilla.
Boosts (Eurekas and Inspirations) now provide 30% of total cost (was 40%).

Marketplace of Ideas: Trade routes to more advanced Civilizations now provide +2 Science or Culture for every Tech/Civic that you are missing (was +1).

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Religion:

Religious pressure from adjacent city is now 2 (was 1).
Religious pressure from trade route to destination city is now 2 (was 1).
Religious pressure from trade route to origin city is now 2 (was 0.5).

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Diplomacy and Emergencies:

Aid request emergency now lasts only 10 turns (was 30).
Offering Trade Deals to and making Demands from other Civilizations now requires both have Writing technology and Foreign Trade civic.

Integrated Alfyn's Friends with benefits mod:
AI will not complain about troops on the border if you have declared friendship

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Units:

Spec Ops paradrop ability now requires Flight in addition to Oil (since the unit can be gained by a great person ahead of time).
Privateers now require Lighthouse building to build.
English Sea dogs now require Lighthouse building to build.
Dutch De zeven provincien now requires Lighthouse building to build.
Ottoman Barbary Corsair now requires Lighthouse building to build.
Indonesian Jong now requires Lighthouse building to build.

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Districts:

Harbor district now gets +1 production for every adjacent Lumber Mill.
Harbor district now gets +1 production for every 2 adjacent Forests.
Harbor district now gets +1 production for every 2 adjacent Rainforests.
Harbor district now gets +1 production for having an adjacent Taiga tile with a Forest.
Harbor district now gets +1 production for having an adjacent Taiga Hills tile with a Forest.

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Update: 8 Jul, 2019 @ 7:17am

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Fixes:

City-states weren't getting the City-State Military Center building.
Lumber mills weren't getting their Gold adjacency bonus.
Cities should now have a ranged strike again, but it will be at -18 (without Bastions policy).
Civilopedia for ranged units showed incorrect total CS.
Adjusted incorrect combat strength, resource types, resource costs and text for a lot of units.
Unique units should now generally cost 50% of the resource amount compared to the units they replace.
Removed tech cost changes for Future Era, since this seemed to reveal the Techs beforehand.

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Terrain:

Ocean tiles no longer yield any Food. Building a Lighthouse will grant +1 Food to all Ocean tiles for that city.
Farms can now be built on Taiga terrain, after researching Iron Working and Civil Engineering (for hills).
Sweden and Norway now have a moderate start bias towards Taiga terrain.

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Improvements:

Lumber mills now get +1 Gold for every 2 adjacent Coast tiles.

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Roads / Routes:

Builders can now build all roads, except Railroads.
Ancient and Classical Roads no longer cost any build charges.
Classical Roads now require Ancient Roads on the tile in order to be built.
Industrial Roads have been moved to Modern Era and renamed.
Modern Roads have been moved to Atomic Era and renamed.
Railroads now costs 4 iron (was 2) and can only be built on tiles that you own.

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Units:

Warrior's now become Obsolete with Military Tactics.
Scouts now become Obsolete with Metal Casting.
Archers now become Obsolete with Metal Casting.
Slingers become Obsolete with Machinery.
Sumerian War Cart now replaces Heavy Chariot, gets the same CS and requires Horses, but with cheaper production cost, gold maintenance, resource cost and maintenance.
Horseman now costs 15 Horses but starts with a CS of 40 (was 10, 36).

Embarked movement now starts at 2 (like vanilla), until Celestial Navigation is researched which grants +2 movement.
Embarked units now have 25 CS in Classical Era (was 20).
Embarked units now have 30 CS in Medieval Era (was 25).
Reduced movement for all sailing/rowing ships by 1.

Coursers now cost 20 Iron (was Horses).
Military Engineers now start with 4 build charges (was 2).
Skirmisher is now unlocked by Military Tactics (was Apprenticeship in 1.9).


Spec Ops now cost 10 Iron (was 10 Oil).
Spec Ops now require your Civ to have Oil in order to Paradrop.

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Techs:

Steel now requires Steam power (was Industrialization).

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Civics:

Civic costs have been increased substantially for each era after Ancient.

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City-states:

City-states now get free Ancient Walls in the Classical Era (was Ancient Era).

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Barbarians

Adjusted combat strength for Barbarian Horseman and Horse Archer to better align with other Cavalry units.

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Diplomacy:

A.I. should now value Open Borders higher, meaning that they should ask for greater payment.
Open borders now requires that both Civilizations have the Writing technology and the target Civilization needs to have the Foreign Trade Civic.
Joint War and Join Ongoing War now requires that both Civilizations have the Writing technology and the Foreign Trade Civic.

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Text / Civilopedia:

Added text for Ranged units penalty vs naval units, districts.
Added text for Siege units penalty vs land units.
Added missing text for AgRev abilities (Dunklosteus changes).

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Mod compatibility:

Should now be compatible with Steel and Thunder: Unique Units mod.

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Update: 30 Jun, 2019 @ 3:35pm

Fixed the issue that City-states didn't get free Strategic resources and Gold!
City-states now give +1 to Capital for each level (was 2). Trade city-states give +2 (was +4).

Campuses now get a single +1 Science for having one or more adjacent mountains.
Campuses now get +1 Science for every 2 districts (like vanilla).

Fisheries no longer yield 1 Food and 1 Gold in base, but instead they yield 1 Food for every adjacent Fish, Crabs or Whales resource.
If Liang (surveyor governor) is in the city, all Fishing boats gain +1 production (was Fisheries) and all Fisheries gain +1 Gold.

Ottoman Janissaries now cost 10 Iron to build and 1 Niter per turn in maintenance.

Medieval and Renaissance Walls gives a Fortification HP bonus of a 100 (like vanilla). Each level of walls now gives city +10 CS (was +5 in previous version).

Gunpowder now requires Military tactics, in addition to Education.
Industrialization now requires Printing.
Steam Power now requires Ballistics.

Tech costs for each Era after Classical increased a lot.

Civic costs for each Era after Classical increased a lot.

Update: 26 Jun, 2019 @ 1:46pm

All DLC's should now be optional!

Fixed issues with loading Dunklosteus pretty Agricultural Revolution art for Archives, Hospitals and Techs etc.

Added text for Unit abilities, like extra sight on hills, embarked movement and movement penalties for lacking fossil fuels, etc.

Added text for Khmer and Indonesia's Unique Units.

Ballistics is now a prequisite tech for Steam Power. Something I had missed earlier...

Update: 23 Jun, 2019 @ 7:39am

Uploaded first version of the mod.