Sid Meier's Civilization VI

Sid Meier's Civilization VI

District Expansion: Military
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Update: 4 Jan, 2020 @ 10:00pm

Large balance update with various changes and bugfixes:
- Harbors no longer get walls and ranged attacks. Unfortunately, this caused too many complications, the main one being passages getting blocked even for friendly units.
- Removed the production bonuses to resources and camps, except for that to Horses from Stables. In return, base production has been increased slightly for several buildings. It might've been messing with AI priorities too much.
- Cavalier ranged attack now scales with level of walls in city. Reduced the extra Engineer charges to 1.
- Limes and Third Alternative policy cards can now double the Encampment adjacency. Third Alternative no longer provides its effect to Power Plants to avoid overloading the policy.
- Stockpile increase from base district now correctly applies to unique Encampments, too.
- fixed description for Military Academy, now properly showing that the Ambush promotion is only granted if there is a Target Range in the city already.
- Cavalier description now properly mentions free promotion for siege units.

Update: 25 Aug, 2019 @ 2:36pm

- corps and armies now can be built properly in cities with Arsenal
- Terra Mirabilis support
- Warfare Expanded support
- cleaned up file structure with folders
- fixed typos

Update: 19 Aug, 2019 @ 2:07pm

- doubled hit points for unique harbors
- harbors now project zone of control like other districts with active defenses

Update: 19 Aug, 2019 @ 2:02pm

Day 1 Hotfix:
- Naval Base now gets the proper bonuses from city states with respective mods active
- fixed error for Third Alternative and Military Research when used together with RwF' Revised Policies
- fixed dependence on Rise & Fall, which is now no longer needed, as it should be
- moved Military Engineer bonus charges from Supply Depot to Chevalier

Update: 18 Aug, 2019 @ 5:57pm