Sid Meier's Civilization VI

Sid Meier's Civilization VI

District Expansion: Commerce
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Update: 6 Sep, 2024 @ 3:37am

Fixed some text errors where descriptions of Harbor buildings would still list bonuses that had been moved to another building.

Update: 1 May, 2024 @ 8:24pm

- Lowered dummy building cost to 0 to avoid them giving free culture for Ramesses and with Ayutthaya. Also added back an unbuildable dummy as prerequisite for the Wharf to prevent Trajan or Torre de Belém from spawning it accidentally.
- Adjusted Product slots in buildings (taking into account Monopoly++ changes if active).
- Fixed adjacency requirement for Admirality Court policy.

Update: 1 Mar, 2024 @ 4:19pm

- fixed building descriptions of Arsenal and Waterfront districts from More Maritime: Seaside Sectors when this mod is active
- fixed some unintended inconsistencies in building yields of lighthouses and wharfs

Update: 23 Feb, 2024 @ 2:18am

Fixed Airport text

Update: 22 Feb, 2024 @ 2:22am

Building changes:
- Haven is now Fish Market. Still grants Gold to water tiles but no more bonuses for naval raiders (which were broken anyway)
- Cruise Terminal is now Offshore Terminal. Grants Production to certain water improvements. Seaport now more trade focused (Cruise Terminal reappears in the Entertainment Expansion)
- Simplified Trade Route slot unlocks
- Tweaked Lighthouses
- Simplified dummy building system, no more "Wharf" in build menu in non-coastal cities (will still appear in list of existing buildings in coastal cities)

Some building type IDs were changed with the adjustments described above.

New 3D models:
- Lighthouse types now change what type of crates, barrels, and containers appear on the harbor dock
- Shipyard, Fish Market, and Entrepot have different models now
- New model for the Offshore Terminal, small adjustments to Seaport model (more containers)
- New model for the Merchant Quarter to match it better to the Bank and Guildhall alternatives

Compatibility:
- overhauled compatibility with More Maritime: Seaside Sectors. Waterfront buildings now behave more coherently like Preserve buildings but exclusively for water
- Fixed some bonuses when using CIVITAS City States Expanded

Update: 28 Mar, 2023 @ 7:42pm

- reverted Wharf change so that cities connected to sea via canal can build Dock buildings in the city center again
- fixed adjacency from unique entertainment districts
- adjusted text for adjacency from unique entertainment districts so that all modded unique Entertainment Complexes and Water Parks can be supported properly
- fixed roof texture for Guildhall

Update: 21 Mar, 2023 @ 8:21am

adjusted text of Sundiata Keita's ability to include new buildings affected

Update: 21 Mar, 2023 @ 8:02am

- fixed some trade route slot requirements (thanks to luppdedci for pointing this out)
- added compatibility for Sundiata Keita

Update: 6 Dec, 2021 @ 2:36am

- Wharf buildings no longer show that they grant a Specialist slot.
- Fixed conflict with the “Light” Building Expansion (trade route from airports).
- Added missing text to Industry/Corporation adjacency.
- Added missing adjacencies for being next to a unique Brazilian entertainment district.
- Gameplay changes of this mod no longer loaded with Golden Age, allowing it to access the assets added by this mod for use as desired.
- Added support for upcoming compatibility mod with Harmony in Diversity.

Update: 25 Oct, 2021 @ 10:13pm

with More Maritime: Seaside Sectors active:
- changed Steam Power eureka to "Build 2 Drydocks"