Sid Meier's Civilization VI

Sid Meier's Civilization VI

Civ Reimagined 7
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Update: 14 Oct, 2021 @ 7:34pm

Changes:

Environmentalism gives -5 loyalty if you are population leader when discovered, not -50

Nerfed loyalty penalty for semi autonomous regions not on home continent (when you declare war they can get pissed, we just softened that a little)

AI receives a gold bonus at it's palace. (will tweak more with player feedback)
+6 gold from a palace at all difficulty levels.
On King difficulty this increases to +10 at classical era.
On at least Emperor this increases to +20 at Medieval era.

Update: 14 Oct, 2021 @ 6:51pm

Version 7.2.2

SEE 7.2.3

Update: 21 Sep, 2021 @ 7:46pm

Update 7.2.1
We have rolled back the Loyalty penalties incurred when discovering certain civics. Both for gameplay issues and for game stability. But we will keep an eye on this one.

Also fixed issue where "open borders" is on both civics and tech tree. Not it can only be achieved with Pictograms.

Update: 12 Sep, 2021 @ 6:11am

Update: 11 Sep, 2021 @ 4:28pm

1. New changes to Loyalty System.

Throughout the game, as you progress certain civics will cause a large drop in loyalty in all your cities. However your mouse over the "star" icon on a civic to see what impact it will have and the RPG reasoning.

From a gameplay perspective this change may cause cities with lower loyalty to openly rebel. But cities with high loyalty will be fine, they will take a hit to growth and productivity, which they will gradually recover as they build back loyalty.

This has the effect of slowing your steam rolling somewhat by penalizing players as they advance.

2. For this version we eliminated some references to specific Civilization's traits in the base mod. That way this mod now only requires GS and RF. It will work with any combination of Civ Packs. Previously, without Aussies, Persia & Macedon, and the Aztecs you would get a crash. This means the Roving Warriors mercenary unit and Fishing Expedition policy are now disabled.

3. There is maintenance now for districts, about 1 gold per turn. This will cause some economic challenges as you grow. Be careful!

4. Vassal Kingdoms not on your home continent may rebel when you declare war on anyone.

5. City Administrations allow for Imperial Customs House to be built at mercantilism, causing a severe loyalty penalty in cities not on your home continent. But giving a boost to domestic trade routes, as well as Production Bonus for Districts if your city is not on your home continent.

Update: 7 Sep, 2021 @ 8:47am

Update: 5 Sep, 2021 @ 3:38pm

7.0.2
Buffed AI
Was struggling to hold early cities.
Now AI City Administration gives +10 loyalty
AI Palace gives a loyalty boost to nearby cities.
And AI starts with +1 amenity.
For future may create a base loyalty boost for AI in early ages (up to Middle Ages)

Update: 2 Sep, 2021 @ 4:46pm

Fixed regional effect of loyalty hit from having Imperial Prefecture or a Slave Colony.

Update: 2 Sep, 2021 @ 3:54pm

Civ Reimagined Version 7

-Fixes include:
Warrior now upgrades to Spear Warrior
Meditation Policy was causing +999 unit build times, replaced with new policy.

-GPP Balancing

Further added to threshold for earning great people.

-Loyalty Rework

Nearby citizens (from your other cities) now only provide +5 loyalty instead of +20. The Capital City's help generating loyalty in nearby cities has also been reduced. This will mean that you will see far more free cities, and most likely have both barbarians and free cities on your doorstep giving you trouble in the early game. This may cause a big shift in the game. We are excited about it, but would love to hear about your experiences.

-Autonomous Region System
Just the start of this, many more buildings to come.

With our new Autonomous Regions building tree you now get a choice, starting at Code of Laws, to build either a City Administration or a Semi Autonomous Region. The major difference is that these new regions cannot train settlers or build many City Center Buildings. In exchange they will have low maintenance and unique building trees.

There are some changes to the base buildings as well. For example, the Warlords Throne in the Government Plaza now requires it be built in a city with an Autonomous Region.

The goal here is to make your experience more immersive by giving you more choices to make, which unlock layers of new possibilities, some predictable some not.

We initially developed the idea as players struggled with the challenges of the mod. We wanted to give you more options of how you would govern your empire, rather than just deploying Governors and trying to keep your amenities up.

We've created new buildings up through the first half of the Medeival era. And it is playable as is. But there will be far more to come soon!


For those wondering about when we will finally work in new eras. That is next. This new system is also about adding new buildings and new options to keep the game interesting once the new eras are added.

Update: 13 Aug, 2021 @ 7:57am

Fixed descriptions for some policies and adjusted some policy effects.
1. Burn It All policy is more clearly described.
2. Meditation Policy does not effect purchase cost of units or cost of civilian units. Should only impact military units.
3. Dictator For Life Description fixed.

(Currently we are working on identifying the error which causes +999 cost for all units. Right now focusing on policies as potential issue).