Sid Meier's Civilization VI

Sid Meier's Civilization VI

Civ6 Plus: Harmony in Diversity v2.0
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Update: 5 Nov, 2021 @ 6:17am

[v1.0.9.1]
Some bug fix and Nerf on AI's Gold and Faith Buff.

Update: 30 Oct, 2021 @ 2:44am

[v1.0.9] hotfix for missing Babylon DLC

Update: 29 Oct, 2021 @ 10:19pm

[v1.0.9]
Resume the ability of Royal Society (due to too much Industrial Zone buildings when JNR expansion enabled).
powered research lab provides +10% science instead of 5%.
Germany no longer provide +1 science & +1 culture when having specialty district.

Supports JNR Aqueduct and Industry District Expansion.
Add three Classical Era Great Engineer (even without JNR Industry Expansion)
Archimedes, 2 charges, grant 1 medival era eureka, eureka gives +1% more tech.
Li Bing, 1 charge, Mathematica unlocks dams, dams provide +1 production for tiles adjacent to river, +25% production speed towards dams.
Ma Jun, 1 charge, grant eureka to Machinery (finish the tech if already boosted). Industrial Zone can get +1 adjacency bonus from river.
[change] Imhotep changed to classical era, 4 charges, gives 55 production towards wonder (double for classical and ancient wonders).
[change] Watt and Tesla effect changed.

We just explain what's changed if JNR Aqueduct Expansion is enabled.
The Aqueduct renamed to Cistern (Bath renamed to Aqueduct) while unlocking at Irrigation instead of Engineering.
Three tier-1 building for this district, all cost 120 and provide +10% growth rate.
Orchard: +1 Food and +2 Gold from Plantations and Farms over resources in this city.
Hammer Works: +1 [ICON_Science] Science from Mines and Quarries in this city.
Bathhouse: Citizens in this city provide +0.3 Culture. If built adjacent to a Geothermal Fissure, +1 Amenity. (this was the ability of Aqueduct, but we move that here)
The Sewer become tier-2 building for Cistern (Aqueduct), 220 cost with 20% growth rate, +2 housing and +1 Amenity.

We just explain what's changed if JNR Industry Expansion is enabled. (along with some boost changing)
Tier-1 (v1.0.9.2)
Tooling Shop (Iron Working): 45 cost, +2 production, 1 citizen slot, can be upgraded to hydraulic artisans or wind mill via projects.
hydraulic artisans (Engineering): 90 cost, +5 production, can only be built when the IZ is adjacent to River.
wind mill (Construction): 90 cost, +3 production, +1 production for districts that adjacent to lakes or coasts.
Tier-2
workshop: unchanged
manufactury (Apprenticeship): +2 production, +1 production +3 gold for resources in the city.
Tier-3
factory: unchanged
chemical plant (Industrialization): +2 production +2 science. +5% production and +5 science for each type of improved strategic resource in the city.
Tier-4
The 3 power plants: unchanged
logistics centre (Combustion): +1 production +2 gold for each citizen. provides production equal to the adjacency bonus of the Industrial Zone.


Update: 21 Oct, 2021 @ 7:19am

[v1.0.8]
1. Rework on ability of Canada. LA also apply to pastures (production), quarries (production) and plantations (food) on tundra or snow tiles. UA remove two ability related to dip favor, add new ability that: +15% culture and +25% tourism when at peace with all civs.
2. Druid (change): forest +1 food instead of production.
3. resume the peat resource in [MOD]Wetland
4. ARTILLERY now costs NITER to maintain, instead of oil.
5. Scotland's ui moved to GUILDS civic.

Change implementation to support more MOD unique districts automatically.
Supports three great Resource MODs: Sukritact's Resources, Latin American Resources, CIVITAS Resources.

Update: 30 Sep, 2021 @ 9:27pm

[v1.0.7]
1. nerf on work ethic (less production)
2. Wonder RUHR_VALLEY enhanced.
3. nerf on Autocracy (no longer apply to gov and dip districts base).
4. Industry district now provide +0.5 production per citizen (not apply to Hansa).
5. The cost of great people patronage increased by 33%.
6. The overflow great people point convert to faith with 2:1 ratio.
7. cost of AERODROME District change to 150.
8. Rome can build city center buildings 50% faster now (instead of 25%), Maori can get +1 more production for forest and jungle when CIVIC_ENVIRONMENTALISM unlocked.
9. rework IBRAHIM's ability
10. New policy card (unlock on military training): +50 exp when attacking for all military units.
11. some bug fix

Update: 16 Sep, 2021 @ 7:26am

[v1.0.6.1] (fix)
fix the error when missing maya dlc.

Update: 16 Sep, 2021 @ 5:17am

[v1.0.6.1]
1. Change the year table to better match the game.
2. Tweak on Greek, England, Maori, Macedon, Norway,
3. Tweak on some Great Scientist
4. Druid also apply to Jungles, Tweak on God King.
5. The unique policy of tier-3 governments no longer apply to tier-4. Resume three tier-3 unique cards to normal ones.
6. The favor provided by cities states postponed (require colonism). Resume a military card that add units Combat experience.
7. Updates on a set of Great Admiral.
8. After Conservation, +1 amenity for cities adjacent to forest.
9. Some text fixing and bug fixing.
10. The worship building that provide envoy now also provide influence points.

Add Multiplayer mode to debug, not used yet.

Update: 3 Sep, 2021 @ 4:53am

[v1.0.5.1]
1. Capital of France can get benefits from wonders, tweak on abilities of Korea, Russia, Netherlands, De Medici.
2. Unique Building for Ottoman unlocked earlier by Mediaval Fairs.
3. Tweak on Unique Units for Cree, Greek, Arabia, Mongolia.
4. Tweak on Wonders include Great Zimbabwe, Panama Canal, Huey teocalli, Itsukushima.
5. Nerf the military policies that speed up training units. Increase the cost of strategic resource producting projects. Postpone 4 trade route related policy cards.
6. nerf on Knight and following heavy cavalry class units, enhance courser and cavalry and their replacemetns.
7. remove the citizen slot for gov and dip districts.
8. Tweak on CityState improvements of La Venta and Granada.
9. Eureka and Inspiration gives 34% of the cost, Babylon's Ability become 94%.
10. The belief: To the glory of God, no longer grant the relic randomly, but with the first, fourth, seventh (and so on) great person used up. Nerf on the Papal Primacy, Dance of Aurora belief.
11. Change start plot bias for Inca and England.
12. New Happiness level: Joyful, between happe and ecstatic (+6 to +7), the ecstatic become 8+. The bonus become 5, 10, 15, 20% for four levels for both food and other yields.
13. Nerf on Abilities of Reyna, Tweak on Abilities of Magnus.
14. Remove Harbor adjacency bonus provided by canal and Commercial Hub.
15. Some Districts also provide +1 gold for each International trade route towards then.
16. The diplomacy likeness for trade routes connected increased from +2 to +4.
17. All techs are now required for Technology Victory.
18. Workshop resumed the abilities of 5% speed up for constructing buildings.
19. Armory (And Victor's ability) no longer provide promotion to Spies.
20. Some Tweak on Great Engineers and Great Merchants.
21. some other changes.

Update: 27 Aug, 2021 @ 8:29am

Remove git repo

Update: 27 Aug, 2021 @ 8:28am

[v1.0.3]
Fix a bug that cause trader and spy have larger vision range.
Fix a bug that rock bands do not highlight tiles.
Fix the settlers lag problem in later games.
Fix the official bug that units with free promotion gained via upgrade will fix their exp as 15.
Fix the Gorgo problem when missing NFP.
Germany STUU cost fixed.
Add base cost desc for projects in Tech tree.
Add Chinese support for Suk's Ocean with Monopoly.
Belief update (Practical Application to 2 Gold per population, 1% Gold per follower)
Georgia gains a wildcard slot permanently when first entered golden age (instead of +1 when at golden age).
MONASTICISM policy no longer available when in Renaissance Era.