Sid Meier's Civilization VI

Sid Meier's Civilization VI

Strudeler's Civilization VI Deluxe
Showing 21-27 of 27 entries
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Update: 22 Dec, 2021 @ 3:04pm

HOTFIX 1.0.5.1

->Fixed the Vajrayana icon.
->Fixed some text.
->Added support for Strudeler's Civilizations: The Tart Society.

Update: 17 Dec, 2021 @ 7:31am

VERSION 1.0.5

->Fixed the Trebuchet/Bombard and Musketman/Line Infantry (now Rifleman) Eureka text issue (when Trebuchet/Line Infantry were added, they didn't update the text).

->The War-Cart now gains benefits from the Matterhorn.

->Religion icons have been updated.

->Golden Age Policies use appropriate icons within the Government Screen.

->Wide play has been nerfed: Cities founded or captured after the incur -1% Science, Culture, Gold, and Faith up to -25% or the 25th City.

->Marsh grants adjacency bonuses to certain Districts and Plantations can be built on Marsh with the Mercantilism Civic.

->Preserves grant +2 Faith on unimproved Coast or Lake tiles.

->Stonehenge gives +5 Great Prophet points instead on a Great Prophet.

->Changes to India, Sumer, Scotland, Georgia, Cree, and the Maya.

->Great Generals and Great Admirals are killed when captured (Commandante Generals are not killed and retreat). Great Admirals have 7 Movement.

->Cities gain less Combat Strength.

->Most unique Warriors and Swordsmen gain +7 Combat Strength at the Iron Working and Military Tactics Technologies.

->Most unique Men-at-Arms and Musketmen gain +10 Combat Strength at the Gunpowder and Rifling Technologies.

->New Religious Units.

->New Mercenary Units.

->New Pantheons.

->New Projects.

Update: 21 Jul, 2021 @ 3:42pm

VERSION 1.0.4

->New Religions: Conversus Christianity, Baptist Christianity, Methodist-Buddhist Christianity, Waldensian Christianity, Lollardy Christianity, Dar al-Islam, Alawite Islam, Xidaotang Islam, Behafaridian Zoroastrianism, Khurammite Zoroastrianism, Aghori Dharman, Supreme Clarity Taoism, Sol Invicta Mysteries, Ahuramazdanism, Theosophy, Satanism, Santa Muerte, Hermeticism, Wicca, Cult of Reason, Scientology, Deism.

->Pantheons should properly apply bonus Production towards Districts once.

->Buff Pharoah Isis: +100% Production towards Holy Site and its Buildings. In addition to regular abilities.

->Trireme, Barrage Ship, and Artillery Ship gained increased Production costs.

->Nerf City-States: City-States gain +1.25 Gold per Population. In addition to regular bonuses.

->Buff Cities: All City Centers gain +1 Production and +2 Gold.

->Nerf Wide Play: Each City after the Capital decreases -1% Science, Culture, as well as -2% Gold, and Faith in every City, stacking up to -25% (or when the player reaches 25 Cities).

->Buff Korea: Seowon Maintenance reduced to 1 Gold (was -6 Gold); each Seowon causes all Korean cities to suffer -1% Gold, stacking up to a maximum -50% (or a 25 City penalty).

->Buff Mali: Sugubas grant +1% Gold per Suguba, up to 25% Gold (this bonus neutralizes the -2% Gold penalty per City founded after the Capital).

->New Hillfort Building: +3 Outer Wall Strength and +25 City Health. Does not gain Wall modifiers or Tourism.

->Palace: Gold reduced to +5.

->Rework Semi-Nomadic Chiefdom: +30% Production towards Settlers and Builders. -4 Gold in the Capital.

->Buff Thrall Levies Policy: Ancient Era Military Policy. Removed Amenity penalties.

->Rework Fur Trade Policy: Ancient Era Economic Policy. International Trade Routes gain +2 Gold per Luxury Resource and Stategic Resource.

->Buff Market Economy: Modern Era Economic Policy. Makes Fur Trade obsolete. International Trade Routes gain +4 Gold per Luxury Resource and Stategic Resource.

->Buff Great Whale Hunt Policy: Ancient Era Economic Policy. Removed -1 Gold on Water tiles and in Cities; added -30% Gold in all Cities. Made obsolete by the Marine Fishing Management Policy.

->New Marine Fishing Management Policy: Modern Era Economic Policy. +1 Food and Production on Water tiles.

->Buff Peasant Communes Policy: Medieval Era Dark Age Policy. Removed -1 Gold on all tiles; added -20% Gold in all Cities.

->Buff Naturalism Policy: +3 Appeal on all tiles in a City.

->Rework Diadochi Wars and Interventionism: Reintroduced with new subj

Update: 8 Jul, 2021 @ 8:50pm

VERSION 1.0.3

->Cities gain +1 Strength per Population.

->New Units: Heavy Rider, Military Police, Trireme, Carrack, Surface Ship, Barrage Ship, Galleon, Corvette, Artillery Ship, Warship, Capital Ship, Recon Ship, Corsair, Zealot, White Elephant.

->Buffed City-States: City-States gain +100 Loyalty, +5 Amenities, +0.3 Food per Population, +0.6 Production per Population, and +2 Gold per Population.

->New Policies:
-->Fracking: Modern Economic. Makes Mining Guilds obsolete. Can build Mines on all Land tiles. +1 Gold on Mines.
-->Artillery Command: Medieval Military. Siege class Units gain +1 Range while occupying a District. Siege class Units gain +5 Strength when in or adjacent to home territory. Siege class Units gain +5 Strength against Naval class Units.
-->War Measures Act: Industrial Diplomatic. Cities gain +50% Production for 5 turns after being declared war upon or liberating a City.
-->Education Initiative: Industrial Economic. +15% Science in all Cities while at peace.
-->Avant Garde: Industrial Economic. +15% Culture in all Cities while at peace.
-->Splendid Isolation: Industrial Economic. +15% Production in all Cities while at peace.
-->Religious Pluralism: Classical Wildcard. +1 Amenity per Religion present in a City.

->Pantheon Reworks:
-->Vulcan: +5 Combat Strength against Barbarians. Mines do not suffer Food penalties. Mines can be built on all land tiles.
-->Nun: +50% Production towards Preserve and its Buildings. +1 Appeal on all tiles in a City.

->New Beliefs:
-->Reliquaries: Follower. +600% Faith and +300% Tourism in Relics. +4 Science in the Temple.
-->Fierce Identity: Follower. Can purchase the Zealot. +3 Production and Faith per level of Walls.
-->Murti: Follower. Can purchase the White Elephant. +4 Science, Culture, and Faith in Wonders.

->Leaders/Civilizations Reworks:
-->Eleanor of Aquitaine: Gain the Angevin Port unique Building. The Angevin Port is automatically themed when full.
-->Angevin Port: Replaces the Shipyard and nearly identical. Additional +3 Culture and +3 slot for Great Works of Art.
-->Basil II: Bonus +1 Gold on Farms.
-->Byzantium: Cities within 6 tiles of the Capital gain +25% Gold and +50% Faith; Cities more than 7 tiles away from the Capital lose -50% Gold and -75% Faith. Military Units and Religious Units gain +2 Combat Strength or Religious Strength per Holy City converted to the player's Religion. Heavy Cavalry class Units spread the player's Religion when killing a enemy.

Update: 3 Jun, 2021 @ 7:19pm

VERSION 1.0.2

->Some Text fixes.

->Jund Rider's Righteous Conversion Promotion increased to +5 Combat Strength against Religious enemies and removed the +1 Sight.

->Jund Rider's Jihad Sultans Promotion removed the -3 Combat Strength penalty for adjacent enemy Units. Other ability remains.

->Father Governs Children increased to +5% Science and Culture per City-State Suzerainty.

->Sapper Tactics Policy grants Siege Units +3 Combat Strength per adjacent Unit. City Gold Maintenance unchanged.

->Unrelenting People Policy grants +7 Combat Strength against Units with higher Combat Strength. Unit Gold Maintenance penalty reduced to -1.

->Diadochi Wars and Interventionism have been temporarily removed due to a bug where Combat Strength would stack arbitrarily, bonuses ranging from 90-300+ (thank you to ekids789788for spotting the issue).

->Fixed Resource costs for Aircraft Carrier and Nuclear Submarine.

Update: 26 May, 2021 @ 5:06pm

VERSION 1.0.1

->Welcome (again) to the re:launch!

->Added more text to the mod's civilopedia pages; the concepts page explicitly descibes changes made and new features (such as statistics for pantheons, policieis, etc.).

->Vikingr Lodges was broken, changed to: +3 Faith in Barracks, Stables, Lighthouse, Hangar.

->Fixed an issue with text for Unit Abilities.

->Venetian Arsenal does not duplicate Naval Melee or Aircraft Carrier class Units.

->Wonders have various bonus intrinsic yields.

Update: 20 May, 2021 @ 6:01pm

Welcome to the re:launch!