Sid Meier's Civilization VI

Sid Meier's Civilization VI

DB's Civ VI Gold
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Update: 4 Jan, 2024 @ 6:58am

UNOFFICIAL PATCH
- Observation balloon no longer ignores terrain (historically, they would be transported by wagon/truck and inflated on-site)

BETTER WARFARE
- Naval Raider units (Privateers and subs) now have -17 combat strength when attacking land units or cities
- Ironclad movement is now 4 (was 5)
- Destroyer movement is now 5 (was 4)
- Submarine movement is now 4 (was 3)

BETTER GREAT SCIENTISTS
- The scientists who grant technologies now also have a passive science amount (in case you recruit them after you already have their tech)

BETTER GOVERNORS
- Estrella's base ability is now +4 food (was +2)

Update: 8 Oct, 2023 @ 4:11am

REMOVE UNIT UPGRADES
- Researching new tech doesn't automatically switch production in the players' cities

BETTER GREAT SCIENTISTS
- bugfix: don't load if the player doesn't have Babylon DLC selected for the game

Update: 7 Sep, 2023 @ 4:15pm

UNITS HIDE IN TREES
Bugfix: Land units with stealth promotions would lose that stealth once they leave a woods/rainforest tile. Thus the workaround is to replace those promotions with something else:
- Recon Units: Replace "Camouflage" promotion with "Survivalist" (heal after any action) [Note: if you select the "Better Warfare" game option, you will not get the "Survivalist" promotion]
- Warrior Monks: Replace "Twilight Veil" promotion with "Chakra" (+10 healing)

BETTER WARFARE
Recon units (Scouts, Skirmishers, Rangers, Spec Ops) are stealth by default and have different promotions. Skirmishers, Rangers, and Spec Ops got increases in attack strength, but they must be right next to their target, and have lower melee strength (defending strength). [Note: if you select the "Better Scouts" game option, these changes will not affect Scouts, only the other Recon units.]

- Skirmishers:
-- Technology requirement: Machinery → Currency (available an era earlier)
-- Production cost: 150 → 75
-- Maintenance: 2 → 1
-- Ranged strength: 30 → 40
-- Melee strength: 20 → 5

- Rangers:
-- Production cost: 380 → 250
-- Maintenance: 5 → 2
-- Ranged strength: 60 → 65
-- Melee strength: 45 → 30

- Spec Ops
-- Production cost: 520 → 500
-- Maintenance: 7 → 4
-- Attack range: 2 → 1
-- Priority Target range: 2 → 1
-- Ranged strength: 65 → 90
-- Melee strength: 60 → 45

- Promotions for Recon units:
-- Level 1: Ranger (ignore movement penalty for woods/rainforest)
-- Level 1: Alpine (ignore movement penalty for hills)
-- Level 2: Commando (+1 movement, can scale cliffs)
-- Level 2: Amphibious (no movement penalty to cross rivers or embark/disembark)
-- Level 3: Elusive (ignore Zones of Control)
-- Level 3: Guerilla (can move after attacking)
-- Level 4: Double Strike (+1 attack)
-- Level 4: Ambush (+20 Combat Strength for attacks only)

BETTER SCOUTS
- "Survey" policy now gives +1 sight to Scouts (was +100% XP from discovering natural wonders and huts)

BETTER TRADE ROUTES
- The minimum turn length was removed (i.e., for short routes, the trader is done after going there and back once)

PANTHEON OBELISK
- Pantheon Obelisk costs 250 (was 180)
- God King policy give +30% production (was +20%)

Update: 10 Jul, 2023 @ 3:15pm

BETTER GOVERNMENT PLAZA
- Foreign Ministry reduces levy costs by 50% (the Firaxis default, previously it was 100%). Still +7 combat strength.

BETTER SCOUTS
- Scouts have Stealth by default (i.e., hidden/camoflauged, like a Privateer)

BETTER TRADE ROUTES *New Option*
Makes international (including City State) trade routes better than domestic routes. Otherwise, why bother with international routes?
- International yields match domestic yields in addition to their standard yield. (e.g., domestic campus +FOOD; foreign campus +FOOD +SCIENCE)
- City States only request trade routes as their quest

CITY STATES AREN'T BACKWARDS
- City States are no longer restricted to building only their type of district

REMOVE UNIT UPGRADES
- City States can upgrade their units (otherwise they're content with a pile of warriors/slingers until those units die)

Update: 9 Mar, 2023 @ 7:02pm

- Better Warfare: Privateers require 1 niter to make
- Better Great Scientists [new game option]: Great Scientists who trigger Eurekas to several Techs are replaced by Great Scientists who research one specific Tech in full, even if that Tech's prerequisites haven't been researched. Combat units on these granted technologies have been moved to other techs so that the Great Scientists don't allow for too much of a military advantage. Finally, a handful of Great Scientists have been moved to earlier eras.

Update: 10 Feb, 2023 @ 8:42am

- UI no longer shows Atlas at 3 production

Update: 7 Feb, 2023 @ 11:31am

- Olympic Pantheons: Atlas = 2 production on stone (was 3)
- Added new option "No City Trades". [Cities are not listed on the make deal menu. (Further hides information about other civilizations.)]
- Sean Bean no longer speaks on the loading screen
- Add compatibility with mod "Real Great People"

Update: 1 Nov, 2022 @ 10:46am

- bugfix: Diplomatic Favor is now on the top bar when playing with World Congress
- bugfix: Better Governors: should now play nice(r) with other governor mods
- bugfix: No Religious Sea-Spies: Embarked religious units cannot move onto an ocean tile unless adjacent to a boat
- "Disabled" options are now available for "Turns for Peace", "Science per Population", and "Culture per Population" (for players who use another mod for those items)

Update: 6 Sep, 2022 @ 10:46am

Earlier Wars of Religion
- The Holy War casus belli is now available at Theology (instead of Diplomatic Service)

More Spies
- bugfix: The Intelligence Agency now properly creates 2 spies upon completion (was one)

Update: 1 Aug, 2022 @ 3:02pm

- "Remove Government Plazas" option now overrides "Better Government Plaza" (when both are selected)

Loyalty Matters
- City States received a loyalty boost so they never succumb to loyalty pressure

Learn From Other Civs
- Met bonus was removed
- Redundant Information was removed
- Diplomatic Visibility was increased from +15% to +25% per level

Better Governors
- Kalilah's "Foreign Connections" title was changed to "Flying Squadron" (+1 Diplomatic Visibility on each other civ)
- Aadish's "School of Mines" title no longer has -Production

Soli Deo Gloria
- Now only removes beliefs from Base Game. Doesn't remove beliefs from other mods.
- Child Labor [WAS: +2 Production per city] [NOW: +1 Production per city]
- Consider the Ant [WAS: +1 Production, +1 Production per 7 citizens] [NOW: +1 Production per 7 citizens]
- Nulla Dies Sine Linea [WAS: +1 Production, +1 Production per 2 specialty districts] [NOW: +1 Production per 2 specialty districts]
- Deseret [WAS: +12% Production] [NOW: +10% Production]
- Shatter the Teeth [WAS: +4 Combat Strength on attack] [NOW: +3 Combat Strength on attack]
- Veni, Vidi, Vici [WAS: +2 Combat Strength] [NOW: +2 Combat Strength on attack and +1 Combat Strength on defense]
- Tzevaot [WAS: +4 Combat Strength in own city limits] [NOW: +1 Combat Strength on attack and +2 Combat Strength on defense]
- Armor of God [WAS: +4 Combat Strength on defense] [NOW: +3 Combat Strength on defense]
- Deus Vult [WAS: +5 Combat Strength near other cities with this religion] [NOW: +4 Combat Strength near other cities with this religion]
- Crusade [WAS: +7 Combat Strength on attack near other cities with this religion] [NOW: +8 Combat Strength on attack near other cities with this religion]
- Wall of Righteousness [WAS: +10 Combat Strength on defense in own city limits] [NOW: Moved to "More Beliefs" option]
- The Watchmaker [WAS: +2 Science per city] [NOW: +1 Science per city]
- A Fine-Tuned Universe [WAS: +1 Science, +1 Science per 7 citizens] [NOW: +1 Science per 7 citizens]
- Irreducible Complexity [WAS: +1 Science, +1 Science per 2 specialty districts] [NOW: +1 Science per 2 specialty districts]
- Non-Overlapping Magisteria [WAS: +12% Science] [NOW: +10% Science]
- Psalms [WAS: +2 Culture per city] [NOW: +1 Culture per city]
- Gregorian Chants [WAS: +1 Culture, +1 Culture per 7 citizens] [NOW: +1 Culture per 7 citizens]
- Hymns [WAS: +1 Culture, +1 Culture per 2 specialty districts] [NOW: +1 Culture per 2 specialty districts]
- Oratorios [WAS: +12% Culture] [NOW: +10% Culture]
- Widow's Mite [WAS: +6 Gold per city] [NOW: +3 Gold per city]
- Render Unto Caesar [WAS: +3 Gold, +3 Gold per 7 citizens] [NOW: +3 Gold per 7 citizens]
- Acres of Diamonds [WAS: +3 Gold, +3 Gold per 2 specialty districts] [NOW: +3 Gold per 2 specialty districts]
- Gospel of Wealth [WAS: +36% Gold] [NOW: +30% Gold]
- Catechists [WAS: +4 Faith per city] [NOW: +3 Faith per city]
- Readers [WAS: +2 Faith, +2 Faith per 7 citizens] [NOW: +3 Faith per 7 citizens]
- Deacons [WAS: +2 Faith, +2 Faith per 2 specialty districts] [NOW: +3 Faith per 2 specialty districts]
- Vicars [WAS: +24% Faith] [NOW: +30% Faith]
- Diocesans [WAS: +2% Faith per citizen] [NOW: +3% Faith per citizen]