Sid Meier's Civilization VI

Sid Meier's Civilization VI

NuDDen's Tweaks for Warfare Expanded Lite
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Update: 19 Mar, 2022 @ 1:14pm

V 2.9.4
- increased Co2 limits for each map type
- switched Dark Age thresholds back to default
- cost increase for some buildings and projects

Update: 11 Mar, 2022 @ 11:51am

V 2.9.3
- Cost reduced for Black Market Projects buying resources
- various minor tweaks

Update: 7 Mar, 2022 @ 12:36pm

V 2.9.2
- No resource cost anymore for repairing city walls (City States couldnt handle it)
- changed 3 policies: Retinues, Professional Army and Force Modernization

Update: 4 Mar, 2022 @ 10:52am

V 2.9.1
- reworked some Policies (see ingame Cards or Civilopedia for detailed changes)
- Caravel (+ UU), Corvette, Frigate (+UU) and Ship of the Line (+UU) now cost one Pop
- Ice renamed to Arctic Waters

Update: 25 Feb, 2022 @ 9:36am

V 2.9
- Newly added Mods: ARS - Improved Goody Huts v1.3, Bear's Dedications Expanded, Climate Balance - Complete Pack, Nere's Better World Congress, NuDDen's Even Darker Dark Ages and Happiness + Loyalty Deflation, Passable Ice, Progressive Power Consumption, Random Meteor Bonuses
- Aerodrome cant attack anymore (was bugged anyway), now Spaceport can
- some Projects now have starting costs (resources)
- more units now cost 1 pop to produce
- some terrain and feature changes (defense, movement cost)
- Submarines units got some CS and Movement bonuses (Arctic waters (Ice), Kelp Forests)
- All Civs get 2 new Combat traits (based on their historical home territory)
- All changes have been documented in-game

Update: 11 Feb, 2022 @ 9:58am

V 2.8.2
- Regional Range buffed for the following buildings and Wonders:
Kinkaku-Ji , Statue of Liberty , Jebel Barkal, Colosseum, Nuclear Power Plant, Aquatics Center, Stadium, Oil Power Plant, Coal Power Plant, Zoo, Thermal Bath, Aquarium, Factory and Electronics Factory

Update: 10 Feb, 2022 @ 2:27pm

V 2.8.1
- Yields changed for powered buildings (Industrial Era and up), some Tier 2 and most Tier 3 buildings are now only effective when they are powered
- +5 Resource Cost for most military units
- More HP for city center (200 --> 300), Encampment and its UDs (100 --> 200 (250)), Oppidum (100 --> 150) and Aerodrome (150 HP). Aerodrome can now attack with a Range of 3
- Stock Exchange now award 1 Coal, Research Lab award 1 Niter, Airport award 1 Aluminum, Seaport award 1 Oil and Nuclear Power Plant award 1 Uranium
- Sewer +1 Housing and +2 Food if powered
- Various text additions to reflect the changes
- Marines are now effective vs. Recon units
- Recon units are now effective vs. Siege units
- Ranged units are now effective vs. Fire Support units

Update: 8 Feb, 2022 @ 2:13pm

V 2.8
- Range buff (+1) for Field Art., Heavy Art. and Rocket Art.
- all Yields from Bonus, Strategic and Luxury Resources rebalanced (most of them slightly buffed)
- Harvest from Bonus Resources buffed by ~15-20%
- Melee, AntiCav, Marine and Support units (from Renaissance Era on) now cost 1 Population
- more Power from Coal (4 to 5), Oil (4 to 10) and Uranium (16 to 20)
- reduced CO2 per kWh: Coal 820 to 700, Oil 490 to 350
- more CO2 per kWh from Uranium: 48 to 50
- most of the buildings from the Industrial Era upwards now get -1 Amenity when they are NOT powered. That means that u actually have to take care that ur cities ARE powered!
- most of the Tier 3 buildings got a small Yield bonus when they are powered.
- Improvements (Geothermal, Solar Farm, Wind Farm, Offshore Wind Farm) get +1 Power
- Now u can build a solar plant on Snow terrain and an Offshore Wind Farm on Ocean Terrain
- The AI gets some Power for free to handle the new situation

!! U now need Sukritact's Oceans to run this Mod !!

Update: 5 Feb, 2022 @ 12:56pm

V 2.7.4
- added "Ski Resort Complexity" by JNR (Ski Resorts are now workable - for more infos look in the Civilopedia)
- Tech/CivicCostPercentChange after Game Era changed back from 100 to 120%

Update: 4 Feb, 2022 @ 10:21am

V 2.7.3
- Espinage Mission "Foment Unrest" and "Neutralize Governor" now slightly more effective
- Paradrop Range buffed from 7 to 10 (short) and from 12 to 15 (long)
- Drought Food Loss per tile from 1 to 2
- Great Generals and Great Admirals now give +5 Loyalty to adjacent cities
- more AI buffs for the mid/late game
- Military Engineers are now reducing the CS of adjacent enemy units by 5
- Settlers are now reducing the city's Population by 2 when completed