Sid Meier's Civilization VI

Sid Meier's Civilization VI

NuDDen's Tweaks for Project 6T
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Update: 8 Mar @ 2:53pm

**V 1.2.0**
*AI*:
- +10 extra Loyalty, extra Gold/Faith to compensate the new mechanic
*BUILDINGS*:
- Brewery/River Dock/Irrigation Wheel +1 Food
- Templar Vault gold maintenance from 4 to 0
- Wind Mill from 20 Timber to 10 Granite + 10 Timber
- Steel Works from 35 Iron/50 Coal to 50/50. +1 Great Engineer Point
- Chemical Plant from 25 Granite/15 Timber to 30 Iron/30 Timber
- Factory from 35 Iron/35 Timber to 30/30
- Keep has no Timber maintenance anymore
- Tier 3 Encampment/Arsenal buildings now cost 2 (was 1) Horses per turn
- Consulate and Chancery replacements now correctly consume 2/3 power
*GPP*:
- raised cost of all GP
- Audience Chamber (-2 Spy), Chamber of Commerce (-2 Spy), War Department (-4 Spy), Plague Hospital (+1 Spy), Queens Bibliotheque (+1 Sovereign), Legation (+1 Sovereign), Consulate (-4 Spy), Chancery (-2 Spy), Farmers Market (+1 Merchant), Seafood Market (+1 Merchant), Opera House (+1 Musician), Landscape Garden (-1 Explorer, +1 Artist), Preserve (-1 Explorer, +1 Musician), Dam (+1 Engineer), Chamb. of. Commerce/Exam. Hall/Grandm. Chapel (-1 Sovereign), Cristo Redentor/Eiffel Tower (+1 Artist)
*NEW MECHANIC*:
- From now on your cities have a maintenance cost:
Base maintenance cost for all cities (Gold) = 1, (Faith) = 0.5
Gold cost per tile of distance from the capital = 0.2
Faith cost per tile of distance from the capital = 0.25
*OTHER MODS*:
- compatibility with "Great Entertainers+Diplomats" by PLATI, Babylon Overhaul by Captain Lime
- removed compatibility: Civilizations Expanded
*POLICIES*:
- Triangular Trade moved from Exploration to Diplomatic Service
- Elite Drills from Mobilization to Totalitarianism
- added Harvest Calendar
*PROJECTS*:
- (Water) Bread and Circus now provides only 10 (was 20) Great Musician Points, but +10 Great Entertainer Points as well
*TEXT*:
- Description for: Factory + Chemical Plant
- Pedia text for some Policies
*UNITS*:
- Settler Sight Range from 1 to 3
- Battering Ram + Siege Tower now heal adjecent units +10 HP/turn // Timber cost from 10/15 to 15/20
*WORLD WONDER*:
- Chichen Itza moved from Surveying to Buttress
- Cristo Redentor moved from Mass Media to Conservation
- removed support for Kinkaku-Ji, added support for Candi Borobudur, Notre Dam, Wat Arun, Great Mosque of Djenne, Serpent Mound

Update: 1 Dec, 2024 @ 9:45am

**V 1.1.9.2**
*BUILDINGS*:
- Well+Forum: Prod. Cost from Limestone to Granite
*HEROES*:
- Sinbad: Base Moves from 6 to 5
*POLICIES*:
- fixed: Land Surveyors, Expropriation
- changed War Industry to War Economy, additionally -2 Culture and Gold, and +4 Production in all cities
*TEXT*:
- added texts about ZOC for all units
- added info text for units which can counter aircraft
- Pedia text for some Policies, Buildings
*UNITS*:
- Attack Helicopter: removed AA capability, can still counter aircraft. Instead get +75 RS, 1 Range

Update: 24 Oct, 2024 @ 1:41am

**V 1.1.9.1**
*BUILDINGS*:
- Tavern+Forum: +2 Food, +25% Religious Pressure to adjacent cities
- Public Fountain: Prod. Cost back from Limestone to Granite
*PROJECTS*:
- Bread and Circus (+ Water) now give 20 Great Musician points when finished (instead of Theater Project)
- Preserve Stewardship now give 10 Great Spy Points instead of 10 Great Prophet Points
*PROMOTIONS*:
- buffed 3 Promotions from the Assassin Promotion Tree
*UNITS*:
- Dhow, Balinger, and all Naval Ranged don't exert ZOC anymore
- all Naval Ranged vs. Naval Melee from +7 to +9 CS

Update: 13 Oct, 2024 @ 8:39am

**V 1.1.9**
*BARBS*:
- Bandits: CS from 15 to 10
*BUILDINGS*:
- Public Fountain, Temple, Forum resource cost from Granite to Limestone
- Grove resource cost from Granite to Timber
- Flood Irrigation from 5 Granite/10 Timber to 15 Timber, +1 Food
- Courthouse resource maintenance cost from 2 to 1, Production from Pop. from 0.2 to 0.35
- Secret Council Hideout Prod./Faith/Gold from Pop. from 0.2 to 0.35
- Forum Gold from Pop. from 0.25 to 0.35
- Tavern/Forum from -2 Prod. to -1 Prod. // +0.2 Science (Tavern), +0.2 Culture (Forum) from pop.
- Cruise Terminal, Aquatics Center, Stadium, Convention Center: +1 Great Musician Point
- Keep: +1 Great Spy Point
- Arms Factory now coverts 3 Oil into 3 (was 2) Synthetic Rubber
- Watchtower has now a resource cost. Not required for building Walls anymore
- Inquisition changed to +6 Food and Faith, -3 Prod.+Science+Culture (was +4/-2)
*CIVILIZATIONS*:
- Portugal Trait nerf: buff to all yields from trade routes from 50% to 25%
*DEDICATIONS*:
- Reform the Coinage: +2 (was 1) Era Score for completing a Trade Route
- Meritocracy: +4 (was 2) ES for each recruited Great Person
- Age of Reason: +3 (was 1) ES for every constructed building that provides Science
- Culture Industry: +3 (was 1) ES for every Specialty District built
- To Arms/Military Industrial Complex: +2 (was 1) for killing Corps, +3 (was 2) for killing Armies
- Skies and Stars: +3 (was 1) for each Aerodrome building
*DISTRICTS*:
- Buffed traderoute yields for domestic and international routes
- Neighborhood, Mbanza: +1 Great Writer Point, can now attack: Range = 1, HP = 100
*OTHER MODS*:
- Compatibility&requirement with: CypRyan's Outer Rings, Caravans & Pilgrims, Aircraft Carriers Perfected, Tory's MorePromotions
- added Dark Age Policies from PLATI (WiP)
*PROJECTS*:
- reduced cost for all Black Market Projects
*UNITS*:
- fixed: Marine Spearman now have the correct ObsoleteTech
- increased Lifespan for Great Spies from 60 to 100
- increased Lifespan for Great Generals+Admirals+Archaeologists (from 60 to 75)
- Settlers, Worker, and Rock Bands (100) now have a Lifespan of 75
- removed Lifespan for Medics, Supply Convoi, Observ. Balloon, and Drone
- increased Lifespan for Military Engineer/Alchemist (from 60 to 75)
- Ghaznavid War Elephants: +5 Gold maintenance, +1 Strat. Food upkeep
- Assassin: +6 Gold maintenance, +2 Strat. Food upkeep
- Tycoon/Investor resource cost from 30/40 to 50/50; can't earn XP anymore
- Caravel/Galeon/Privateer+UUs resource maintenance cost from 2 to 1
- Spies/Archaeologists/Naturalists/Rockband resource maintenance cost from 1 to 2
- Apostle Spread Charges from 4 to 3, cost from 700 to 800, resource cost from 30 to 40, LS from 60 to 100 // Guru Base Moves from 3 to 4, LS from 60 to 100, Sight Range from 1 to 3 // Missionary resource cost from 25 to 30, Cost from 225 to 300, Base Moves from 4 to 3, Charges from 2 to 3, can launch Inquisition // Inquisitor LS from 40 to 50, Charges from 1 to 2
- reduced active pressure from x3.5 to x2.5
- Indian Varu, Nubian Forest Elephant, Damri Chambang now have a resource + upkeep cost
- Warrior Monk gold maintenance from 5 to 8
- Trebuchet, Bombard, Siege Cannon: Range from 2 to 3
- Himiko Movement from 4 to 3, Anansi+Sinbad LS from 30 to 35, Wukong LS from 50 to 60
- all HEROES now have a gold maintenance cost
- Sight Range overhaul for all units
*WONDERS*:
- reduced gold maintenance from 4/8/12 ... to 3/6/9 ...
- removed gold maintenance from: the Great Lighthouse, M. Picchu, Great Zimbabwe, Torre de Belem, Big Ben, Empire State Building, Panama+Suez Canal
- changed some GPP for some Wonders

Update: 3 Aug, 2024 @ 7:24am

**V 1.1.8**
*OTHER MODS*:
- fix: Compatibility with big "Wetlands" update by JNR

Update: 27 Jul, 2024 @ 12:21pm

**V 1.1.7**
*BUILDINGS*:
- Tavern from 2 to 1 Science
- Forum from 2 to 1 Culture
- Inquisition rebalanced
*OTHER MODS*:
- Compatibility with "Second Unique Infrastructure" (not used atm bc of the asset limit bug)
- removed compatibility with JFD's RwF: Great Theologians bc the AI behaved strange with this mod enabled

Update: 6 Jul, 2024 @ 9:51am

**V 1.1.6**
*AI*:
- reduced free resources (limestone, granite, timber) for AI by 1 per turn, Stockpile by -10
*BUILDINGS*:
- all buildings +5 of a specific resource cost
- Courthouse, Legation, and Secret Council Hideout now have an upkeep resource cost
- small adjustments to Flood Irrigation building
- Well prod. cost from 65 to 90
- Fishing Hut prod. cost from 90 to 120
*MISC*:
- Compatibility with Diplomacy District Expansion
*POLICIES*:
- Strategos and Navigation from 3 to 2 GPP
*IMPROVEMENTS*:
- Fort: added +50% Tourism from Culture with Flight
- Fishery: +1 Gold with Cartography
- various misc changes to bring much needed balance to some improvements. Still not finished ....
*UNITS*:
- Anti-Air Gun and Mobile SAM: changed from Iron/Alu upkeep to Rubber upkeep
- Naturalist now can build City Park (1 Build Charge) improvement instead of Builder
- added a Lifespan and "Can't retreat when captured" to Great Explorers, Great Theologians, Great Spies, and Great Sovereigns
- Spy, Warrior Monk, Kris Warrior +5 resource build cost, Warrior Monk Gold Maintenance from 3 to 5
- Stealth Destroyer upkeep cost from 1 to 2 Oil
- Updated Rough Terrain Ability and Combat Strength nerf with feature Ability (Savannah was missing)

Update: 20 Jun, 2024 @ 2:34pm

**V 1.1.5**
*BUG FIX*:
- fixed critical bug with yield overflow (used a wrong requirement argument)
*BUILDINGS*:
- Well: from +1 Food/Faith to +1 Food/Gold
- Lumberyard: +1 Prod. from Savannah as well
*IMPROVEMENTS*:
- Lumber Mill Production from 2 to 1
- Quarry: deleted +1 Prod. from Robotics, added +100% Tourism from Culture with Flight
- Pa: added +100% Tourism from Culture with Flight
- Small changes to Airstrip, Missile Silo, Pasture, Plantation, Reed Home, Fishing Boats, Irrigation Farm
*ROADS*:
- increased cost for building railroads from 1 Iron/Coal to 10 Iron/Coal
*UNITS*:
- Eques can now build Castrum (1 Build Charge)
- Scout Rider / Numidian Cavalry: sight range from 2 to 3
*WONDERS*:
- added support for 4 new World Wonder

Update: 14 Jun, 2024 @ 5:26am

V 1.1.4
*BUILDINGS*:
- all Buildings from Industrial era onwards +5 Timber construction cost
- no per turn resource cost (Granite, Limestone) for Tier 1+2 Encampment and Arsenal buildings anymore
- all buildings with a regional range more than 0 get +3 additional range (because of the higher min range between cities)
*CITIES*:
- min range between cities from 3 to 4
*CIVICS*:
- integrated "Nationalism rocks Empires" Mod
*DEDICATIONS*:
- Exodus of the Evangelists: cost reduction for Apostles and Missionaries from -50% to -35%
*DISTRICTS*:
- less yields for some Districts per Trade Route
*OTHER MODS*:
- removed support for: Bonus Resource Improvements, Civilization VI: National Wonders + Pack 1
*PROJECTS*:
- Project Costs raised by 100%, GPP per finished project raised by 100%
- new text for Great Sovereign and Great Explorer Project
- several adjustments to late game Projects
*WONDERS*:
- all Wonders now have a maintenance cost
- Colosseum moved from Construction to Surveying (now Post-Classical Wonder)
- added support for 10 new World Wonder / needed adjustments to some other WW (mainly switching around in the Tech Tree)
- Ruhr Valley now produces 4 Steel per turn

Update: 3 May, 2024 @ 12:05pm

V 1.1.3
*BUILDINGS*:
- Fishing Hut: reworked bonuses
- Secret Council Hideout, Pavillion and Grove: no Timber upkeep anymore
- Academy, Airport, Archaeological Museum, Ferris Wheel, Aquarium, Zoo, Thermal Bath, Lighthouse, Fish Market, Steelworks, Arms Industry: reworked Great Person Points
- +1 Gold: Steelworks, Food Manufacturer, Arms Industry, Chemical Plant
- all World Wonder from the Industrial Era onwards now have a specific Power cost
- Hangar: from +4 Prod. to +1 Gold / +3 Prod. when powered
- Film Studio: +3 Culture
- all buildings from Industrial era onwards: +100 prod. cost
- added some missing history text
*DEDICATIONS*:
- fixed: Exodus of the Evangelists now correctly give 50% cost reduction to Missionaries and Apostles
*DISTRICTS*:
- all Districts +2 GPT maintenance
- Aerodrome: +1 Great Merchant Point
- Fairground, Amusement Pier: +1 Great Musician Point
- Civic Square: -1 Great Musician Point
- Diplomatic Quarter: +1 Great Sovereign Point
- Harbor: +1 Great Merchant Point / -1 Great Admiral Point
- Garden, Preserve, Walled Quarter: +1 Great Explorer Point
- Spaceport: +1 Great Scientist Point
*PROJECTS*:
- Project Costs raised by ~40%
- Manhatten Project & Operation Ivy now requires a Campus
- Building a WMD now requires an Industrial District
*TECHNOLOGY*:
- stronger Era Gates from 20% to 50%
*UNITS*:
- new: Dhow (post-classical naval raider)
- Timber requirements for most units lowered
- fix: Warrior Monks, Kris Warriors can do formations and earn promotions again
- CostProgression for Missionary, Apostle, Inquisitor and Guru from x3 to x2
- Recon, Marines, Light Cavalry, and Naval Raiders now gain XP from pillaging
- Naval Carrier get XP from Air Attacks (must use the Carrier as a base)