Sid Meier's Civilization VI

Sid Meier's Civilization VI

Savannah
Showing 1-8 of 8 entries
Update: 1 Sep, 2024 @ 10:34pm

- Can now improve Gold resource on Savannah without removing the Savannah.
- Pastures on Camel resource will now actually have camels inside.
- Pastures in Desert next to Outback Stations will now be included by the fence.

Update: 12 Aug, 2024 @ 2:40pm

Added support for Sukritact's Urban Identities:
- New region type: Savannah
- New identity type: Silvopasture: +1 Food from Pastures and Farms adjacent to Savannah or Woods in this city. Pastures on Region tiles gain +2 Culture if within 3 tiles of a Commercial Hub. -1 Production from Lumber Mills on Region tiles.
- Silvopasture can spawn in Savannah and Forest regions.
- Additionally, Savannah regions can spawn the Fog Deserts, Underground Aquifers, Idyllic Scenery, Massive Trees, and Ominous Forest identities.

Update: 4 Aug, 2024 @ 6:32pm

Split Biome Diversity off into its own series, separate from Climate Balance. Accordingly, the mod can now be found under the "BD" prefix in the mod manager.

Update: 2 Aug, 2024 @ 5:57pm

- Added some missing text changes for promotions, buildings, and abilities which affect Savannahs but did not yet mention that.
- Added missing support for Ba Trieu's ability.
- Added a Savannah adjacency to p0kiehl's Precinct of Amun Ra unique district.

Update: 11 Jul, 2024 @ 5:04pm

Added support for Shuffle++.

Update: 24 Jun, 2024 @ 2:06pm

Fixed crash with Apocalypse mode.

Update: 8 Jun, 2024 @ 6:26pm

- pruned art files to reduce mod size (just forgot this one for the initial release)
- added compatibility with Detailed Worlds. From a quick glance and what files the mods change, both YnAMP and Got Lakes! seem fine and don't need any special adjustments for compatibility.

Update: 7 Jun, 2024 @ 1:00pm