Sid Meier's Civilization VI

Sid Meier's Civilization VI

Fall From Heaven: VI Port
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Update: 10 Aug @ 8:27am

Adds Commerce Sliders, allowing you to control how much Commerce is converted into Science vs Gold.

Adjusts player Count to fix the map being a bit too empty with no city states.

Adds Relationship penalties for different Alignments, and different State Religions.

Wilboman wasnt banned if someone else built, fixed.

Perpentach now has the Insane trait.

Barbarian culling shouldnt happen on reload.

Some more tooltip strings and helpers.

Armageddon counter in TopPanel.

Update: 7 Aug @ 6:45am

Removes DLC depedencies bar Rise and Fall and Gathering Storm.
Players lacking some smaller DLC packs will be able to play, but may notice some units do not have models. Work is in progress to fix that.

Update: 6 Aug @ 3:42pm

Improved map generation

Update: 3 Aug @ 8:50am

0.2:

Fix Lair spawns so they actually trigger events rather than killing the unit every time.
Fix sliders not adjusting correctly.
Fix skeleton artdef.

Recon line strength vs animals, weakness vs cities.
Freak show gating civic.
Null buildings actually working to ban buildings.
Fix it so cities get Trade Routes passively. Units get flanking bonuses.
Builders can build roads with Exploration.
Amenities from policies on buildings like Amenity on Training Yard fixed.
Farm irrigation stopgap (if on fresh terrain, get food, but cant spread irrigation)
Movement fix so base game units arent too fast (Builder/Settler)

Adds modifiers so buildings that get bonuses on having resources. Like Granary getting Housing from Rice.
Fix passive Experience gain to be stored when a unit can promote.
Fix nasty bug on the free District Production finishing the production when you have a district and load back into a game.
Production Queue changes in the UI so you can see what buildings are in a district you can make before making the district.
Notifications on founding religions
Loc fixes.

Update: 2 Aug @ 5:50am