Sid Meier's Civilization VI

Sid Meier's Civilization VI

Improvements Patch
Showing 21-21 of 21 entries
< 1  2  >
Update: 24 Feb, 2017 @ 4:14pm

Version 12
General - Traderoute duration doubled.
General - War Weariness from losing amenities reduced slightly.
General - Doubled Unit upgrade costs so that it is less ridiculous.
Buildings - New buildings added.
Policies - readded builder charges bonus to Colonization
Version 11
- More buildings added to Districts (Still more to come)
- Small bugfixes with some policies

Version 9
- 10 new City-centre buildings. Dozens of new buildings for Districts coming soon. This should allow districts and cities to be far more specialized and feel less spammy.
- Slowed Research times further (mostly in Modern and above). This is mostly to offset science gained in new policies and buildings.
- District pop requirements slightly increased, from 3 to 4 (that is, more pop required to build more districts in a city).

Version 8
- Loads of new policy updates.
- Small fixes

Version 7
- Oligarchy changed to only modify food and science, rather than all yields.
- Medina Quarter food reduced to +4 from +5.
- District production modifier cost slightly increased (still lower than Vanilla). This is to compensate for the new ability for all civs to use builders to add production to districts.

Version 6
Districts - Harbor now gains +3 gold if adjacent to the city (yay coastal cities!) (Thanks to Chocolate PI for the idea and code.
Districts - Holy site faith adjacency increased to +3 faith near Natural Wonders
Districts - Theatre District culture adjacency increased to +2 culture near Wonder.
Governments - Oligarchy government overhauled. Now increases all yields in the capital by 30% but reduces yields in all other cities by 10%. This is the government to get if you want to go tall.

Version 5
- Builders can now add +20% production instantly towards building a district for a builder charge. Aztec bonus increased to +50% production to compensate.

Version 4
- Changes to sea tiles. Harbor and Royal Dockyard now add +1 production to ocean and coastal tiles.
- Fish and Crab resources now give an additional +1 production.
- Public Works policy now gives +1f to ocean tiles, as well as coastal.
- Slightly increased Road movement bonuses.


Version 3
Policies - Overhauled all policies up to end of industrial era

Version 2
Policies - Overhauled all policies up to medieval era

Version 1
Tech / Era speeds - Reduced Tech and Civic boosts (Eureka, inspirations) to now increase tech by 30%, was 50%.
Tech / Era speeds - Increased tech and civic costs based on era. Approx. 1.3x in midgame to 2x in late eras
Policies - Changed many early policies to be more interesting and more useful. The choice should now be a lot more meaningful. (More changes to come in later updates)
Policies - Lowered all of the policies that add +100% and +50% production modifiers on Military unit production. These are now +30%. This should make it more important to invest in a large army, rather than rapidly build one when you need them.
Natural Wonders - Increased tile yields slightly for all Natural Wonders
Housing - Starting city housing in non-fertile land increased by +1
Housing - Housing from coast increased by +1
Housing - Granary increases housing by +3, was +2
Housing - Entertainment District now also increases housing by +1.
Governments - Changed Oligarchy government to now have 2 Diplomatic policy slots. This should make it a more meaningful choice for City State play.
Districts - Reduced production costs of all districts by approx. 25%.