Sid Meier's Civilization VI

Sid Meier's Civilization VI

Civ of the Rings (LotR Mod): Civilizations
Showing 21-30 of 40 entries
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Update: 18 Apr, 2017 @ 11:49am

1.2.2:
-more fixes

Update: 18 Apr, 2017 @ 12:43am

Update: 18 Apr, 2017 @ 12:42am

1.2.1:
fixed some mistakes

Update: 17 Apr, 2017 @ 4:46pm

1.2.0:
added azog leading the new goblin civilization
multiple bugfixes

Update: 17 Apr, 2017 @ 4:36pm

Update: 10 Apr, 2017 @ 11:44am

1.1.4:
multible bugfixes, mostly regarding the nazgul

Update: 5 Apr, 2017 @ 11:09am

1.1.3:
-technical changes that should increase mod compatability
-fixed various bugs and text mistakes

Update: 3 Apr, 2017 @ 8:38pm

Update: 3 Apr, 2017 @ 8:32pm

1.1.2
-various fixes / increased compatibility
-minor changes to Nazgul Promotion tree
-nazgul appearence "should" now change every few eras

Update: 2 Apr, 2017 @ 9:33pm

1.1.1:
General:
-unique Units as well as Districts and Improvments now use existing ingame assets instead of looking all like warriors or beeing invisible (nazgul still uses warriors, will be looking for something else soon)
-Modname now shows you the mods version ingame, to make it easier to check if you have the newest version

Mordor:
-Olog-hai replaced by the Mûmak Unit, abilities/stats remain the same
(this is mostly so i can use the Indian Varu art for the mumak, because i had no idea what existing unit could represent an olog-hai)

Silvan Elves, Galadriel:
-Faith Bonus from Treehouses next to Rivers now works correctly(and does not have any Prerequesit tech/civic)
-Treehouse now gives +1 Culture for 2 adjacent districts after Guilds, increased to +1 for each district after urbanisation

Rohan:
-slight colour change to make theoden better distinguishable from china
-Movement Bonus in friendly territory removed
-Cavalry movement bonus moved from theodens ability to rohans ability
-theodens city now get a 50% food and production increase for 15 turns after liberating a city
-theoden now uses his costum dialogue lines instead of the generic ones