Sid Meier's Civilization VI

Sid Meier's Civilization VI

Atlas' More Interesting Builds - Gathering Storm
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Atlas  [developer] 5 May, 2020 @ 7:49am
Changelog
v1.00

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Era Thresholds - since there are more yields floating around, era thresholds are far too easy

Previous Golden Age increases era thresholds by 15 instead of 5
Each city increase thresholds by 3 instead of 1

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District and Building rework - objective is to make tall cities viable and to make cities specialized by adjacency bonuses of districts

District cost formula reworked to be about number you have of that type, not research

Districts are about adjacency, Tier 1 buildings are for general boosts, Tier 2 are for specialized boosts, and Tier 3 are for huge city boosts

All Tier 3 buildings that increase Specialist yields increase by +2 (+4 for Gold)

City Center*
- Water Mills also give +1 Production to Wheat/Rice Farms
- Halve Ancient Wall strength
- Medieval Walls also give +2 Loyalty in the City, +2 Production if at full loyalty
- Renaissance Walls give +1 Appeal to all tiles in city, units in this city +3 combat strength

Neighborhoods*
- +1 Production per adjacent district
- +2 Production if Charming, +4 if Breathtaking
- Food Market also gives all Farms and Plantations in the city +1 Gold
- Shopping Mall gives +1 Appeal to all tiles in city

Encampment*
- Encampment gives +1 Housing and is worth +4 extra City Strength
- Barracks and Stable also grant +25% Production toward their appropriate Unit types, base Production up to +3
- Barracks gives +2 Housing instead of +1
- Stable gives +1 Movement to Settlers, Builders, and Military Engineers
- Armory also grants +4 City Strength, +4 Production, and +25% Production towards Military
- Military Academy gives +2 Housing, +3 General and Admiral points, 25% military unit cost in Science when produced, +20 Production if city has Spaceport

Commercial Hub*
- gets Major adjacency from Oasis
- normal Minor adjacency for other Districts upgrades to Standard at Colonialism
- gets Standard adjacency from Luxuries
- +1 Trade Route if 4+ Adjacency, +1 Trade Route if 7+ Adjacency
- Market gives Gold equal to adjacency, extra specialist slot, no base Gold, no longer gives Trade Route
- Bank gives Gold equal to adjacency, no base Gold, -15% Plot/Unit/Building/District Gold purchase cost in city, +2 Great Merchant points
- Stock Exchange also gives +3 Great Merchant points, +20% Gold, base/power gold radius 9

Industrial Zone*
- Encampment gives Standard adjacency
- River gives Standard adjacency
- Minor adjacency from Districts upgraded to Standard at Replaceable Parts
- Workshop gives no base Production, has extra specialist slot, +0.5 Production per citizen
- Factory also has extra specialist slot, Gold equal to adjacency of district
- Coal Plant no changes, Oil Plant buffed to +6 Production in radius, Nuclear Plant buffed to +8 Production +4 Science in radius

Harbor*
- Standard adjacency from naval resources upgrades to Major at Naval Tradition
- Minor adjacency from Districts upgrades to Standard at Colonialism
- Major adjacency from Canal
- Standard adjacency from Reefs
- +1 Trade Route if 4+ Adjacency, +1 Trade Route if 7+ Adjacency
- Lighthouse gives Food equal to adjacency, no longer gives Trade Route
- Shipyard also grants +50% Production toward Naval units, and an extra specialist slot
- Seaport also gives +1 Trade Route, +2 Housing, Canals in this city +4 Production, +30% Gold, and an extra specialist slot

Aerodrome*
- grants +1 Trade Route
- Fighter class air units do not need an Aerodrome to be built
- Hangar adds +1 Food and Gold to all Farms in city
- Airport gives +100% tourism vs civs in Information Era and +1 Trade Route

Campus*
- make Reef adjacency affect Great Barrier Reef
- Library gives no base yield, Science equal to adjacency
- University gives no base yield, increases Science per pop by +0.3, has extra specialist slot, +2 Great Scientist points, +2 Science per Writing and Artifact in city
- Research Lab has extra specialist slot, +3 Great Scientist points, +10 if city has Spaceport, radius 6

Theater Square*
- Standard adjacency to Entertainment Complex and Water Park
- Amphitheater provides no base Culture, instead provides Culture equal to adjacency
- Art Museum no base yield, gives +1 appeal to city, +2 Culture if Charming, +5 if Breathtaking, and +3 Great Artist points if theres a National Park in the city
- Archaeology Museum no base yield, gives +1 Great Scientist point but only +1 Great Artist point, Science equal to adjacency
- Broadcast Center remove base yield, +3 Loyalty, +1 Culture per pop

Entertainment Complex*
- +2 gold for charming, +5 for breathtaking
- Arena gives you 10% unit cost in Culture when building military
- Zoo also gives Gold equal to adjacency
- Stadium also gives +4 Culture if powered

Water Park*
- Standard Gold adjacency from all Districts, Major adjacency from Seaside Resorts and Reefs
- Gives an extra Appeal to adjacent tiles
- Ferris Wheel gives Gold equal to adjacency
- Aquarium also gets +1 Culture from same resources
- Aquatics Center gives +4 Culture if powered

Holy Site*
- +3 Faith if Breathtaking
- Shrine gives Faith equal to adjacency of district
- Temple +0.5 Faith per pop, extra Specialist slot, +25% Religious Pressure from this city

Aqueduct*
- give +1 housing at Sanitation

Dam*
- give +1 housing at Sanitation

Government Plaza*
- All Districts standard adjacency with Government Plaza upgrades to Major at Ideology
- Warlord's Throne buffed to +50%, also +1 Diplo Favor per Military policy slot
- Audience Chamber changed to -3 Loyalty, also +4/8 Culture and Tourism if Charming/Breathtaking
- Ancestral Hall also gives +1 loyalty for origin of domestic trade routes
- Foreign Ministry also gives +1 Envoy when levying
- Intelligence Agency also +1 Strength per extra Diplo Visibility
- Grand Master's Chapel also grants 50% Faith when defeating units of a different religion
- National History Museum also gives +1 Favor per turn per 100 Tourism
- War Department also increases Flanking and Support bonuses by 50%
- Royal Society also gives +100% Great People points in this city

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Improvement Rework* - goal is to make improvements more situational beyond hill/flat -> mine/farm

Lumber Mill - Move 1 Production to River adjacency, upgrades to 2 at Steam Power, add +1 Production at Exploration
Farms - +1 Production if on River with Irrigation (fertile land, flat territories need the production help)
Airstrip - also gives +3 Gold (air travel)
Missile Silo - also gives +1 Science (space projects)
Mines/Quarries - Now -2 Appeal (truly filthy)

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Unit rework* - goal is to change costs and abilities so they are useful all game

Skirmisher - reduce cost to 120, add pillaging costs 1 move (chevauchee)
Ranger - reduce cost to 300, add pillaging costs 1 move, increase ranged strength to 65, add Priority Target (sniping/ambushing/raiding)
Spec Ops - add pillaging costs 1 move, increase ranged strength to 75, add 1 free promotion and ignore ZoC (highly trained agents)

Anti-Cav - boost str vs Cavalry to +14 (bugfix)
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Showing 1-4 of 4 comments
Atlas  [developer] 11 May, 2020 @ 12:30am 
v1.01

Fixed a small tooltip bug that prevented indication of commercial hub adjacencies
Fixed a major bug that prevented the Government Plaza Building modifications from being used!
Atlas  [developer] 11 May, 2020 @ 12:30am 
v1.02

Removed Bank ability to reduce Unit cost. This was both the least thematic (banks generally aren't investing in the military) and the most OP part (units will happily be purchased in only 1 city) of the ability
Fixed Grand Bazaar not getting same abilities as the Bank it replaces
Added a bunch of Icons to text descriptions so they will be more easily parsed
Fixed some erroneous or misleading tooltips
Added Macedon UB tooltip
Added Shipyard tooltip
Changing documentation to be more clear: Tier 3 buildings increase specialist yields BY 2
Atlas  [developer] 18 May, 2020 @ 2:50pm 
v1.03

Rock Bands now require an Entertainment Complex in the city to buy (produce) them (encourage ECs, RBs too easy and powerful as spam)
Reduced Submarine (and UBoat) cost by 30, removed Oil requirements (these were basically strictly worse than other naval units of the era)
National Parks are worth Double the Tourism (reward for such difficult prerequisites)
Ancestral Hall also +1 Faith per Era since built/pillaged
Audience Chamber also add this city always full loyalty
Updated Unit tooltips with Icons so they can be more easily parsed
Fixed some erroneous or misleading tooltips
Atlas  [developer] 22 May, 2020 @ 2:26pm 
v1.04

Fixed Harbor and Water Park Reef adjacencies to work with Great Barrier Reef
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