Sid Meier's Civilization VI

Sid Meier's Civilization VI

Zee's Strategic Resource Overhaul
Viser 1–10 av 12 bidrag
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Oppdatering: 9. okt. 2023 @ 21.20

-2 units were not updating with the mods intended resource values, this is now corrected
--The Dutch Zeven Provincien
--The English Ship of the Line Unique Unit from Steel and Thunder (replaces the Sea Dog)
Unique Unit discounts are now standardized (ranges from 2 to 6 vs standard counterpart)

Oppdatering: 3. okt. 2023 @ 23.48

-Finally identified why the Nuclear Submarine wasn't getting resource costs for some people; successfully patched.

Oppdatering: 27. juli 2021 @ 16.44

- Added support for new vanilla units - Line Infantry and Man-At-Arms
- Updated and Optimized the integrated Warfare-Expanded-Compatibility-Patch with most recent release variant, "Reloaded (all 3 parts)"
- Removed redundant unit code
- Updated some Unique/Replacement Unit costs for consistency

In total, Roughly 25 units updated/added/revised

Oppdatering: 6. nov. 2019 @ 19.21

-Compatibility Update, No Changes

Oppdatering: 2. apr. 2019 @ 11.58

Oppdatering: 11. mars 2019 @ 0.59

-- Full Support for Warfare Expanded: Complete Edition added

Oppdatering: 7. mars 2019 @ 19.24

- Reduced uranium cost of WMDs from (50 and 100) to (35 and 70).

Oppdatering: 6. mars 2019 @ 22.07

Oppdatering: 4. mars 2019 @ 20.24

-=- Reduced all resource node income from (3) to (2).
When I was first writing the mod I wanted to err on the side of too much instead of too little. After further play-testing its clear now those values were indeed, too much.

-=- Small increase to upfront cost on Swordsman, Horseman, Courser, Knight, Cuirasser, and Tanks.
-=- Same applied to Steel & Thunder; Rifleman and Longswordsman.

Oppdatering: 24. feb. 2019 @ 23.00