Sid Meier's Civilization VI

Sid Meier's Civilization VI

Zee's Strategic Resource Overhaul
Mostrando 1-10 de 12 aportaciones
< 1  2 >
Actualización: 9 OCT 2023 a las 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)

Actualización: 3 OCT 2023 a las 23:48

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

Actualización: 27 JUL 2021 a las 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

Actualización: 6 NOV 2019 a las 19:21

-Compatibility Update, No Changes

Actualización: 2 ABR 2019 a las 11:58

Actualización: 11 MAR 2019 a las 0:59

-- Full Support for Warfare Expanded: Complete Edition added

Actualización: 7 MAR 2019 a las 19:24

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

Actualización: 6 MAR 2019 a las 22:07

Actualización: 4 MAR 2019 a las 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.

Actualización: 24 FEB 2019 a las 23:00