Sid Meier's Civilization VI

Sid Meier's Civilization VI

Sailor Cat's Upgrades Keep Unique Abilities
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Update: 31 Jan, 2023 @ 12:37pm

Fix for Passable Ice. Streamlined a lot of the SQL (but not all of it tehe).

Update: 31 Dec, 2022 @ 12:49pm

Tagma balls

Update: 13 Nov, 2022 @ 8:29am

NOT LIKE '%_SG_%', machine translations.

Update: 28 Jun, 2021 @ 1:26pm

Added negative movement modifiers (mainly to account for Porfirio).

Update: 23 Apr, 2021 @ 8:30am

Updated for April 2021 patch. Not much to do: just disabled some SQL for units that now replace other units, and removed the melee malus from Immortal.

Update: 8 Apr, 2021 @ 10:35am

Updated to account for UU -> UU upgrades. Added mod support for a few units. Handled a problem query that might've caused increased loading times.

Update: 6 Apr, 2021 @ 1:08pm

Hotfix for Civilizations Expanded and a number of other civilizations that might inadvertently, and by no fault of their own, undermine the automation process. Added support for Hyperdimension Neptunia: Planeptune Civilization in the event that an upgrade is added to the Animated Doll unit.

Update: 5 Apr, 2021 @ 4:45pm

Added mod support for Steel & Thunder and CIVITAS civilizations and leaders. Checked mod support for a number of other civs during.

Update: 3 Apr, 2021 @ 6:29pm

Dealing with Units table advantages for units that replace nothing (abilities themselves were already working as intended). Ultimately decided to do this by hand because automation would have been sloppy.

Update: 3 Apr, 2021 @ 12:56pm

Implemented a bespoke fix for Immortals. Part of doing this requires giving units to which Immortals upgrade a base ranged strength of 1. You'll see this in the UI for those units, in addition to a greyed-out ranged attack option, but it won't be available until they're actually given a range higher than zero, which the mod does if the unit has been upgraded from an Immortal.