Sid Meier's Civilization VI

Sid Meier's Civilization VI

Better Coastal Cities and Water Tiles
Visar 1–10 av 12 poster
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Uppdatering: 10 sep, 2019 @ 18:16

Update for the September 2019 patch.
-- Updated Shipyard production bonus. Now gives +1 Production to all Coasttiles. Previously it gave +1 Production to Fishing Boats and with the patch it gives +1 Production to unimproved Coast tiles, so I've just rolled it all together.
-- Updated text.
-- Optimized SQL.

Uppdatering: 22 jun, 2019 @ 7:43

Updated for June 2019 patch.
- Changed Harbor citizen specialist yield from +2 Production to +1.
- The Seaport will now increase the yield of Harbor specialists by +1 Production.

Uppdatering: 14 feb, 2019 @ 13:07

Updated for Gathering Storm.
Optimized SQL.

Uppdatering: 10 feb, 2019 @ 11:09

Rebalance of specialist yield changes.

Uppdatering: 19 aug, 2018 @ 17:21

City Center gold from adjacent water tiles moved from Cartography to Celestial Navigation.

Uppdatering: 11 feb, 2018 @ 18:31

Uppdatering: 17 maj, 2017 @ 14:02

Fixed code; City Center adjacency now working properly.

Uppdatering: 27 apr, 2017 @ 19:57

Disregard previous changelog. Modded in adjacency bonuses for City Center district: +1 food for each adj. coastal tile, +1 gold for each adj. coastal tile, and +1 production for each adjacent coastal time at certain technologies.

Uppdatering: 27 apr, 2017 @ 19:54

City Center now receives +1 gold for each adjacent coastal tile at Sailing and Cartography, and +1 production for each adjacent coastal tile at Shipbuilding.

Uppdatering: 28 mar, 2017 @ 10:23

Version 1.2: Compatibility update for Spring 2017 update.
- Removed lighthouse change since Firaxis added +1 food to all coastal tiles.
- Restored shipyard bonus equivalent to Harbor adjacency bonus.
- Removed +1 production from shipyard.
- Removed Seaport bonus gold to coastal tiles since Firaxis added +2 themselves.
- Changed Seaport bonus +1 gold to ocean tiles to +2 gold.