Sid Meier's Civilization VI

Sid Meier's Civilization VI

Progressive Power Consumption
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更新于:2024 年 8 月 13 日 下午 5:34
作者:JNR

Added support for Sukritact's Urban Identities:
- New region type: Fuel (Coal and Oil based)
- New identity type: Tar Pits: Mines may be built on flat tiles in this city. Coal and Oil in this city accumulate +2 resources per turn. This city’s Industrial Zone will provide Gold equivalent to its adjacency bonus if built on Region tile.
- Tar Pits can spawn in Fuel regions.
- Additionally, Fuel regions can spawn the Fossil Deposits and Prophetic Visions identities.

Updated the Refinery:
- Fixed the Refinery to do what its description says.
- Refineries now provide a major adjacency bonus to Harbors.

更新于:2024 年 2 月 22 日 上午 2:49
作者:JNR

All Encampment buildings now provide extra Production instead of Culture when powered

更新于:2023 年 4 月 11 日 上午 9:31

backend changes for 6T compatibility

更新于:2021 年 9 月 15 日 上午 2:26

compatibility with "More Maritime: Seaside Sectors"

更新于:2021 年 7 月 22 日 下午 7:08

added Refinery improvement (credit to Albro for the City Lights model for it) to make getting strategic resources for the increased power demand a bit easier.

更新于:2021 年 5 月 1 日 上午 9:39

adjusted Amenities from powered Entertainment buildings.

更新于:2020 年 10 月 23 日 下午 3:58

- internal changes to how the District Expansion mods achieve compatibility
- free power for AI now comes bit by bit as they progress through the eras

更新于:2020 年 5 月 29 日 上午 1:57

Added compatibility with Campus Expansion (power mechanics will always affect the last two tiers, i.e. tier 3 and 4 in the Campus with that mod).

更新于:2020 年 4 月 10 日 上午 12:12

Updated for compatibility with Commerce Expansion

更新于:2019 年 5 月 22 日 下午 12:50

Changed the description for misc power requirements in the Power section of the city report screen to "Technological Progress" (previously referred to the Terrestrial Laser Station).