Sid Meier's Civilization VI

Sid Meier's Civilization VI

Progressive Power Consumption
Näytetään 1–10 / 11
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Päivitys: 13.8.2024 klo 17.34
tekijältä 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.

Päivitys: 22.2.2024 klo 2.49
tekijältä JNR

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

Päivitys: 11.4.2023 klo 9.31

backend changes for 6T compatibility

Päivitys: 15.9.2021 klo 2.26

compatibility with "More Maritime: Seaside Sectors"

Päivitys: 22.7.2021 klo 19.08

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.

Päivitys: 1.5.2021 klo 9.39

adjusted Amenities from powered Entertainment buildings.

Päivitys: 23.10.2020 klo 15.58

- 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

Päivitys: 29.5.2020 klo 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).

Päivitys: 10.4.2020 klo 0.12

Updated for compatibility with Commerce Expansion

Päivitys: 22.5.2019 klo 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).