Sid Meier's Civilization VI

Sid Meier's Civilization VI

Progressive Power Consumption
Se afișează 1-10 din 11 intrări
< 1  2 >
Actualizare: 13 aug. 2024 @ 17:34
de 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.

Actualizare: 22 febr. 2024 @ 2:49
de JNR

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

Actualizare: 11 apr. 2023 @ 9:31

backend changes for 6T compatibility

Actualizare: 15 sept. 2021 @ 2:26

compatibility with "More Maritime: Seaside Sectors"

Actualizare: 22 iul. 2021 @ 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.

Actualizare: 1 mai 2021 @ 9:39

adjusted Amenities from powered Entertainment buildings.

Actualizare: 23 oct. 2020 @ 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

Actualizare: 29 mai 2020 @ 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).

Actualizare: 10 apr. 2020 @ 0:12

Updated for compatibility with Commerce Expansion

Actualizare: 22 mai 2019 @ 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).