Sid Meier's Civilization VI

Sid Meier's Civilization VI

Real Era Stop
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Update: 17 apr 2017 om 13:41

Version 2.3
Proper handling of some Great People bonuses that depend on Era (Eurekas for specifc techs, random boosts, unit granting). See Description for details.

Update: 17 apr 2017 om 5:02

Version 2.2 Fixes for Classical Era
- Fixed Goody Huts (Colossal Heads were appearing due to a bad programming technique in MapUtilities.lua).
- Fixed Industrial Zone project (was available to use).

Update: 28 mrt 2017 om 11:03

Version 2.1
Compatibility with Spring 2017 Patch (use of Future Civic).

Update: 26 mrt 2017 om 12:28

Version 2
Added Custom Calendars. Allows you to choose in Advanced Options a custom Game Speed that will make the dates displayed in the top right corner aligned with chosen Last Era. E.g. if you choose Renaissance, after 500 turns the date will be 1745 AD. Or if you choose Medieval, after 500 turns the date will be 1400 AD.
This functionality is OPTIONAL.

Update: 24 mrt 2017 om 18:50

Verson 1.7
Ocean-cross fix for Classical & Medival Eras. Without it some maps are unplayable.
- For Medieval - Cartography is moved to Medieval (without Caravels)
- For Clasical - all land units can embark when Celestial Navigation is researched and researching Shipbuilding allows for ocean crossing.

Update: 22 mrt 2017 om 16:56

Version 1.6
Added support for Classical Era.

Update: 22 mrt 2017 om 9:38

Version 1.5
Fixed Archaeologist CTD due to missing Shipwrecks.

Update: 18 mrt 2017 om 13:37

Version 1.4
- Fixed England related CTD
- Fixed Great People related CTD

Update: 13 mrt 2017 om 15:10

Version 1.3
- Can be used with Wondrous Wonders and Moar Units
- Removed hard dependency from Real Tech Tree

Update: 13 mrt 2017 om 7:13

Version 1.2
- Support for Atomic Era as the last one.
- Removed connection between Future Society and Lev3 Govs when last Era is Modern; it's similar to Vanilla game approach where you don't have to research through them all to get to finishing civics.