- #Civ 6 patch too many city states mod
- #Civ 6 patch too many city states code
- #Civ 6 patch too many city states free
* Lighthouse gives bonus 1 food for Fish cost reduced * Stable gives bonus 1 production for Sheep/Cattle/Horse and can be built with Sheep or Cattle cost reduced * Windmill now has a +15% production modifier (for buildings only) and provides 2 production * Workshop provides 2 production (bonus reduced to +15% but affects ALL production) cost increased * Market and Bazaar provide 2 gold (as well as +25%) * Granary gives bonus 1 food for Wheat/Banana Deer cost reduced * Palace boosted to 3 gold and 3 production 40% of Food is carried over after a new Citizen is born. * Aqueduct added (entirely new building). * Balance pass on production and maintenance costs throughout the game. * Allied maritime city states provide 3 food per turn to the capital, not 4 * Bonus production from excess food (used when building settlers) tapers off if excess is 3 or more. * Trade routes get bonus gold based on population of capital formula changed a bit so minimal gold received for hooking up very small cities
#Civ 6 patch too many city states free
* Cities now only get 1 free production and 0 free gold (1 less in both cases) * Cities must now have three or more tiles in between them (1 more tile than before), unless separated by a sea/coast tile. * Fix situations where AI demeanor and verbiage didn’t match friendliness level shown in diplomatic status string. * Clear up cases where diplomatic status could show as “Friendly” even after that AI power has denounced the player. * Added Ring, Skirmish and Ancient Lake maps to MP. * Can now use DLC civilizations in multiplayer * Added Line Control for modders to use when creating graphs, etc.
#Civ 6 patch too many city states mod
* When you click on a mod in the online browser, you may now use a dropdown to select a previous version. * Online Panel now displays TOTAL downloads for a mod and not just the downloads for that specific version. * Added support for policies that provide free Great People * Added support for policies that provide extra embarked movement * Added support for policies that provide extra culture from cultural improvements * Added support for policies that provide culture from kills * Declarations of Friendship expire after 50 turns AI now uses its own current friendliness level with a given power to determine how much weight to place on a denunciation against that power. * Avoid cascades of denunciations against a single player.
* AI calculation of enemy power now takes into account promotions * AI calculation of enemy military might are tweaked based on size of enemy gold reserve * Don’t allow CSs to build Manhattan Project * Prevent AI from building too many AA units * Golden Ages now provide +20% production per city rather than +1 hammer per tile * City-States now recognize when a road is connected for their road-connection quest.
* Taper off benefit of excess food when building settlers * User warned if about to declare war on a city state that is under protection of a major power * Embarked units no longer look like they have 500 strength * Add a new diplomatic status “Denouncing” that displays on the turn that an AI civ is denouncing the player * Add combat summary when a city bombards a unit Basically, there were certain rivers that did not display where forks occurred, etc. This caused many issues because the player could not see some rivers, like fresh water showing up in strange places, unit movement suddenly shortened, etc. * Invisible Rivers now display correctly. It’s great timing for the patch too as Civilization V is currently on sale via Steam.įull details of the patch available after the jump. Dennis, the Civilization V producer at Firaxis also noted that future patches we’ll continue to iterate through Civ V systems and fine tune the balance of each one, and again offer bug fixes to anyone still experiencing issues :). The February patch promises, among other things, Significant turn time improvements, so anyone still playing the game is bound to be delighted with that.
#Civ 6 patch too many city states code
The five months into Civilization V’s release has given the civ team at 2kgames certainly enough information and reports of overpowered or simply imbalanced strategies as well as optimize code where it’s needed. 2kgames is set to release another major patch to Civilization V which will include game-balancing changes as well as the usual bug fixes which I hope will mitigate some if not most of the Civilization V crashes.