Sid Meier's Civilization VI

Sid Meier's Civilization VI

Progressive Power Consumption
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Opdatering: 13. aug. 2024 kl. 17:34
af 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.

Opdatering: 22. feb. 2024 kl. 2:49
af JNR

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

Opdatering: 11. apr. 2023 kl. 9:31

backend changes for 6T compatibility

Opdatering: 15. sep. 2021 kl. 2:26

compatibility with "More Maritime: Seaside Sectors"

Opdatering: 22. juli 2021 kl. 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.

Opdatering: 1. maj 2021 kl. 9:39

adjusted Amenities from powered Entertainment buildings.

Opdatering: 23. okt. 2020 kl. 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

Opdatering: 29. maj 2020 kl. 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).

Opdatering: 10. apr. 2020 kl. 0:12

Updated for compatibility with Commerce Expansion

Opdatering: 22. maj 2019 kl. 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).