Sid Meier's Civilization VI

Sid Meier's Civilization VI

Historical Spawn Dates
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Update: Nov 14, 2020 @ 2:20pm

Hotfix
-Fixed Ethiopia start date when using Lite Mode
-All Isolated Civilizations now start at the beginning of the Medieval Era when use Lite Mode with Era Spawns (some were starting at the Classical Era previously)

Update: Nov 11, 2020 @ 5:46pm

Update Version 1.1.4 - Timelines Update
New Setup Menu Options:
-Lite Mode
-Timelines

New Features:
-Select a Timeline when starting a new game
-Currently there are two Timelines to choose from:
-Standard, with spawn dates based on a mixture of historical realism and gameplay balance (now updated)
-True Historical Starts, based mostly on the national founding dates of countries
-Spawn By Era option will override any Timelines and uses its own era based timeline (may be expanded in the future)
-Lite Mode is now a separate option in the setup menu and will override all other timelines. Now compatible with Spawn By Era. Isolated and Colonial Civilizations receive start dates. All other civilizations start the game normally on Turn 1
-All timelines can be found in the Tables folder to make changes to the starting dates

Minor changes:
-Ranged unit spawns are now handled dynamically from the SpawnUnit_Ranged() function.
-Egypt, Korea, Maya, Nubia and Scythia all receive unique ranged units

Bug Fixes:
-Units belonging to other players in starting plots are no longer deleted
-A unit occupying a starting plot when a new Civ spawns will now be moved to an adjacent plot, or to the owner's capital if no free adjacent plots are available. If the owner has no capital, the unit will be deleted
-Saved games are now safe to load to when new players are spawning that turn! Bonuses should now be received normally
-Check for player bonuses when the gameplay script is initialized (for the save game fix)

Update: Nov 10, 2020 @ 1:46am

Hotfix Update:
-Fixed notification when player flips a city

Update: Nov 10, 2020 @ 12:08am

Update Version 1.1.3
-Notification system has been implemented
-Notifications using the Rebellion icon and sound effect will appear when a Civilization is born or if a city is converted to the Free Cities faction in a spawn zone
-Notifications describe the year or Era, if the Civilization used the original starting plot or a new location, if any cities were flipped in the spawn zone, and the X and Y coordinates of the starting location (to check if a Civilization spawned correctly)

Update: Oct 27, 2020 @ 11:21pm

Update Version 1.1.2
-Scythia and Mongolia start with more Horse units in place of melee units
-Added a final pass loop when searching a for a new starting plot. If a suitable location for a new city isn't found within 10 plots, spawn on any land plot within 10 plots that isn't occupied by another player in any way, even if a starting city cannot be built immediately

Update: Sep 24, 2020 @ 1:16pm

Hotfix:
-UNIT_GAUL_GAESATAE fix for Unique Unit Spawns option

Update: Sep 24, 2020 @ 7:11am

Update Version 1.1.1 (Byzantium and Gaul Update #1)
Added start dates:
-Byzantium 400AD or Medieval Era
-Gaul 1600BC or Ancient Era
New features in this update:
-Disable Free City Revolts: Cities in the Spawn Zone will not revolt. New players can still Declare War if the Spawn Zone is occupied.
-Dynamic Spawn Zones: If a Spawn Zone is occupied and a new starting plot is chosen, the Spawn Zone will be moved to the new location. Cities will revolt around the new starting plot instead of the original starting plot
-Golden Age Start: Era Score is earned from Turn 1 for players waiting to spawn. If this option is disabled Era Score is earned after the first Civilization enters the Classical Era. This option should guarantee that all players start in a Golden Age.
-Lesser Era Mode: Starting units for new players will be one Era behind the most advanced player's Era. If this option is disabled starting units are equal to the most advanced player's Era.

Update: Sep 2, 2020 @ 9:53pm

Update Version 1.1.0
-Unit spawns are now handled through dynamic functions in UnitFunctions.lua
-Some starting units will receive free EXP, scaling up depending on the unit and the era
-Added the Pike and Shot to the list of starting units
-Added Recon Units to the list of starting units (they will spawn away from the player's army if possible)
-Added the "Spawn Unique Units" option to the setup menu
-Unique units will be included in the starting units with this option enabled
-Starting units can vary between Civilizations with this option

Update: Aug 13, 2020 @ 7:39pm

Hotfix+ Update:
-Fixed issue where initialization script was running before updating the current era when loading a save when using the "Spawn By Era" option
-Added a comment in the Lua log for the number of Great Person points earned when using the "Bonus Great Person Points" option
-Great People points are now awarded by world tech / civic progress. Some Great People types require later era spawns to appear. Generally, Civs won't receive Great People points if it's not possible to earn them normally when they spawn
-Added missing Mapuche spawn units (Spearman and Archer), Aztec and Cree each receive an extra starting unique unit

New features in this update:
-Isolated civilizations start with a Builder
-Isolated civilizations now have a spawn area and receive 100 Gold and a small starting army if their spawn area is settled. This army does not scale with world tech progress or era

Update: Aug 11, 2020 @ 8:58pm

Update Version 1.0.9:
-Added the "Bonus Great Person Points" option to the advanced setup menu when starting a game (enabled by default)
-Receive a burst of Great Person points towards all Great People when spawning (adjusted for Game Speed) with this option enabled
-Changed how starting settlers spawn to prevent situations where one settler spawns separately from the rest of a players units, in another suitable city location (not necessarily a bug but how the code was implemented; if people liked this I may change it back)