Sid Meier's Civilization VI

Sid Meier's Civilization VI

Historical Spawn Dates
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Update: Aug 8, 2020 @ 8:50pm

Hotfix Update
-Changed how the Isolated and Colonial traits are attached in IsolatedCivs.sql
-Traits are now attached by Civilization instead of leader, for compatibility with alternate leaders and leader mods for Civilizations

Update: Aug 5, 2020 @ 1:23am

Hotfix Update:
-Rise and Fall compatibility fix
-Updated ModSupport.sql with requested Civilization mods (see discussion posts)

Update: Jul 21, 2020 @ 3:11am

Hotfix:
-Settler starting era variable is now set from ScriptHSD.lua

Update: Jul 19, 2020 @ 10:41pm

Update Version 1.0.8
-Added "Complete Boosted Techs and Civics" option to the setup menu
-Techs and Civics that would receive a eureka boost when a player spawns are completed. New Civs will be more advanced with this option enabled.
-The starting era after which settlers are spawned can now be configured from GamePlay.sql with the HSD_SettlerEra option. See GamePlay.sql for instructions
-Added a generic civilization option to Colonization Mode. You can add any Civ into the list "ColonizerCivs" located in IsolatedCivs.sql and it will be included in the colonization script.
-Generic Civs will spawn their first colony in either North or South America, and the second colony in Australia (Renaissance and Industrial Eras respectively)
-Added ModSupport.sql for including starting dates for community made Civilization mods

Bugfix:
-Added a check for the Free Cities player when assigning bonuses
-Don't delete units on a starting plot if it's already owned

Update: Jul 17, 2020 @ 12:09am

Update Version 1.0.7
-Added "Spawn By Era Instead of Date" option to the setup menu
-Using this option, all civs in a defined era will spawn at the same time, when the game enters a new era
-Starting eras are defined in HistoricalSpawnDates.sql
-Added "Colonization Mode" option to the setup menu
-Dynamically creates colonies for European civs when they enter the Renaissance and Industrial Eras
-This is meant to help the AI, but it can be activated for the player by selecting "Spawn player colonies" from the setup menu
-City States will now receive some starting bonuses in their first city, and changed the way cities states spawn in some instances where they don't advance properly
-More descriptions in the setup menu, and in ScriptHSD.lua

Update: Jul 6, 2020 @ 2:16am

Hotfix Update
-Fixed missing Palace bug when a player conquers another city as their first capital
-This fix should work for saved games--once you settle or capture a new city, the game will check if there is a Palace in your capital
-Fixed issue where the starting settler was spawned separately from the rest of a player's units when the starting plot is already owned and occupied

Update: Jul 2, 2020 @ 8:13pm

Update Version 1.0.6
-Fixed issue where defeated players were not removed from the game or diplomacy ribbon properly, and a defeat message did not appear. Settlers are returned to the starting units list, but the starting settler is created in a hidden plot (-1,-1) while a Civ is waiting to spawn. This should appear the same from the player's perspective, you can't see or control the settler, and it is deleted after the Civ spawns
-Added text tags for the Colonial and Isolated traits, and created a new Colonial trait separate from Russia's Grand Embassy trait
-Traders are no longer spawned in every new city when Era Bonuses are enabled (there were too many unused traders appearing on the map, not sure if they were registering properly with the AI when created this way)
-The Super Monument provides a 50% discount to traders
-Fixed Super Monument not being removed when a captured city causes the city count to exceed the Era limit
-Ancient Era Civs start with an archer instead of a battering ram
-More documentation included in IsolatedCivs.sql comments sections

Update: Jun 27, 2020 @ 9:10pm

Update Version 1.0.5
-Colonial Civs always start with a settler instead of automatically founding their first city. Temporary solution for the bug where their first city sometimes starts at 1 population when founded with player:GetCities():Create(). Founding a city with a settler seems to always add bonuses successfully
-Colonial Civs start with the Democracy government unlocked regardless of civic progress (added for historical flavor and to give them another edge to balance their late start)
-Expanded the range that a new Civ will search to spawn it's starting army, now up to 9x9 plots, and added a check to make sure the new starting plot isn't occupied by another unit, which prevents the army from spawning
-Fixed the bug where Super Monuments weren't being removed (changed HasBuilding and RemoveBuilding functions to take the Index of the Super Monument building)

Update: Jun 26, 2020 @ 1:40am

Hotfix Update:
-Changed the internal mechanism for how Civics and Techs are gained (changed the functions from SetCivic / SetTech to SetCulturalProgress / SetResearchProgress)
-Civics and techs will now register in the UI when spawning (you will receive popups for every tech and civic received when spawning, as well as any era moments and points)
-AI will no longer be stuck being unable to research or gain new civics (SetCivic and SetTech don't seem to register the new techs and civics with the AI properly) and should perform much better

Update: Jun 25, 2020 @ 9:30pm

Update Version 1.0.2
-Fixed Database errors for the Super Monument (extra loyalty pressure modifier should be attaching now)
-Super Monument now reduces production cost of new districts by 50%
-All HSD Civs waiting to spawn now receive Code of Laws on the first turn in case they have to make a policy choice before they spawn
-Added the option to the setup menu to have all Civs receive the Era Building in their cities, instead of only Colonial Civs