Sid Meier's Civilization VI

Sid Meier's Civilization VI

Project Metropolis - A Civilization 6 District & Building Extension Mod
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Update: May 2, 2021 @ 1:02pm

Version 1.0.6

Balancing Changes
Spearman (Hoplite) and Pikeman (Impi) no longer require Barracks or Basilikoi Paides. Instead, you can train them if your city has at least one Garrison.
Hamlet now provides no Housing if it is placed on Disgusting or Uninviting plot. It provides 1 Housing on Average plot, 2 on Charming plot, and 3 on Breathtaking plot.
Public School now provides 0.5 Science per popluation in the city. Extra 0.5 Science per popluation if the city has 15 or more popluation.
Opera House now provides 0.5 Culture per popluation in the city. Extra 0.5 Culture per popluation if the city has 15 or more popluation.
Nau now requires Lighthouse to construct. Previously free to construct without any building prerequisites.

Art Update
Assigned New Frontier Pass civilizations to cultures so that the quarters will show the closest versions to their city centers:
Maya: South American.
Ethiopia: North African.
Gaul: Scottish (I know it is funny, I was pretty hesitant about Scottish or Baltic).
Vietnam: South East Asian.
Portugal: Mediterranean.

Update: Apr 22, 2021 @ 5:32pm

2021.04.22 Update

Just a quick update that adds prerequisites to newly introduced units by Firaxis:
Trebuchet requires Garrison to train or buy out.
Man at Arms and Line Infantry requires Barracks or Basilikoi Paides to train or buy out.

Update: Apr 9, 2021 @ 5:54pm

Minor Fix
Fixed a typo in the description of Pasture adjacency that failed to load production icon.

Update: Mar 30, 2021 @ 5:42pm

Version 1.0.5

AI Changes
Since AIs are so reluctant to build Barracks or Stables (which I see may be an official bug, because once they got one of them, they are very happy to construct Armory almost immediately), I added a new InGame script that grants AI players a free Barrack (if their UUs are troopers) or Stable (if their UUs are Heavy Cavalry type) the first time they finished constructing an Encampment (Ikanda, Thanh). Macedon got Basilikoi Paides and Mongolia got Ordu for sure. If the AI player doesn't have a UU that requires Barrack nor Stable (Recon, Light Cavalry or Naval types of UUs), a 50-50 chance that they will randomly get either a Barrack or Stable.
Human players don't get this, please construct on your own.
And, AIs are already cheating, to make them more aggressive, I believe you guys don't mind this new cheating move.

Update: Mar 29, 2021 @ 1:10pm

Version 1.0.4

Bug Fixes:
Fixed a bug that doesn't allow Builders and Military Engineers to construct Tunnels or Qhapaq Ñan.

Balance Updates:
Added 1 slot of Citizen to Farmers Quarter, Garrison and Fishers Quarter base. 2 slots of Citizen to Hamlet base.
Citizen working in Garrisons will provide +1 production, further bonus will be provide from buildings.
Added 1 slot of Citizen to Floor Irrigation, Seafood Market, Watchtower buildings.
Added 2 slots of Citizen to Inquisition.
Added 3 slots of Citizen to Fisherman's Wharf.
Citizen slots changed to buildings already have at least 1: Food Manufacturer increased to 3, Steelworks increased to 4, Outlets increased to 4, Public School increased to 3, Opera House increased to 3, Panzer Factory increased to 3, and Tourist Center increased to 4.
Opera House citizen yield changed to +4 Culture.
Inquisition citizen yield changed to +4 Faith.
Fisherman's Wharf citizen yield changed to +2 Culture, +4 Gold.
Panzer Factory citizen yield changed to +2 Production, +1 Science.

Update: Mar 28, 2021 @ 3:32pm

Version 1.0.3

Further modified AiLists so that they are now more willing to construct Garrisons, which enables them to train light cavalry units and catapults, and more aggressive to their neighbors again. Didn't see them constructing Barrack/Stable and Armory yet, guess there are too many Wonder building preferences... I will keep watching their behaviors.




Rebalanced quarters cost model, now is base cost 22 and +2 for each same type of quarter constructed nation wide. Hamlet cost changed to base 54 and +4.

Removed land domain assignment to Garrison, so that land units won't spawn in Garrisons any more. After this change AIs are willing to construct Garrisons, I am not sure what is the reason behind it. This should also fix a bug reported that buy-out units stack in the same Garrison and made the end turn stuck.




Reduced the sprawl of Fishers Quarter so that they do not look too crowded when constructed together, nor dwarf Harbor district too much.

Update: Mar 27, 2021 @ 11:21pm

Version 1.0.2

Fixed an UI bug that when Builder and Military Engineer unit is outside your territory, the entire Unit Panel was gone. Now showing back correctly.
Fixed an UI bug that duplicated the display of Housing for districts such as Aquaduct. Now showing only 1 row of Housing information.
Added AI favored items so that:
City-State will more likely construct quarters that is a similar type to them. Tested, they do.
Major civs should understand the importance of Garrison and Encampment buildings for them to train military units. Ran some tests using automation but either didn't see them actually construct these or the automation was stuck at a turn for some reason. This worries me a little, that it may mean when you are actually playing the game, ending a turn may get stuck. Please report if this issue does happen.

Thanks!

Update: Mar 25, 2021 @ 11:14pm

Version 1.0.1
Minor changes that fix some Simplified Chinse text.

Update: Mar 25, 2021 @ 10:26pm

Version 1.0

First time public upload! Yeah!

Bug Fixes:
Made sure Panzer Factory's +50% Production towards Modern and later Mechanical units functional.
Per Portugal update, AdjacencyBonusSupport.lua added a support to districts with Yields as well as Housing. Yet the official coding isn't working! It overwrites Yields with Housing. I made a fix here and when you are placing Districts you will see both information correctly.

Hope you Enjoy One More Turn!

Update: Mar 22, 2021 @ 11:05pm

Version 0.7_Beta2.

Added Simplified Chinese text.
Added Pasture adjacency bonus to Farmers Quarter that adds 1 Production.
Added Camp adjacency bonus to Traders Quarter that adds 2 Gold.

Trade Route yields modified.