Sid Meier's Civilization VI

Sid Meier's Civilization VI

Grand Eras (Project 6T Core)
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Update: Jan 7 @ 6:13am

Only a very small update, affecting military unit production policies:
- Lightning Warfare is now unlocked at Mobilization instead of Totalitarianism. This frees up space on the latter and Third Alternative will now always unlock there instead of being pushed to Geopolitics if the Civic is full. Should provide more consistency overall.
- Agoge, Feudal Contract, Grande Armee, and Military First no longer boost the production of Recon units. This addition is being moved to a standalone mod.
- Added support for some upcoming mods.

Update: Sep 1, 2024 @ 9:51pm

- Fixed the Ballistics boost.
- Fixed the Stockholm City Hall issue with it being purchasable. Not really any deeper reason to fixing it here, was just an opportunity to do so in a mod I was about to update and which already updates all wonders anyway.

Update: Aug 19, 2024 @ 5:05pm

Fixes syntax error in wonder compatibility file.

Update: Aug 15, 2024 @ 6:24pm

Compatibility update:
- adjusted placement of Policies from Great Spies, Great Sovereigns, EpsTweaks for Support Units, and Caravans & Pilgrims.
- support for name change of Brewery improvement to Distillery.
- moved Liberal Arts College from Constitution to Parliamentarism.
- adjusted placement and cost of lots of recently released World Wonders.

Update: May 3, 2024 @ 11:45am

Fixed Foreign Trade not granting a trade route slot.

Update: May 1, 2024 @ 9:19pm

- fixed issues related to building requirements for Military Engineer.
- Fixed reference for the Post-Classical "first tech" / "first civic" moment so that it's compatible with Colorized Historic Moments.
- Updated the description of Oxford University to account for changes made.
- added support for recently released world wonder mods.

Update: Feb 23, 2024 @ 2:10am

- Fixed syntax error in 6T_Unlock_Great_People.sql (thanks to NuDDeN for pointing it out!)
- Backend change to icon sorting script as well as the tag for the Water Park's name to ensure that Entertainment Complex and Water Park buildings show up next to each other (relevant for Professional Sports and Consumerism)

Update: Feb 22, 2024 @ 2:14am

Added better icon sorting in the tech and civics tree, based on "Sort Tech and Civic Unlocks" by Dazz Aephiex:
1. Governments
2. Policies
3. Units
4. Districts
5. Buildings (buildings associated with a project come last)
6. Projects (projects associated with a building come first)
7. World Wonders
8. Improvements
9. Miscellaneous

Moved some unlocks around:
- Canals now unlock at Civil Engineering; Panama Canal stays at Explosives but Suez Canal will unlock at Civil Engineering as well
- Accounted for some changes in theme to District Expansion buildings
- Some minor moves to spread out icons better
- Cleaned up Chemistry, only one yield upgrade icon per Farm improvement now to avoid icon overflow when both Wetlands and Bonus Resource Improvements mods are active

Compatibility Support:
- Added compatibility for Great Sovereigns, including a small shuffle of bonuses in the early classical civics tree to distribute icons better
- Updated compatibility for changes in District Expansions
- Updated compatibility for changes in Bonus Resource Improvements
- Updated compatibility for new World Wonder mods
- Added preliminary compatibility for yet unreleased Savannah mod

Update: Jan 6, 2024 @ 12:32pm

Naval rebalancing:
- Moved Galley to Fishing to offer early counter to Barbarian naval attacks
- All units can now embark with Sailing already instead of Shipbuilding
- included support for the Medieval Pirate Unit mod

Compatibility Support:
- added support for recently released world wonder mods
- added support for recently released policy packs
- tweaked Janaki Ammal for Great Explorers: now boosts Ecology (granting it fully if the eureka is already known) and Genomics
- with the Spirituality District Expansion, the Stave Church replaces the Monastery instead of Temple - in that case it now unlocks at Monasticism just like the Monastery
- with mods allowing to remove *every* type of resource, quarry luxuries were harvestable at a different tech than stone; now they all become harvestable at Masonry

Update: Nov 16, 2023 @ 7:33pm

- Added compatibility with Ancient Paragons.
- Reassigned many Great People to new eras for better distribution, giving preference to gameplay at the cost of minor but not too bad historical inaccuraries.
- Added three Great Engineers to fill the Post-Classical era better. These are the same as added by the Industry Expansion.
- Added one Great Scientist because redistributing existing ones was insufficient without causing major historic misalignment.