Sid Meier's Civilization VI

Sid Meier's Civilization VI

Unit Expansion: Naval (Project 6T)
Showing 1-5 of 5 entries
Update: Jan 7 @ 5:58am

Changed the Uranium use of some late-game naval units. Stealth Destroyers and Nuclear Submarines now only require a one-time supply of 5 Uranium when built and have no more per-turn Uranium use. This should make their cost more balanced. It's also closer to how reactors aboard vessels are actually fueled.

Update: Jan 6, 2024 @ 12:38pm

better compatibility with Medieval Pirate Unit mod

Update: Apr 30, 2022 @ 9:21pm

Fixed eureka texts which still referred to Frigates instead of Galleons.

Update: Apr 12, 2022 @ 9:53am

Marked mod as dependent on Grand Eras to avoid accidental activation without it.
Fixed placeholder text on unit descriptions.
Renamed Stealth Destroyer to Missile Destroyerm removed stealth capability from it, and shifted the unlock to Nanotechnology to keep the identity of the unit classes separated better.

Update: Apr 11, 2022 @ 6:51pm