Sid Meier's Civilization VI

Sid Meier's Civilization VI

Military Doctrines
Showing 21-28 of 28 entries
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Update: Jul 23, 2017 @ 12:29pm

- Removes veterancy from religious units and spies

Update: Jul 20, 2017 @ 7:11pm

- Fixes the red background found in anything lower then dx 12

Update: Jul 20, 2017 @ 1:16pm

- Checks unit XP after finding a goody hut

- Changed a grammer error

Update: Jul 18, 2017 @ 11:49pm

- Added UI to work with veterancy you can now see how much XP is need until reaching the next veterancy like regulars or elite.

- Promotion action is hidden as this mod will automatically promote your units. And you can choose promotions in the doctrines launch bar in the top left. This will hopefully help solve the problems involved with other mods that give a free promotion.

- Added MIT license info that goes with the CQUI code

- CQUI is added to the UnitPanel also

Update: Jul 17, 2017 @ 4:29pm

- Rebalanced most of the doctrine tree

- It takes more XP to gain doctrines

- AI will now gain XP at a much slower rate

- Veterency Promotions get much more expensive after earning each one

- Removed Civilians getting some of the doctrines (bug fix)

- Compadibility with CQUI *testing this*, it is very important to know that in order for the load order to work you must subscribe to this mod last. If you don't then doctrines won't work. You can also save the game at turn 0 and load it back up and the doctrine will appear regardless of subscription order. Unforunetly this is the only way of doing this with the state that load orders work in Civilization 6, hopefully firaxis changes this :)

I also recommend using CQUI by Chaorace

Update: Jul 15, 2017 @ 12:43am

- Added compadibility with mods that use promotion data

*Balance changes to strength is coming, I plan on basing this off of the combat formula found here:

https://forums.civfanatics.com/threads/hans-lemurson-figures-out-the-combat-formula.606147/

Update: Jul 13, 2017 @ 4:37pm

Update: Jul 13, 2017 @ 4:03pm