Sid Meier's Civilization VI

Sid Meier's Civilization VI

Colony and Empire
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HktkNban  [developer] Oct 22, 2021 @ 4:45am
Changelog (2021.10.22 - 2021.12.19)
ver.2021.10.22

Colony System
- The Governor-general's Office no longer offsets the stability penalty. That is, for each colony, there is a penalty of -2 to the loyalty of all cities. Thus, it is no longer possible to hold an unlimited number of colonies.
- In order to discourage excessive colonial spamming, it is no longer possible for players to arbitrarily build a Governor-general's Office. The Governor-general's Office can only be used by automatic construction when another country's city is occupied.

Loyalty
- The reach of loyalty pressure has been restored to 9 tiles.
- Loyalty bonus from the Governor has been restored to +8.
- Loyalty bonus due to City Hall increased to +8.
- Loyalty bonus from social policy "Colonial Office" increased to +8.

Technology Tree
- The technology tree in the pre-industrial era has been changed to provide more options for technology research routes in the early game.
- Astrology/Sailing/Archery are now researchable from the start, so these boosts have been removed.

World Congress
- The interval between Regular Sessions has been changed to every 20 turns.
- The interval between Special Sessions has been changed to every 10 turns.

Strategic Resources
- City-states no longer acquire free strategic resources. This is to solve the problem that in previous versions, becoming the suzerain of a city-state could easily obtain a large amount of strategic resources.

Mod compatibility - Warfare Expanded Complete Edition
- The technology required for Dromon ships has been changed from "Mathematics" to "Shipbuilding".
- The technology required for Light Cruisers/Dreadnought battleships has been changed from "Refining" to "Steel".



ver.2021.10.29

Policies
The effects and requirements of some policies have been changed.
The following policies have been newly added.

Free Trade Agreement
- Successor to Wisselbanken.
- Unlocked by: Capitalism
- Effects: Your Trade Routes to an Ally's city or vassal city-state provide +4 Food, +4 Production, +4 Science, +4 Culture, and +4 Gold for both cities. +0.5 Alliance Points per turn.

Isolationism
- Changed to economic policy instead of dark age policy.
- Unlocked by: Mercantilism
- Effects: +4 Food and +2 Production from domestic Trade Routes.

Unilateralism
- Successor to Isolationism.
- Unlocked by: Cold War
- Effects: +8 Food and +4 Production from domestic Trade Routes.

Media Culture
- Predecessor of Online Communities.
- Unlocked by: Mass Media
- Effects: +25% Tourism output to civilizations to which you have a Trade Route.

Neocolonialism
- Successor to Colonial Offices and Colonial Taxes.
- Unlocked by: Cold War
- Effects: +20% Production, +20% faster growth, and +8 Loyalty per turn for colonial cities.

Imperialism
- Unlocked by: Nationalism
- Effects: +20 Loyalty per turn for all cities. -10 Diplomatic Favor per turn.

Strategic Resources
Materials
A new strategic resource "Materials" has been added.
It is consumed by some projects.
With "Mass Production" technology, the Workshop and the Factory will supply them every turn.

Projects
The following projects have been newly added.

Food Processing
- Requires: 50 Horses
- Effects: Converts 100% of Production per turn into Food while ongoing.

Fertilizer Injection
- Requires: 50 Niter
- Effects: Converts 100% of Production per turn into Food while ongoing.

Iron Material Processing
- Requires: a Workshop and 50 Iron
- Effects: Converts 50 Iron into 50 Materials.

Coal Liquefaction
- Requires: a Factory and 50 Coal
- Effects: Converts 50 Coal into 50 Oil.

Others
- The effect of Coal Power Plants, "Production equal to district adjacency bonus" has been removed. Instead, the effect of "+3 Production to the City Center within 6 tiles around" was added.
- The rate of increase in production costs for Trader units has increased (up to 400).
- Increase AI player's naval and air unit preference.

ver.2021.11.07
Strategic resources
- Manpower: new strategic resource.
- The City Center district supplies +1 Manpower per turn, and the Palace supplies +1 Manpower per turn.
- Builders consume 30 Manpower during training.

Projects
- Recruitment: New project. When completed, +30 Manpower, -1 Population in the city.
- Immigration: New project. Consumes 30 Manpower. When completed, +1 Population in the city.
- Food Production: New project. Converts 33% of Production into Food.
- Horse Meat Processing: Name changed from "Food Processing".

Units
- Aircraft Carrier:
Aircraft carriers are no longer able to gain experience and form fleets.
Instead, their cost, movement, combat strength, and number of aircraft slots were greatly increased, making them extremely expensive and powerful units.
In other words, it became a "carrier strike group" with escort fleets and direct cover aircraft from the start.
The same changes will be made to the Supercarriers in the Warfare Expanded Mod.

ver.2021.11.23

Difficulty
AI player bonus reduced due to difficulty being unreasonably high.
The +X% bonus for AI players has been removed. Also, the fixed value bonuses for science/culture/faith have been removed.
This has reduced the AI player's research speed on higher difficulties.

City States
To fix the problem of city states going bankrupt and not being able to keep their units, free gold bonuses have been given to city states.

Colony
When an AI player conquers a city on the mainland (the continent where the capital is located), the Governor-general's Office will no longer be built.
This is to fix the problem that AI players do not remove the Governor-general's Office and cannot make good use of the colonial system.

Diplomacy
- To fix the problem of AI players becoming hostile immediately after an encounter, the diplomatic sentiment of AI players on first meeting has been changed to be "Neutral".
- Denouncing now required the Early Empire civic.
- Declaring Friendship now required the Civil Service civic.
- It is no longer possible to renew an alliance immediately after it expires. This has made it difficult to continue an alliance if the relationship with the AI player has deteriorated.

Embark / Sea Trade Routes
After the research of the Sailing technoloy, it became possible to embark land units and use sea trade routes.

ver.2021.12.19
Mod support:
- Support for "Coastal/Waterfront Specialty Districts" Mod.

Language Support:
- Added Korean version text file.

Game Settings:
- The default number of players and the maximum number of players have been increased. This will intensify territorial conflicts and make the game more exciting.

Difficulty:
- Adjusted AI bonuses. Food/Production/Gold bonuses have been changed to (1 + 0.1 * difficulty factor * era progression), reducing the difficulty in the early game.

Specialists:
- Add specialist slots in Neighborhood districts.

Strategic Resources:
- The resource cost for military unit production increased from 1 to 10.
- Increased the resource cost for producing religious units from 30 to 50.
- Resource cost for immigration projects increased from 30 to 50.
- The initial limit on the amount of manpower resources stockpiled has been increased to 100.

Units:
- Aircraft carrier melee combat strength reduced from 110 to 100.

Buildings:
- Removed "+1 Science, +1 Culture from coastal tiles" from Seaports.
(*) Weakened Seaports for balancing purposes, as coastal cities have been strengthened by "Coastal/Waterfront Speciality Districts" Mod.

Bug fixes:
- Fixed a Lua script error that occurred when a city became a Free City.
Last edited by HktkNban; Jan 16, 2022 @ 4:00am