This is the government to get if you want to go tall. Now increases all yields in the capital by 30% but reduces yields in all other cities by 10%. Governments - Oligarchy government overhauled. This is to compensate for the new ability for all civs to use builders to add production to districts.ĭistricts - Harbor now gains +3 gold if adjacent to the city (yay coastal cities!) (Thanks to Chocolate PI for the idea and code.ĭistricts - Holy site faith adjacency increased to +3 faith near Natural Wondersĭistricts - Theatre District culture adjacency increased to +2 culture near Wonder. District production modifier cost slightly increased (still lower than Vanilla). Medina Quarter food reduced to +4 from +5. Oligarchy changed to only modify food and science, rather than all yields. This is mostly to offset science gained in new policies and buildings. Slowed Research times further (mostly in Modern and above). This should allow districts and cities to be far more specialized and feel less spammy. Dozens of new buildings for Districts coming soon. More buildings added to Districts (Still more to come) Policies - readded builder charges bonus to Colonization
CIV 6 PATCH TOO MANY CITY STATES UPGRADE
General - Doubled Unit upgrade costs so that it is less ridiculous. General - War Weariness from losing amenities reduced slightly. Fixed worker charges bug with colonization policy. Overall the map around you and resources will be a little more interesting. Also slightly increased yield for Plantations, camps and other resource-based improvements. Now resources will be slightly better than forests, hills and rainforests (horay!). Increased yield slightly for some resources. New policy effects for some Military and Diplo policies Some policy balance tweaks and bug-fixes. Updated to be compatible with Spring update. Fish and Crab resources now give an additional +1 production.
Now resources will be slightly better than forests, hills and rainforests (finally!). Districts - Theatre District culture adjacency increased to +2 culture near Wonder. Districts - Holy site faith adjacency increased to +3 faith near Natural Wonders Slightly decreased production cost of districts District pop requirements slightly increased, from 3 to 4 (that is, more pop required to build more districts in a city). Doubled Unit upgrade costs so that it is less ridiculous. War Weariness from losing amenities reduced slightly.
Traderoute durations doubled so you don’t need to refresh them so frequently in the late game. This allows you to grow enormous cities at the cost of using up production capacity. This project allows cities to build Housing but at the cost of losing population. Now increases Food and Science in the capital by 30% but reduces those yields in all other cities by 10%. Aztec bonus increased to +50% production to compensate. Builders can now add +20% production instantly towards building a district for a builder charge. Housing - Starting city housing in non-fertile land increased by +1
CIV 6 PATCH TOO MANY CITY STATES FREE
This is to prevent randomness from playing such a big part in the start of the game when the first person to meet gets a free envoy and therefore a huge bonus. Natural Wonders - Increased tile yields slightly for all Natural Wonders Tech / Era speeds - Increased tech and civic costs based on era. Tech / Era speeds - Reduced Tech and Civic boosts (Eureka, inspirations) to now increase tech by 30%, was 50%. Added many new buildings with unique effects Policies are now far more strategic and have big implications to play-style. Resolving under-powered sea-tiles / coastal cities. Adding new buildings to plug the gap in buildings that occurs in the mid-game and to make the game more enjoyable Creating more meaningful choices though a major overhaul of policies. Addressing tech research going too fast in mid-late game. Making the game more interesting and fun, particularly in the bland early and late game. Civ 6 Improvements Patch makes general changes aimed at making Civ 6 more fun while keeping the essence of the game the same.