New models for three antiquity buildings were added with patch 1.3.0 but oddly enough only for... Hawaii, an exploration age civ (no, Tonga doesn't use them).
There is an unused effect for getting relics from civic masteries. I'm pretty sure that's what Iceland will get from its unique civics and they're meant to complete the path with raw culture rather than proselytizing. There is also an unused effect for spreading religion via coastal raiding, in...
I can't play a roadmap, so honestly I don't really care whether they give us one or not. Roadmaps fall under "announcements of announcements" to me and all they do is have me stop playing because they make me aware that a better version of the game is *just* around the corner, but permanently so.
In addition, many authors of "ophaned" mods are still active. I have ported some of mine to the Workshop. But not all, yet. There are quite a few and it takes time as some might need updates first (or I *want* to update them first, also possible). This means that the first step should always be...
It's wild, twisting over backwards to keep the idea of "more is less" alive. Of course, it all also ignores that there are more *leaders* than ever before (which together with mementos can give you 26 unique abilities rivaling previous games' civ+leader ability combos in terms of scope). Or that...
We could've just had 3 legacy paths, then each would've been associated with two attributes. Would've made a lot of sense given how the exploration and modern econ paths require more science rushing than the actual exploration science path.
But fans whined about an economic victory being the...
Very good idea. I have already made some mods extending legacy options and am planning to make more as to bundle them into a larger "Legacies++" mod eventually for when Workshop support comes. An alternative econ golden age for Carthage would fit right in. Currently considering this:
When you...
A simple mod addressing which annoys me more than it really should.
Now the Cannery is a Warehouse building boosting Food production and preserving it for transport, possibly from a town to a city, and the Grocer is an urban building distributing Food locally.
From a gameplay perspective...
Fyi, the Gold you get from others sending trade routes to you is the number of resources traded, capped at 3, multiplied by (1 + age) and doubled if it's a sea trade route.
So it ranges from 2 Gold for an antiquity age land route trading a single resource (1 x (1+1) x 1) to 24 Gold for a modern...
In general, I am against what I call "unique fatigue", where instead of creating a set of interconnected systems which behave differently based on circumstances and actions, we get a huge list of custom effects and their singular available sources and are then tasked with stacking them.
Civ VI...
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