clickstotal.blogg.se

Civ 6 district cost
Civ 6 district cost






civ 6 district cost

  • Starting warriors and settlers now stack on top of each other.
  • Rivers can either be enabled or disabled, if enabled they will spawn randomly across the whole map (they can't be mirrored currently).
  • Added a new advanced option called Rivers.
  • Removed all advanced options start position, temp, rainfall etc.
  • The resources on the map are randomly generated, but the placement is not so you can have a 3v3 match with set teams as long as the players occupy the correct Player slot in the staging room.
  • Player 1 will always start top left, Player 2 middle left, Player 3 bottom left, Player 4 top right, Player 5 middle right, and Player 6 bottom right.
  • All start locations set to plains hills (required because without it sometimes people were on oasis and sometimes not, which couldn't be mirrored properly).
  • Aqueduct provides +10 housing (Roman Bath +12).
  • Harbor (and English Royal Navy Dockyard) provides +20 gold.
  • Lighthouse provides +3 gold for each ocean tile used.
  • Market (and Polish Sukiennice) provides +10 gold.
  • Armory provides +50% experience to all units built in the city.
  • Barracks provides +50% expereince to melee units built in the city.
  • Stables provides +50% expereince to mounted units built in the city.
  • Art museum provides +10 Amenities to city.
  • Amphitheater provides +10 Amenities to city.
  • Colosseum provides +10 Amenities to city.
  • Temple (and Norwegian Stave Church) provides +10 gold +10 faith.
  • civ 6 district cost civ 6 district cost

  • Turn Timers are now 30 sec base + 1 sec per unit + 6 sec per city.
  • 300% Great Person Point Generation for all types of Great People.
  • Policy Cards unlocked by researching 'The Enlightenment' Civic (Rationalism, Free Market & Liberalism) now give 5 times their respective bonus.
  • Scouts have 15 combat strength (up from 10).
  • All Technologies cost 25% less Science to research.
  • All Units available from the Medieval Era and on cost 50% less Production.
  • All Civics cost 25% less Culture to research.
  • Irrigation improvements provide +1 Food and +3 Gold.
  • Pastures provide +1 Production and +2 Food.
  • Farms provide +3 FoodMines provide +3 Production.
  • Horsemen now have -12 Combat Strength when fighting cities and districts.
  • Player-based Global Production Modifiers (like God of the Forge) now only affect YOU globally instead of all players.
  • Archers now have 10 melee strength (down from 15).
  • Anti-Cavalry units (Spearmen, Pikemen) now have +20 vs cavalry (up from +10).







  • Civ 6 district cost