- CIV 6 PATCH TOO MANY CITY STATES MOD
- CIV 6 PATCH TOO MANY CITY STATES CODE
- CIV 6 PATCH TOO MANY CITY STATES FREE
Interception promotions now help the right unit (had previously been reversed). Helicopters now take damage when ending their turn over mountains. ĝon't give GG points from Barbarian ranged attacks. Subs are no longer visible (all the time) in Hot Seat mode. Unit list now re-sorts itself correctly when a unit is promoted. Ĝorrect Great Admiral AI placement bug that prevented it from selecting a valid coastal city of yours. ğix a hang if a (melee) unit advanced across the world wrap seam after a combat. Restore missing Cover 2 promotion entries so it is available to units again. ğix advanced promotions for melee naval ships. on any body of water not considered to be a "lake" That allows them to be built in the same cities as harbors, seaports (and great admirals) - i.e. Ĝhange minimum area size for all naval units to 10 (from 20). Unit cycling improvement: when a unit is promoted, do NOT cycle immediately off that unit. Previously, the camera would jump great distances to select the next unit that needs orders, when a closer unit was available. ğix unit de-selection so the mini-map indicator clears. Previously, if an AI was choosing to deceptively attack, they would not check to determine if it was a good idea or not the moment before launching, which could result in “dumb” attacks. Ědd additional sanity checks for deceptive attacks. The logic to recommend Artist improvement placement now does not count plots where improvements can't be placed, e.g. Ĝlicking on an unemployed citizen to set them back to work does not "unlock" locked citizen assignment. ğixed an issue where citizen management focus on Production (and possibly others) could lead to starvation. ğixed an issue where automated workers evaluated danger incorrectly and consequently behaved incorrectly. Ěllow rush built units to trigger the operation they were built for to proceed into Gather Units phase. Ěutomated workers that don't have anything to do will not consume all their movement. ĚI will now build more workboats and will improve oil plots in the water. ĝo not allow Carthaginian Workers to end turns on mountains. ĝo not allow Carthaginian units to spawn on mountains. ĝutch now will build farms before polders are available. Removed notifications that appear at the beginning of the Fall of Rome and Mongol scenarios about lacking the proper strategic resources. Ĝlarify Interfaith Dialog so it mentions that Prophets earn you science too (not just missionaries). Rebuild religious pressure in case it was corrupted in older save games. Ĝorrect "Peace Loving" belief so it doesn't negate other happiness benefits from religion. ğix Found Religion screen so you can't find out about civs you haven't met by mousing over the religion icons. If you intentionally starve your city by reassigning all your citizens to be unemployed, you won't end up with more citizens than you have population. Also removed the +1 Science from Libraries from that finisher.
CIV 6 PATCH TOO MANY CITY STATES FREE
ĝo not let a player earn the 2 free techs from the Rationalism Finisher twice. ĝon't treat player as a deal breaker just for going to war with a player again. Resurrecting a player will have both sides forget any denouncing that happened before resurrected. Also implemented a new factor: Attempting a coup in a location where there is no defending spy (the current ally does not have a spy there) is >=2x as likely to work as it would if there was a spy there. Ĝorrected an issue that caused the AI to attempt coups too often, when chances of success were too low. Now the credit toward a RA will be based on Science earned that turn.
![civ 6 patch too many city states civ 6 patch too many city states](https://i.redd.it/omwrrp6jmtv41.png)
when you finished a tech and the extra research was being applied to the following tech).
CIV 6 PATCH TOO MANY CITY STATES CODE
Research Agreement code was previously giving double-credit to research "overflows" (i.e. Prevent double counting of resources when an improvement is gifted to a minor civ, then the minor civ techs up to activate the improvement. Unique luxury is given back upon liberation. Unique luxury is removed upon capture (players can no longer get it by taking over a CS). Mercantile CS now only get a unique luxury for their first city (and not the cities they conquer). German UA and Oligarchy social policy now work together correctly. Save games that were started before the fix will not be corrected.
![civ 6 patch too many city states civ 6 patch too many city states](https://daseomtseo.weebly.com/uploads/1/2/3/8/123899502/693331152.png)
CIV 6 PATCH TOO MANY CITY STATES MOD
Mod Browser - The "Get Mods" button is now hidden if the user has disabled the steam overlay.