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Civilization VI


razzRaziel

Öne çıkan mesajlar


The Liquid Mod is almost complete. We are currently play-testing the second version of the Liquid Mod and should have a final version by next week. We also beat Firaxis to developing a mirror map.

Here are a list of several of the changes in our MOD:

* Anti-Cavalry units (Spearmen, Pikemen) now have +20 vs cavalry (up from +10)
* Archers now have 10 melee strength (down from 15)
* Chopping jungles, marshes, and forests is at 80% of the normal value.
* [Bug Fix] Player-based Global Production Modifiers (like God of the Forge) now only affect YOU globally instead of all players.
* Horsemen now have -12 Combat Strength when fighting cities and districts
* Farms provide +3 Food
* Mines provide +3 Production
* Pastures provide +1 Production and +2 Food
* Irrigation improvements provide +1 Food and +3 Gold
* All Civics cost 25% less Culture to research
* All Units available from the Medieval Era and on cost 50% less Production
* All Technologies cost 25% less Science to research
* Scouts have 15 combat strength (up from 10)
* Policy Cards unlocked by researching 'The Enlightenment' Civic (Rationalism, Free Market & Liberalism) now give 5 times their respective bonus.
* Walls and Encampments have 50% HP.
* 300% Great Person Point Generation for all types of Great People.
* Turn Timers are now 30 sec base + 1 sec per unit + 6 sec per city.
* All Districts cost 25% less
* Temple provides +10 gold +10 faith
* Colosseum provides +10 Amenities to city
* Amphitheater provides +10 Amenities to city
* Art museum provides +10 Amenities to city
* Stables provides +50% experience to mounted units built in the city
* Barracks provides +50% experience to melee units built in the city
* Armory provides +50% experience to all units built in the city
* Market provides +10 gold
* Library provides +10 beakers
* University provides +25 beakers
* Workshop provides +10 production
* Shrine provides +10 faith
* Lighthouse provides +3 gold for each ocean tile used.
* Granary provides +10 housing
* Water mill provides +5 production
* Harbor (and English Royal Navy Dockyard as well) provides +20 gold
* Aqueduct provides +10 housing (Roman Bath +10)

LIQUID MAP V1
* Set starting locations. 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).
* Removed all advanced options start position, temp, rainfall etc
* Added a new advanced option called Rivers. Rivers can either be enabled or disabled, if enabled they will spawn randomly across the whole map (they can't be mirrored currently).
* City states removed.
* Goody huts disabled.
* Barbarians disabled.

This is a Blitz mode version of Civ VI. We are removing several luck factors and dramatically speeding up the game. The Liquid Mirror Map is the shape of a giant Hex with a smaller hex 8x8x8x8x8x8 located in the center. Each civ will spawn on each corner of the small hex. This map is ideal for a 6 person ffa, 3v3, or 1v1. We are also trying to be first to get a stable 3v3 game running.

After the release of the Liquid Mod, we are going to attempt to add several more updates gradually.

Here are just a few of the updates we are gradually making:

Civ IV City Elimination: If a player loses x amount of cities then their entire empire is instantly destroyed
Technology or Culture victory if one player on a team has 5-10 more technologies or civics than the highest on the opposite team.
Ability to ban 1-3 leaders per game.
Spectator Mode where a 7th player can broadcast the game with no fog of war.
Balanced leaders: We love the random leader option, but unfortunately, the leaders are not even close to balanced. In attempt to bring back random leaders we are looking to make dramatic changes to the leaders gradually and may even limit the total amount of leaders that are enabled in the MOD. For Example:


Gorgo - Combat victories provide culture equal to 100% of the combat strength
Hoplite get + 20 strength if there is at least one adjacent hoplite unit.
Acropolis - Citizens yield 10 culture

Gandhi - Satyagraha + 50 faith
Varu - 4 movement points - +15 strength
Stepwell + 10 food and +2 Housing if adjacent to holy site. +5 food if Adjacent to a farm + 10 faith at Feudalism + 20 food at professional sports

Japan - Hojo Tokimune - Dramatically increase district adjacency bonus to +15
Divine wind - Land units revive +15 combat strength in land tiles adjacent to ocean or lake.
Samuri - +15 strength

Russia - Extra territory upon founding cities - Give the full 3 tiles of culture
The grand embassy - +25 science + 25 culture
Cossack - 75 strength 5 movement 330 production and gold - 5 gold and +10 if fighting in or adjacent to home territory
Lavra - Border expands 10 hexs when a great person is expended in holy site.

China - Qin Shi Huang
Dynastic Cycle - 85% Eureka and Inspiration
25% charge on speeding production
Crouching tiger +15 strength
Great wall - +5 gold for each adjacent great wall

Saladin - Starts the game with a great prophet
+25 science for each foreign city with religion
Righteousness of the faith - 50% enhanced
Mamluk - 4 movement 65 melee strength 180 production
Madrasa - + 25 science

Teddy Roosevelt - Founding fathers - Earn legacy bonuses in 85% the usual time
Roosevelt Corollary - Units receive +5 combat strength
+25 appeal to all tiles in a city with a national park
Rough Rider +25 strength
Film studio +250 tourism
P=51 Mustang - +40 attack against fighter aircraft

Trajan -
All Roads lead to Rome - +25 gold
Legion + Chops all trees and jungle
Bath and Aqueduct - + 10 housing + 3 amenity

We are allowing an additional 5-6 play-testers a chance to test out the Mod/Map so if you are interested then feel free to send me a message on steam. https://steamcommunity.com/id/MrGameTheory

Because we are making several dramatic changes we will be gradually making additional balance changes as we progress through the play-testing, but we are looking at average games that are 25-50 minutes in length :D

And then the ultimate goal is to some how, some way, create a single standard esport setting and build a rank system into the MOD



Haftalar geçti haaalaa bekliyoruz adamlardan :D Hani hala Civ'den e-sport çıkabileceğine inanmıyorum ama insan merak etmiyor da değil.
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  • 2 hafta sonra ...
  • 1 ay sonra ...
RamsesII said:

yeni exp gelmiyor mu




https://www.youtube.com/watch?v=11HVt8f0X-I


https://civilization.com/news/entries#civilization-vi-australian-summer-2017-update-multiplayer-teams-mod-tools

A new free update for Civilization VI is coming soon to all Steam users. It will include some great new features such as Steam Workshop and modding tools, as well as multiplayer team functionality.

Multiplayer teams and mod tools have been two of the community’s most-requested features, and we’re happy to bring them to Civilization VI. Steam Workshop will allow you to browse, add, and subscribe to mods more easily, and the other tools will make it easier for artists and modders to express their creativity within the game. With the update to multiplayer you will be able to team up with your friends to conquer the world together against AI or human opponents.

There are also balance changes and bug fixes coming in this update, ranging from trade routes to ice caps, obsolete units to AI upgrades. We’ll go more in-depth on these details at a later time.
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Aceace said:

Açıkçası Avustralya'yı koymaları hoşuma bile gitti. Yav bu zamana kadar hiç Avustralya görmedik ki. Koysunlar işte.

Oyun zevkli değil sorun orda. Oyun zevkli olsa papua yeni gineyi koysalar bile farkmaz.


koymasında problem yok ama zulu,osmanlı daha nice medeniyetler dururken avustralya koyması sacma yani.
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