CIV 6 PATCH CRACK UPGRADE
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. This is the government to get if you want to go tall. 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 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.