Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Preserve District Rework
   
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19 Mar, 2021 @ 5:35pm
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Preserve District Rework

Description
Preserve District Rework
This mod rebalances the Preserve District by reducing the insane yields but making the bonuses more flexible to use.

To summarize, the yields from the buildings now max out at +1 instead of +2, but the yields now apply even if the tile is improved and also apply to Water tiles.

Preserve District Changes
  • Can now be built adjacent to the City Center.
  • Provides Trade Route yields like all other specialty districts: +1 Production for domestic Trade Routes and +1 Faith for international Trade Routes.

Grove Building Changes
  • +1 Food, +1 Culture, and +1 Faith to adjacent tiles with Charming Appeal or better.
  • The bonuses will also apply to Water tiles.
  • The bonuses no longer require that the tile be unimproved.
  • The bonuses do NOT get better if the tile has Breathtaking Appeal.

Sanctuary Building Changes
  • +1 Production, +1 Science, and +1 Gold to adjacent tiles with Charming Appeal or better.
  • The bonuses will also apply to Water tiles.
  • The bonuses no longer require that the tile be unimproved.
  • The bonuses do NOT get better if the tile has Breathtaking Appeal.

24 Comments
BluJ 30 Oct, 2023 @ 6:01pm 
Yeah, this mod just doesn't load for me. Could it be not working with another mod I have?
BluJ 30 Sep, 2023 @ 11:44pm 
I installed this and it still says it can not be built next to a city center.
Bombermans 4 May, 2022 @ 7:26am 
Hello, do you accept payed mod comissions?
VioletWitch 7 Mar, 2022 @ 10:20am 
Royg Biv 5 Dec, 2021 @ 6:19am 
nice mod, but the description in the **text.sql doesn't match up with your description here on the workshop page. Anyway, it works well as it buffs charming tiles and water tiles.
MarsEco 10 Oct, 2021 @ 10:07pm 
SO you could still have it for all those pretty Plantations, Camps, Pastures, Seaside Resorts, Ski Resorts, Seasteads, (both types of) Mountain Tunnels, Railroads, ALL Unique Improvements (except the Roman Fort because it is just a normal Fort sadly,) ALL Renewable Power Improvements, & City Park. Only ones that IDK would be Farms, Fishing Boats, (ugly) Fisheries, and Lumbermills (as those are very simple improvements and easy to do.) Just a thought. Im sure all improvements is easier to code.
MarsEco 10 Oct, 2021 @ 10:07pm 
I also like you have added it to water tiles, I have always felt that coastal tiles should get Appeal too. I mean it's not just the water, it's also the little rocks sticking out of the water, caves, beaches, etc on the shores. People can use water's resources from the coast, as well as, from the boats. But I would make 1 change, (or let it be food for thought,) since this is an Appeal based Districts, also unimprovement kind of mechanic, but some features reduce Appeal, I like that you made it count towards improved tiles too. BUT (here's a change I would consider,) maybe it shouldn't count on adjacent tiles that are Mines, Quarries, Oil Wells (Platforms too,) Airstrips, Missile Silos, & (just regular, not unique improvement) Forts.
MarsEco 10 Oct, 2021 @ 9:55pm 
Yea it was weird the Preserve never gave trade route yields, it's like the Aerodrome in that respect; Specialty District, needing population thresholds but it too, does not get trade route yields. Space Port I would understand, but not these two.
-=Maure=- 26 Apr, 2021 @ 1:13am 
Very useful for Canada, since the original Preserve antisynergizes with its improvement bonuseson tundra.
mcgreggd 11 Apr, 2021 @ 11:06am 
I found the AI to be terrible at placing preserves. Always putting them next to the coast where it's almost useless. This mod helps them out so thanks.