Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Districts Base Yield
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
13.807 KB
2 May, 2021 @ 10:51am
14 May, 2021 @ 9:17am
2 Change Notes ( view )

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Districts Base Yield

Description
It always bothered me that a district which takes more than 10 turns to build and overrides tile yield produces nothing on its own, just because it''s not adjacent to anything. Not anymore.

Added base yield to all districts.

Commercial Districts and Harbors and unique districts replacing them gain +8 gold.

Other resource yielding district gain +4 resource of their respective type.

DLC and mods that replace resource yielding districts will be automatically supported.

The base yields does NOT appear on item tooltip but they do apply once you build them. Look at your city details and you will see.

There is a mod that adds +1 food and +1 product to all districts except for city center. If you enable both, your districts will get the yield bonus from both.
2 Comments
MrMarioMan 9 Apr, 2023 @ 10:54pm 
Love the concept of this mod, and I feel like it generally really improves gameplay---however, there's an oversight with harbors that I think you should know about. The +8 gold counts as adjacency, so shipyards also get +8 bonus production by default, which I assume was not something you intended, since it makes harbors much too strong in general.
Drahzev 30 Jul, 2021 @ 3:01pm 
Thank you. I will try this.