Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Specialist Progression
   
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9 May, 2021 @ 5:34pm
1 May, 2024 @ 7:33pm
6 Change Notes ( view )

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Specialist Progression

In 2 collections by JNR
JNR's Urban Complexity
26 items
JNR's Playlist (Gameplay-only)
116 items
Description
All district buildings now upgrade Specialist yields, making their value progress more smoothly throughout the game. Specialist slots and yields are also added to specialty districts which did not have any before. Specialists also consume only half the Food. Historically, people moving to the city had them take on professions which did not require as high of a calory intake as hard field labor, and as a result urbanization led to population growth even when agricultural yields remained stable.

The result is a balance that makes growing your cities tall a worthwhile undertaking. The automatic citizen manager will even put citizens into specialist slots later on as their yields grow. This also gives the AI more reliable yields especially when they struggle to get good adjacencies for districts and do not improve their lands efficiently.

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Features
  • All buildings now provide 1 Specialist slot and +1 of their districts yield to Specialists (or +2 if it's Gold).
  • These yields are doubled for buildings in the Aerodrome and Diplomatic Quarter as these just have two building tiers. The Preserve, however, is excluded from this increase because its design is that of an anti-district.
  • Halved Food consumption (represented by a +1 Food yield) for all Specialists except those in Industrial Zones and Encampments, who get an additional +1 Production instead.
  • Other district base yields have been reduced. For example, a Campus Specialist will earn 1 Food and 1 Science per turn. A Library will then bring it back to 2 Science.
  • Adds Specialists to specialty districts which did not have them before: Aerodrome, Entertainment Complex, Water Park, Government Plaza, Diplomatic Quarter, Preserve.

Compatibility and Recommendations

Does not require any expansion or other DLC but supports new districts such as the Preserve or Diplomatic Quarter if you have them.

The mod should be compatible with new unique districts and buildings added.

This mod was specifically designed to be used together with the Urban Complexity District Expansions. The yields have therefore been balanced around some districts having four building tiers.

Not compatible with any other mod changing Specialists in general.


JNR's Mod Series




32 Comments
Piper 14 Nov, 2024 @ 4:19pm 
Hiya, been enjoying your UC mod series. I've read the comments below and it seems like the landscape garden isn't providing specialist slots anymore? In my game it doesn't have any slots for some reason
Wladislaw Ivan Staimoslowski 13 Jul, 2024 @ 1:16am 
I just downloaded your Diplomatic Quarter expansion and the new buildings in this district don't seem to add any specialist yields. Only the Consulate & Chancery do (the new Gov. Plaza buildings seem to work fine).
JNR  [author] 21 May, 2024 @ 5:41pm 
specialists are citizens working district tiles
Casual Shitter #FixTf2 21 May, 2024 @ 1:37pm 
What are you referring to when you say "Specialist"? Are you talking about population?
JNR  [author] 1 May, 2024 @ 7:34pm 
Slot has been added to the Garden
britishbornA 27 Mar, 2024 @ 2:43pm 
Sweet, thanks for the quick responses.
JNR  [author] 26 Mar, 2024 @ 9:36pm 
Looks like I only added support for the yields, not slots. Will fix soon.
britishbornA 26 Mar, 2024 @ 10:56am 
Question: I noticed in the change notes that support for Leugi's Garden mod was added, but in my playthrough of your playlist, which has this, Garden and Preserve rework mod included, I only see specialist slots for the Preserve. Is this an intentional balance decision? Or is the Landscape Garden district still missing specialist slots?
AntipaterTruscus 14 Dec, 2023 @ 11:13pm 
Urban inhabitants need less calories, true, but urban inhabitants tend to WASTE MORE! Plenty of vegetables are wasted during logistics. And in this game, food is directly related to population. Your modification on food consumption will cause a population Explosion. However, we all know that nowadays urban inhabitants are having trouble with fertility rate especially in EU and in east Asia. I do not think your Specialists-consume-half design is realistic. Urbanization can only be good for population growth before modern age and should have negative effects on the population in the Future Era.
Besides that, I agree that specialists should be added to specialty districts which did not have them before, especially the Entertainment Complex.
PhantomKombat 5 Dec, 2023 @ 9:25pm 
I've noticed with this mod that specialists go crazy with the holy sites. The city will basically starve itself to put every specialist it can into the holy sites that it'll leave like one 2-2 tile being worked while the rest are in the holy site. Idk if that is a bug or intentional, but I have to manually lock in each citizen to a tile or tell the city to completely ignore faith.