Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Rush Repair Projects
   
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28 Nov, 2023 @ 3:51pm
30 Nov, 2023 @ 4:09pm
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Rush Repair Projects

Description
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Allows Military-Engineers to rush Repair Projects (Districts or Buildings repaired in a City).

Repairing Districts and Building when they get pillaged can take a lot of Time. But why wait that long if you can use Military Engineers to rush the repair?!!

This Mod is commissioned by @spartan1204.


Notes:
- Military Engineer needs to be on the pillaged District tile (can even be the City-Center, if CC Buildings are pillaged), and the pillaged District or Building needs to be in the current build queue of the City (being repaired by the City).
- Rush repairing a District or Building consumes 1 Build Charge.
- If the District/Building repair production cost is 15 or less production, then the ME will immediately repair it.
- If the District/Building repair production cost is more than 15 production, then the ME will rush the repair by 50% of the cost (no matter what the cost is).

Example: The Campus in a City is pillaged, and it costs 20 Production to repair. Military Engineer needs to be on that Campus tile and the Campus Repair Project must be in the current build queue of the City before the Military Engineer can be used to rush the Repair. Since the Cost of repair is more than 15 Production, Military Engineer can spend 1 Build Charge to rush 50% of the cost, which is 10 Production.

Compatibility and Multiplayer:
- This Mod should be compatible with any Mod, even those that change the Unit Panel UI.
- It is specifically designed to be used in Multiplayer (but can also be used in Singleplayer), so it most likely won't cause any Desyncs.

Commissions:
Sometimes I take Mod Commissions, so if you have a special Mod in Mind or any Mod Idea you can contact me on Discord (My Discord ID: Zegangani#0321), CivFanatics[forums.civfanatics.com] or here on Steam.

Support:
Support me with a Ko-fi if you like this Mod and want to see more like it. Your Support is also helping me getting forward with my 4Xpansion Pass Project for Civilization VI[forums.civfanatics.com], which is a Pass of 6 Mod Packs that introduce many new Game Mechanics/Features and old Ones from Previous Game Iterations, as well as many QoL Improvements. Thanks a lot!!
[ko-fi.com]
7 Comments
MikeSeven 18 May @ 10:20pm 
I like this mod, but I keep getting a lot of "attempt to index a nil value" errors in Lua.log.
Neurobi 1 Jul, 2024 @ 2:35am 
Can this be applied to an existing save file?
Meanie 23 Jun, 2024 @ 6:45pm 
The description states that this mechanic is for Military-Engineers, but my Ancient Builders are also able to do it.
Zegangani  [author] 1 Dec, 2023 @ 7:33am 
No, the AI doesn't know how to use it.
Galindus 30 Nov, 2023 @ 7:40pm 
This is a good and interesting idea. Curious -- does the AI also leverage this capability?
Zegangani  [author] 29 Nov, 2023 @ 6:49am 
gotta keep'em useful :summer2021simulation:!
iPlayGamesITA 29 Nov, 2023 @ 2:52am 
Super smart! Now Military Engineers have the extra purpose of damage control, so keeping one near a volcano or a floodable river will be useful! :gwent_gg: