Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Modular Adjacency Bonuses Example(模块化相邻加成:区域相邻加成)
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16 Feb @ 11:42pm
1 Jul @ 2:42am
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Modular Adjacency Bonuses Example(模块化相邻加成:区域相邻加成)

In 1 collection by RUIVO(洗库存的你妈死了)
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9 items
Description
This mod adds a large number of district bonuses, serving as an example of the core of modular adjacency bonuses

Dam:
For each adjacent river segment, +1 Food +1 Production
(Example: When adjacent to 3 river segments, +3 Food +3 Production)


Canal:
+2 Gold for each adjacent working Citizen; when adjacent to at least 6 working Citizens, +100% Gold adjacency bonus
(Example: 5 adjacent Citizens +10 Gold; 6 adjacent Citizens +24 Gold; 7 adjacent Citizens +28 Gold)


Aqueduct:
+1 Food for each adjacent Lake,
Gains Production based on the freshwater level of the cell (0 for no water, 1 for saltwater, 3 for freshwater)
Gains Housing equal to 10% of the total freshwater levels of adjacent cells (0 for no water, 1 for saltwater, 3 for freshwater)
(Note: Water cells like Lakes and Coasts have no freshwater level)


Industrial Zone:
Gains 34% of the total road levels from adjacent roads as Production (Example: 6 Railroads +10 Production)
Each road level in the cell provides +10% Production coefficient (Example: with Railroad, +50% Production coefficient)


Military Camp:
Gains 5% of the city's defense as Production
+1 Production +1 City Loyalty for each adjacent unit (excluding immobile units: Merchants, Spies)
(Example: When city center defense is 100, Military Camp gains +5 Production)


Neighborhood:
+0.5 Production per population in the city for the Neighborhood
+0.25 Food per housing in the city for the Neighborhood
+1 Gold per surplus housing in the city for the Neighborhood


Harbor:
For each district in the city, the Harbor's fishing range +1 ring; shallow and deep sea cells within the fishing range +2 Gold, up to 10 rings

Commercial Hub:
+1 Gold for each trade route operated by the player

Entertainment Complex:
+2 Gold per point of excess Amenities in the city

Water Park:
+3 Gold per point of excess Amenities in the city

Spaceport:
Using the map's north-south latitudes of -50° and +50° as the spaceflight standard lines, gains equal Science bonus based on proximity to the Equator, gains equal Production bonus for space projects based on Equator proximity, gains equal Production penalty for space projects based on proximity to the Poles; Spaceports on the standard lines gain 0 bonus and 0 penalty

Diplomatic Quarter:
+1 Influence +1 Diplomatic Support per adjacent district

Airport:
+1 Tourism +1 Trade Route Capacity per adjacent district

Government Plaza:
+1 Housing from each Military Card
+1 District slot from each Military Card
+1 Amenity from each Economic Card
+1 Trade Route Capacity from each Economic Card
+1 Influence from each Diplomatic Card
+1 Diplomatic Support from each Diplomatic Card
+1 of all Great Person points from each Great Person Card
+1 All Production from each Wildcard Card


Campus:
For each working Citizen in the district, increases its own adjacency bonuses by 25%
+0.5 Great Scientist point for each Mountain within 2 rings


Theater Square:
For each working Citizen in the district, increases its own adjacency bonuses by 25%
+1 Culture for each City Center within 4 rings


Preserve:
+0.3 Food for each Forest within 3 rings
73 Comments
RUIVO(洗库存的你妈死了)  [author] 24 Jun @ 8:26am 
OK
高亦轩 24 Jun @ 7:56am 
建议商业区的+2金币只算本城,港口的话我觉得改成每有一级建筑自身+1相邻加成然后本城水域+1金币,现在这版本的数值比和而不同还膨胀
高亦轩 24 Jun @ 7:52am 
大佬,感觉港口和商业区的加成太过了,都不用后期了,还在中世纪一个商业区就二三十的基础相邻,港口给水格子的加成也很离谱,一格直接十几二十几金币,太夸张了
RUIVO(洗库存的你妈死了)  [author] 21 Jun @ 7:49am 
旧档吗?抱歉我把圣地那个加成删了,你可以下我上传的旧版试试看看
JamieDave 21 Jun @ 7:38am 
圣地加成改了啥吗?我的所有圣地自带1000+的旅游业绩。这几天我的Mod列表只有这个更新了。
RUIVO(洗库存的你妈死了)  [author] 18 Jun @ 7:44am 
我上传个旧版吧
RUIVO(洗库存的你妈死了)  [author] 18 Jun @ 7:44am 
哦草我知道了,我改了东西,数据库条目变了
hhjk 18 Jun @ 7:40am 
旧档,开的mod有bbg和移山填海
RUIVO(洗库存的你妈死了)  [author] 18 Jun @ 7:22am 
我新档测没有问题
RUIVO(洗库存的你妈死了)  [author] 18 Jun @ 7:19am 
你开了哪些mod?