Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Worship Buildings Enhancement
   
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1 May @ 6:03am
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Worship Buildings Enhancement

Description
Meeting House
+50% Industrial Zone district adjacency bonuses in this city.
+1 Great Engineer Point per turn.

Cathedral
+50% Theater Square district adjacency bonuses in this city.
+1 slot for any Great Work.
+1 Great Writer Point per turn.
+1 Great Artist Point per turn.
+1 Great Musician Point per turn.

Wat
+50% Campus district adjacency bonuses in this city.
+1 Great Scientist Point per turn.

Stupa
Entertainment Complex or Water Park district in this city provides +1 Amenity.
+1 Great Merchant Point per turn.

Mosque
Religious units created in this city gain +1 spread and +2Movement.
Base +5 Faith per turn.
+1 Great General Point per turn.

Pagoda
+2 Diplomatic Favor per turn.
Base +5 Faith per turn.
+1 Great Engineer Point per turn.

Synagogue
+50% Holy Site district adjacency bonuses in this city.
+1 Great Merchant Point per turn.

Gurdwara
Farms in this city gain +1Food.
+1 Great Scientist Point per turn.

Dar-e Mehr
+1 additional Faith for each era since constructed or last repaired. Cannot be pillaged by natural disasters.
This city receives +1 Faith from each unimproved feature.
Immune to natural disasters.
+1 Great Writer Point per turn.
+1 Great Artist Point per turn.
+1 Great Musician Point per turn.
6 Comments
omega 13 14 May @ 1:19am 
GODDDDDD
I guess ur right, on seconf thought it's more a civ problem then the mods' balancing; stll great mod!!
wayyanzhi  [author] 7 May @ 6:25am 
@James III, Vampire Killer 2K1 It's not too overpowered—just around +2 more yield on average compared to before.
Really like the concpet, but i think some balancing is needed, wat and meeting houses are way to powerfull for any playstyle
Nightmare576 3 May @ 7:43pm 
Why does the synagogue provide a great merchant point is that just some "edgy" bullshit
ranma_hf 1 May @ 3:33pm 
Yes! thank you! Its just enough to space things up. Perfect! Gonna give it a shot today.