Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Manor District and Great Agriculturalist
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315.747 MB
4 Jul @ 7:39am
27 Jul @ 7:00am
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Manor District and Great Agriculturalist

Description
New specialized district dedicated to agricultural production: Manor.This intensive farming complex enhances all aspects of food cultivation through systematic improvements.New Great Person focused on agriculture: Great Agriculturalist.These visionary pioneers addressed humanity's dietary needs through innovations in crop cultivation, animal husbandry, grain preservation, food logistics, culinary arts, and kitchen architecture.
Manor
Unlocked with Irrigation. Cannot be built on Snow tiles.• +2 Food from the adjacent river.• +1 Food from each adjacent two districts.• +1 Food from each adjacent two Farms, Plantations, Pastures, Camps.• +1 Food from each adjacent Pasture, Camp (unlock with Stirrups).• +1 Food from each adjacent Farm, Plantation (unlock with Feudalism).• +1 Food from each adjacent two Plains, Grassland or Desert Floodplains.• Receives additional adjacency from certain civilization-specific improvements (see in-game).• Enables Exploitation Farmland project: District-based project which provides Food every turn and Great Agriculturalist points once finished.
District Buildings
  • Food Wharf: Unlock with Early Empire. Domestic Trade Routes to this city gain +2 Food. +1 Food to each Food Wharf adjacent to the same river. Must be adjacent to on a river.
  • Food Mills: Unlock with Wheels. +2 Food in a city with a Pasture. Each citizen gain +0.4 Food after unlocked "Engineering" Technology.
  • Irrigation Ditch: Unlocked with Irrigation. Each Plantation and Farm on tile with fresh water resource gain +1 Food in this city.
  • Grain Transportation Bureau: Unlocked with Civil Service. Domestic Trade Routes to this city gain +2 Food and +2 Production. Canals within 6 tiles +3 Food and +3 Production.
  • Manor House: Unlocked with Feudalism. Each improved Plantation, Farm, Pasture and Camp Luxury resource gain +1 Culture in this city.
  • Brewery: Unlocked with Apprenticeship. Grant a Alcoholic Luxury unique to every civilization. +50% food adjacent bonus to this Manor. Bonus Gold equal to the adjacency Food bonus of its district.
  • Food Factory: Unlocked with Industrialization. +10% Food to this city. Bonus Production equal to the adjacency Food bonus of its district.
  • Greenhouse: Unlocked with Steam Power. +2 Food to Tundra and Snow tile in this city. Can build Farms on Tundra tiles. Each Plantation and Farm gain +5 Gold in this city.
  • Fertilizer Plant: Unlocked with Chemistry. Each Plantation and Farm within 6 tile gain +2 Food (will not stack).
  • Agronomy Academy: Unlocked with Computers. Each Plantation, Farm, Pasture and Camp gain +2 Science in this city. Bonus Science equal to the adjacency Food bonus of its district.
  • Vertical Farm: Unlocked with Plastics. +10% Food to this city. Bonus Production equal to the adjacency Food bonus of its district. +20% Great Agriculturalist Points to your empire.
  • Ecological Farm: Unlocked with Conservation. +1 Appeal to Tiles in this city. Each Plantation, Farm, Pasture and Camp on Charming tile gain +1 Culture and +2 Culture in this city, double on Breathtaking Tile. Bonus Culture equal to the adjacency Food bonus of its district.
New Belief
Monastery Economy: May purchase Manor district buildings with Faith. -20% purchase cost toward Manor district buildings. Manor provide Faith equal to their Food adjacency bonus.
Wonders Adjustment
Hanging Garden: City with a Manor +1 District Slot and +10% Food.Machu Picchu:Manor may receive adjacency bonus from Mountain tiles.Some Wonders now have Great Agriculturalist points as well.
Great Agriculturalists
Numerous individuals – see discussion thread for details.
New Policies
Numerous additions – see discussion thread for details.
Compatible with Harmony in Diversity 2.0
Integrated with Phantagonist's Hybrid Rice & Bioenergy Mod honoring China's agricultural scientist Yuan Longping. Mr. Yuan is adapted as an Information Era Great Agrarian activated in the Manor District.
Compatible with my Babylon Ability Rework featuring a unique Manor District and updated abilities.
Compatible with my Maya Ability Rework restoring Civ V's Long Count Calendar mechanics (including Great Agriculturalist acquisition).
Credits• C: Historical Research, Design, Text, Art, SQL, Project Lead• Ophidy: Lua Programming• Wei: Lua/SQL Programming• IthildinX: 3D Modeling• RMinaj, Apry: Icon Design• Phantagonist: TranslationSpecial
Popular Discussions View All (4)
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5 Jul @ 6:58pm
Great Agriculturalist
c
6
5 Jul @ 6:17pm
大农业家
c
0
5 Jul @ 7:00pm
Policy
c
23 Comments
无敌的小学又倒下了 30 Jul @ 9:46pm 
复活了!
3227851588 25 Jul @ 7:38am 
将该mod与其所需的两个前置mod和 和而不同2.0 一起运行会使游戏无法启动,但二者分别运行都可以启动,是我缺少什么兼容mod么?
c  [author] 25 Jul @ 5:48am 
@KaliburOne
OK I'll check that later
c  [author] 25 Jul @ 5:47am 
@汤谷扶桑
和而不同制作组最近一直在寻找这个问题的答案,麻烦通过我的一下我的好友申请,我想请你跟我私聊详述一下
KaliburOne 24 Jul @ 9:12pm 
I tried this mod again after update and still crashes the game. I dont have Harmony 2.0 I run JNR 6T mods with several other mods + Sumus Magnus great people mod. So i would maybe one those are conflicting. I am able to run other district mods like Garden, medical quarter and light industry with no issues but not this one. Can you make this mod compatible with 6T if that is the issue maybe?
汤谷扶桑 23 Jul @ 6:08am 
我也遇到了打不开政体界面的问题,但感觉是溢出科文的bug:steamsad:,我连开了三把,第一句用新的溢出科文mod,百T左右就打不开政体界面;第二局用原来的溢出科文mod,没出现问题;第三局换回了新溢出科文mod,再次出现了打不开政体界面的情况。刚才您更新这个农业区mod之后我又上去看了一下,还是打不开政体界面,应该不是这个mod的问题。:steambored:
c  [author] 23 Jul @ 3:51am 
@大辉junior
改好了
c  [author] 23 Jul @ 3:51am 
@江都梦
替换了一些理论上有可能出问题的代码,可以再试试
大辉junior 21 Jul @ 1:56am 
与和而不同2.0一起打开的话农业城邦的使者加成不生效,而且数值也不对,加成是1112,和而不同的城邦加成不应该都是1234吗?
c  [author] 20 Jul @ 10:09pm 
@江都梦
和而不同合集最近是收到了很多有关政体界面的报告,但是因为制作组成员都遇不到这个问题 具体原因还在查找,至少我开这个跟显示政策加成不会崩政体界面