Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
14.344 KB
23 Apr, 2017 @ 1:24pm
17 Mar, 2018 @ 10:04am
2 Change Notes ( view )

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More Adjacencies

Description
Adds adjacency bonuses to districts which currently have few or none

aerodromes get +3 production per adjacent oilwell or offshore well
theater squares get +1 culture per quarry
encampments receive a standard adjacency production bonus
harbors and royal shipyards get +1 production per lumbermill until electricity
plantations give and receive food adjacency from farms with replaceable parts

Adjacency yield descriptions updated
Popular Discussions View All (3)
2
17 Mar, 2018 @ 10:10am
Bug Report - "I don't think this field does anything"
tycho_nova
0
24 Mar, 2018 @ 11:40pm
+1 Production to Industrial Zones from Adjacent Lumbermills
Baradar67
0
16 Feb, 2018 @ 10:48am
Awesome R&F Mod Collection which includes this mod:
titan_vfaf
19 Comments
Yolky 14 Oct, 2020 @ 7:26am 
Seems deprecated
=[NK]= Col. Jack O'Neil 24 Jan, 2019 @ 9:10pm 
Could you please add a +1 bonus to commercial hubs from man made wonders and natural wonders?
Magma Dragoon  [author] 8 Sep, 2018 @ 7:04pm 
The action panel is the thing in the bottom right where workers and other units have their operations listed, so I can't imagine changing adjacency yields would cause that.
Typically when I make a mistake updating the game db and try to set something to an invalid value the game sends me back to main menu during map generation and makes a synth bass downward tone.
pauloel7 8 Sep, 2018 @ 6:27pm 
Nice of you MM. Well, on my end I'm CTD after ~50 turns when lua.log shows "ActionPanel: ERROR: ActionPanel received mismatched blocking types. Event vs engine call:" - which I'm not sure how to trace back to a particular mod. Do you think this might be somehow related? Found no other potentially related error message. I did not update the text file... instead commented @.sql.
Magma Dragoon  [author] 8 Sep, 2018 @ 6:16pm 
I've played with your custom version of the mod into the medieval era and I haven't seen any adjacency numbers so big they break the game so I'm not sure how to help. Did you check database.log, modding.log and lua.log?
I think a better way to make up for the tile yields lost by district spam would be making specialists better anyway.
pauloel7 7 Sep, 2018 @ 10:42pm 
Loved the mod. I've been looking for a solution on the lost yields districts occupying plots cause for a long time. Also, I've been trying to further pump up adjacencies, but stumbled into hardcoded contraints that crash the game. I'd love if you could take a look and tell me what should be changed for this to work, for as is, there're no error messages in the logs that I could find: https://www.dropbox.com/sh/sq2f8927kr6ysl8/AABnJZLXkGHver7DpVDqmA0Ka?dl=0 . Obviously, should you feel anything of it could be useful for a future update, go ahead and use it. Cheers!
pauloel7 2 Sep, 2018 @ 4:00pm 
@Magma Dragoon: Industrial Improvements mod by FearSunn employs SubjectRequirementSetId="PLOT_HAS_STRATEGIC_MINE_REQUIREMENTS" argument. Suspect the game has that defined within.
Baradar67 24 Mar, 2018 @ 11:36pm 
@Tycho_Nova - see discussions for the change (just saw you asked for this)
tycho_nova 14 Mar, 2018 @ 2:06pm 
@Baradar67 Would you be willing to post the file changes here for that? It sounds pretty awesome.
Baradar67 3 Mar, 2018 @ 4:43pm 
Love it. Found this while trying to find a mod that adds lumbermills to the industrial zone adjacencies. I mean, mines and quarries only? Do we not use timber for nearly every house built? And furniture? And...
Please consider adding that change. Until then, I'll be hacking your mod ;)