Sid Meier's Civilization VI

Sid Meier's Civilization VI

Monopoly++: Tycoons and Investors
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Update: 28 May, 2023 @ 7:44am

Fixed a bug that caused Investors not being able to build Corporations when playing with JNR's Happy Districts (Thanks to Drummer for his help in figuring this one out)

Update: 30 Apr, 2023 @ 7:19pm

Monopoly++: Tycoons and Investors has received a major update, adding two new improvements and making some other changes.

  • Investors may now be used to create the "Transnational Company" and the "Offshore Tanker" improvements. Both of these improvements may be at Luxury Resources and Strategic Resources in neutral territory to claim the tile for your civilization and connect their resouces, while providing the yields of their tile (plus some Gold and Science) to your Capital. They can be particularly useful if you need more lategame strategic resources (specially those oil tiles in the middle of the ocean no one can use) or if you want to try and push for a Monopoly (specially if the monopoly threshold is increased through the setup mod). When either of these improvements is pillaged however, the tile control is lost, so make sure to protect them. (Hugely inspired by Liam's Foreign Resource Extraction mod, however since the improvements work differently the mod is not incompatible with that one)
  • Warehouses and Container Ports have also received a buff. If you build either of them next to a resource you own the Corporation for, they allow you to make an additional Trade Route. This should make them a more interesting option overall, making the Investor all about exploiting resources outside your lands after you use them for Corporations.
  • Tycoons were a bit too close in hierarchy to Investors so I've made a couple of changes to make them feel more like a middle ground between Builders and Investors. Tycoons are now unlocked at Printing rather than at Mass Production mostly because the tech tree path seemed to make more sense (plus Printing is far too empty), they also no longer require a Workshop.
  • Seaside Resorts and Ski Resorts are moved to Tycoons, as a result Tycoons are overall cheaper so you get to use them a bit more.
  • Stations were slightly nerfed to balance it out.
  • Reyna the Financier receives a new Promotion, replacing Tax Collector. The promotion is "Auditor General" which increases the Gold from Tycoon and Investor improvements within two tiles, while also reducing the cost of purchasing Tycoons and Investors at her city by 10%.
  • Warehouses, Container Ports and Water-Corporations have received a retexture to make their color scheme be more yellow, to make them look more gold-focused ingame (and they also pop out a bit more when seen at the map and no longer look exactly like water trade routes :p)
  • Tycoons and Investors now have a Lifespan, to prevent the AI from keeping them unused for too long. Still the lifespan is pretty long (and they can teleport between your cities) so you'll probably not notice.

Update: 11 May, 2021 @ 2:47pm

- The Tech Tree now properly shows Industries as unlocking at Mass Production.

Update: 11 May, 2021 @ 2:24pm

- The mod now adds Tycoons, Stations and Andrew Carnegie even if you dont have Monopoly Mode active.

Update: 10 May, 2021 @ 5:12pm

- Tycoons can be bought with JNR's Manufactury this time for reals.

Update: 10 May, 2021 @ 1:38pm

- Actually made it so Tycoons can be trained with JNR's Manufactory this time (I think)

Update: 7 May, 2021 @ 1:13pm

- Fixed a couple of things that I may have unintentionally unfixed on the last fix and no one noticed yet.

Update: 7 May, 2021 @ 12:44pm

- Fixed an issue that prevented the improvement models to display properly.
- Added general compatibility with JNR's district expansion.

Update: 6 May, 2021 @ 3:34pm

- Uploaaadeed