Sid Meier's Civilization VI

Sid Meier's Civilization VI

Better specialists
12 Comments
Ryan 22 Jun, 2024 @ 2:08pm 
@Masked Man is it updated for latest version and dlc's?
YoungAidsyBoi 29 Aug, 2019 @ 7:46am 
so it makes research faster i presume
Moyocoya 19 Feb, 2019 @ 6:00am 
Thanks !
Remove Sniper from TF2  [author] 19 Feb, 2019 @ 5:59am 
it is updated already, feb 16th
Moyocoya 19 Feb, 2019 @ 5:55am 
@Masked Man : do you intend to upgrade your mod for GS ?
DB 6 Nov, 2018 @ 12:56pm 
Would you mind just pushing a quick update with "Affects Saved Games: Yes", please?

The "No" setting messes with play-by-email hotseat games. Some players can opt out of the mod and don't get the Better Specialists
Remove Sniper from TF2  [author] 28 Jul, 2018 @ 5:27am 
The firaxis code for getting GPP from specialists is broken, so I can't do that
Mr. Fahrenheit 16 Jul, 2018 @ 7:25pm 
You should have the specialists give GPP like in Civ 5. This would make them much more useful for tall empires.
Ricenmoo 1 Feb, 2018 @ 4:08pm 
Could you change the Merchant to 6 gold/turn please? The game seems to consistently treat 1 gold as 0.5 of other resources, so this would be more balanced. :)
Kolonel Kimchi 27 Dec, 2017 @ 11:29am 
wow thanks cool mod thing
Signo Vir 29 Nov, 2017 @ 7:13pm 
@anne0nymous specialists are pops assigned to districts. E.g. if you build a shrine on a hjoly district, you can assign one pop as a specialist.
Schaefespeare 23 Aug, 2017 @ 9:41pm 
By "Specialists" you mean 'Great People' ? presumably this over-rides the game default ability when occupying a productive hex/tile but doesn't affect their "Retire" functionality ? :steamhappy: