Sid Meier's Civilization VI

Sid Meier's Civilization VI

p0kiehl's Improved Specialists
85 Comments
ropestring3 8 Jul, 2023 @ 12:00pm 
poop gamer i tried it, didnt notice any problem
Endertoad 2 Oct, 2022 @ 6:13am 
does anyone know if this still works with the new frontier pass?
KingGunGang 23 Oct, 2021 @ 3:50am 
Do you have any plan add a preserve district Specialist?
Temida 16 Jun, 2021 @ 12:22pm 
Ok, thank you.
:steamthumbsup:
:steamhappy:
DudeChris33 16 Jun, 2021 @ 12:06pm 
@Temida they are not. This mod is for the vanilla game while JNR's is for his Urban Complexity pack. This mod would probably work with that mod without crashing but it would only buff the vanilla buildings (not JNR's new ones) and the buffs would stack with whatever new bonuses JNR has put onto the vanilla buildings.
Temida 1 Jun, 2021 @ 3:11pm 
Does this work with Specialist Progression by JNR and all of his other mods?
Atlas 31 Jan, 2021 @ 7:46am 
@DB I've tried that table. For some reason, it doubled the specialist GPP value I put in. So it "works", but only if you want specialists to produce even numbers of GPP.
borgheshia 17 Jan, 2021 @ 12:08pm 
For those (like me) who want to play with this mod AND "District Expansion: Aqueduct", without the bonus stacking you can download

https://drive.google.com/file/d/1TJkvFQxb6O3KWOQDoLIw8YDquGYcOigU/view?usp=sharing

and put it into : Steam\steamapps\workshop\content\289070\1651756807

This will remove the bonuses from "Improved Specialists" towards aqueduct. ( i just quoted the corresponding lines)

Is it ok for u p0kiehl ?
DB 15 Jan, 2021 @ 11:16am 
Hi p0k!

Today I noticed this table in the database. Have you tried it?

SELECT DistrictType,
GreatPersonClassType,
PointsPerTurn
FROM District_CitizenGreatPersonPoints;

Kind regards,
DB
Tintenfisch 17 Oct, 2020 @ 6:24am 
Great Mod,Thank you
UknowitsE 13 Oct, 2020 @ 5:06pm 
its actually called "district expansion" and then, whatever district like commerce or whatever, just wanted to be clear.
UknowitsE 13 Oct, 2020 @ 5:02pm 
is this compatible with the improved district mods? I mean i can test it out, but I'm tired and prolly going to bed soon.
Pongola 10 Oct, 2020 @ 6:09am 
What a bummer. I wish Firaxis/2K would make the code more open like in Civ IV.
p0kiehl  [author] 10 Oct, 2020 @ 6:02am 
Unfortunately that's not possible to mod.
Pongola 10 Oct, 2020 @ 5:59am 
@p0kiehl: I especially love the boost to the non-specialty districts. But what are your thoughts about specialists generating GPP like in CIV V? That was the biggest incentive to go tall, the crazy amount of specialist slots provided by increasingly more expensive buildings and vast farmlands.
p0kiehl  [author] 4 Oct, 2020 @ 7:27am 
@MarsEco and @ha221 - Updated!
MarsEco 14 Sep, 2020 @ 6:34pm 
Any chance of adding the Diplomatic Quarter in your mod?
ha221 15 Aug, 2020 @ 8:15pm 
Could you add the diplomatic quarter to this mod? Would be great if specialists for the district could give 1 pt of diplomatic favor per turn
p0kiehl  [author] 4 Aug, 2020 @ 4:03am 
Unfortunately neither of those ideas are possible.
FlipDCastle 4 Aug, 2020 @ 12:13am 
Would you consider adding great person points per specialist? Or maybe speeding up the projects specific to their district? I think it would make the decision to make your people specialists much more interesting
p0kiehl  [author] 19 Jul, 2020 @ 4:34am 
Yep
BunsGlazing 19 Jul, 2020 @ 3:56am 
Does this work with the Frontier Pass?
william.xantos 14 Oct, 2019 @ 12:13pm 
Thanks P0k!
p0kiehl  [author] 14 Oct, 2019 @ 9:05am 
Yes, it's working fine.
william.xantos 14 Oct, 2019 @ 8:16am 
P0k does this work with semptember patch?
Arcadian 26 Jul, 2019 @ 10:08am 
How do you add production bonus to the harbor specialist? I can't see its entry in the code.
ALWAYS BY MY SIDE 5 Jul, 2019 @ 10:31am 
does AI notice this change and give more weight on tall play?
Schaefespeare 22 Jun, 2019 @ 11:48pm 
Hi, you're my favourite Moder with all the prompt updating you do for your very useful mods and for all the initial work involved in creating them. thank you. if ever 1 doesn't work I now know to check the game files integrity through the option in the properties sub-menu after right clicking on the appropriate game in the games list on the library page. Thank you for giving me that advice.
p0kiehl  [author] 22 Jun, 2019 @ 6:41am 
Hi everyone. I've updated this mod for the June 2019 Gathering Storm patch. "

If you have Gathering Storm, Tier 3 buildings provide bonus yields to specialists. I've carried that change over into the new specialists added, so the Aerodrome, Dam, Entertainment Complex, Government Plaza, Neighborhood, and Water Park will now receive additional specialist yields from buildings.
p0kiehl  [author] 22 Jun, 2019 @ 6:38am 
Thank you @sdgabai! I really appreciate your kindness.
sdgabai 20 Jun, 2019 @ 3:47am 
my husband and I love your mods, especially for our co-op games. thank you! Please keep up your good efforts!
p0kiehl  [author] 17 Jun, 2019 @ 3:33pm 
@Genetizer - Thanks for the kind words and for the report! You were absolutely right - I just updated the mod fixing that. Thanks!
Genetizer 17 Jun, 2019 @ 12:17am 
Hi, p0kiehl could you check the specialist slots per building in the entertainment complex? I'm getting 3 per building in my build.
p0kiehl  [author] 28 May, 2019 @ 11:46am 
No. The specialists change for everyone and the AI has no.problem using specialists.
o_siyeza 28 May, 2019 @ 11:34am 
Does this make the game easier against AI?
Angelhearth 11 May, 2019 @ 5:23am 
Ok. I figure it sin't "as intended" by the developers, so I obviously have a mod that screws up with the neighborhoods. Might be Housing++, have asked there too.
p0kiehl  [author] 11 May, 2019 @ 5:07am 
Nope. Doesn't affect neighborhoods at all. Just specialists.
Angelhearth 11 May, 2019 @ 5:02am 
Does this mod screw up neighborhoods? When I build a neighborhood it doesn't matter the appeal, it only gives 3 housing, be it 0 or 6. Also, any neighborhoods built after the first (in the same city obviously) will not let you choose the type of neighborhood, and it only gives 1 housing.
Plerion 6 Mar, 2019 @ 11:50am 
@Mike Garrison - I think game speed up is a natural consequence of these "buff" mods. Consider trying a pacing mod; there are a few implementations out there. 8 Ages of Pace, Historic Speed, Longer Eras, Dynamic Eras, Take your Time, and some other mods regarding climate change renormalization come to mind. If the pace is still off for you, try tweaking the cost values yourself; it's usually only one line per Era.
Mike Garrison 6 Mar, 2019 @ 11:30am 
@p0kiehl, no offense intended here. I understand the effect is small, but it integrates over a large number of turns and it does seem to speed up the progression of science and culture. It would be almost impossible for it not to do so, unless you also made corresponding increases in the science and culture requirements for the tech trees. Of course it's no big deal in the long run whether the turn calendar "matches up" with the tech progression, but I think I'm not the only one who roughly judges my progress in any given game by the "year" in which I'm doing things like flying for the first time or building knights, etc. It's not a judgment of the mod or the concept behind it, but the effect does seem to be that it reduces the number of turns required to progress through the tech and culture trees.
p0kiehl  [author] 4 Mar, 2019 @ 6:34am 
@lightbrigade43 Thank you!
p0kiehl  [author] 4 Mar, 2019 @ 6:34am 
Referencing the in-game calendar is meaningless - it's completely out of wack on all speeds regardless of mods.

This mod is not impacting your rate of Science or the cost of Technologies. The additional Science and Culture yields this mod provides are not strong - for example, Campus Specialists usually give +2 Science but with this mod they give +3. On top of that you have to consciously assign Citizens to work those Specialist slots, at the expense of Food, Gold, Production, etc.
The Red One 3 Mar, 2019 @ 2:04pm 
This mod is cool, but I also noticed what *Mike Garrison* mentioned. I reached Space Ports and stuff in 1800s. I played on Quick (330 turns).
Mike Garrison 28 Feb, 2019 @ 4:24pm 
I do think that either this mod or the population production mod really did speed up the science rate. I have played probably at least a dozen GS epic games before installing these mods and was pretty used to when I should expect the techs to come for me and the AIs. But as soon as I installed these mods, the techs started coming a lot earlier, especially for the AIs. I'll do a little more testing, I guess, but I'm still not quite sure these are balanced for the epic timescale.
lightbrigade43 28 Feb, 2019 @ 10:55am 
I think all your mods are great!
Petrichor 27 Feb, 2019 @ 1:19pm 
@Mike Garrison
That's pretty standard Civ 6 without science or date pacing mods. In the base game you can routinely get to industrialization in ~1300.
Mike Garrison 26 Feb, 2019 @ 10:33pm 
This is probably something that was already obvious to everyone but me, but this mod seems pretty unbalanced when playing on the "epic: timescale. I've played a couple games so far and it ends up with interstellar missions departing in the 1850s. (I haven't tried in the regular speed, actually, but I assume if it had the same effect then it would be mentioned somewhere.)
zon 26 Feb, 2019 @ 6:50am 
thx for the update :)
kyllebylle 23 Feb, 2019 @ 3:32pm 
@p0kiehl Love this one as many of your other mods, big thanks! One of your mods which I can't play without is the better Coastal mod. Do you have any plans on making any solution to the over-the-top specialist yield granted by the harbor with these two combined? thanks
druMoney216 23 Feb, 2019 @ 3:22pm 
Thanks. I appreciate your work.