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The rainforest itself looks pretty, but actually living in one?
2023 ... Oh but you already know that
still 2023
we are completely lost ...
2023
I found out that the civic "Recorded History" and its policy "Natural Philosophy" has to be the reason that ai got those yields.
Quantities were added like that:
+1 for city center (through Mod Eps Tweak for Science Adjacency)
+1 for 2 woods (through Mod Eps Tweak for Science Adjacency)
+3 for breathtaking Appeal
doubled because of Natural Philosophy
Because of the bonus for forests, there is a synergistic effect with the appeal that has an even more significant impact on Australia
All of that has nothing to do with your mod. My fault.
your mod has been translated into German by Junky and the translation is now part of the Civilization VI Mods - German translations mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
I just sub'd to all these Urban mods, and I was wondering if anything else in your other mods ( besides the changes you listed here) affect appeal also? I thought it likely, but I read thru over a dozen of your mods today and it's all a bit much to absorb right now.
in this mod volcanos provide no appeal. my suggestion is that you make it that dormant volcanoes still add appeal, while active ones do not or -1 appeal, due to, you know, the imminent doom and everything.
I can look into changing it so that the GS-related parts only appear if you have GS.
However, while I can provide technical compatibility, the spirit of the mod itself is tailored to GS. In particular, the widespread appearance of new types of floodplain meant that many areas suffered Appeal penalties which I no longer found appropiate, which inspired me to do this mod.
But the amenities from appeal system should still work without GS, so I'll try to make that compatible with non-GS games.
GS is just way too expensive for many of my friends and I, we're not willing to throw 40 bucks for a DLC (price of a new game).
Also, just like with the District-Themed Unit Production mod, this mod now has its own civilopedia page under "Urban Complexity" at the ver top of the "Game Concepts" group where all changes made by this mod are listed for you to look up easily ingame.
Modularity of mods is important to me, so I don't try to fix things that the mod doesn't aim to fix. Cultural Victory needs an overall rebalance, if I try to adjust Appeal for whatever is the current balance of national parks based on patches and other mods, it would be a mess.
Also, note that this mod effectively only changes the appeal of unimproved forests. If you build a lumber mill in that forest, it's back to +1 overall Appeal just like in vanilla.