Sid Meier's Civilization VI

Sid Meier's Civilization VI

Better Coastal Cities and Water Tiles - Ver. Civilitatem Maxima
6 Comments
Arcadian 6 Jul, 2021 @ 10:26am 
I made similar changes to the mod. Did the adjacency bonuses work for you before you removed them?
Rex Bellator 9 Oct, 2019 @ 4:05pm 
I guess the recent September patch makes this mod obsolete eh? :lunar2019grinningpig:
GiuseppeIII  [author] 23 Mar, 2019 @ 12:12pm 
We'll have to see!:cozybethesda:
ubereffect 23 Mar, 2019 @ 10:49am 
Forcing users to do something? How dare you! :steammocking:
I understand now why you're descriptions are as they are.
Though I suspect you'll cave to the masses, as they give you similar feedback. :steamfacepalm:
GiuseppeIII  [author] 23 Mar, 2019 @ 10:18am 
Thanks for the support! The harbor specialists boosts did not stack. The gold was removed for the sake of production. +2 production though is more powerful than +2 gold. Currently doing some more testing with a lot of ocean cities to see if they fare alright. Only writing the changes to the original mod was a way for me to force users to go back and look at the original source and give more credit to the original mod authors, but I might cave on that! Regardless, thanks for the feedback!
ubereffect 23 Mar, 2019 @ 10:03am 
@GiuseppeIII - First of all, I love your collection and the detailed guide you've attached to it. I also like how you've toned down some mods that I found interesting, but felt over the top.

As for harbor specialists. Do p0kiehl's harbor specialist boosts stack with each other? If they do, it maybe too much? Either way, I'm ok with your current implementation. I don't have a firm opinion on the matter. I've not play tested these mods yet.

Suggestion: A more detailed description would be nice. I ended up copying p0kiehl's description to notepad, and deleting the items you removed, to figure out what this does. I like what you've done with the mod.

Kudos to p0kiehl and other mod authors for permitting you to do this.