Sid Meier's Civilization VI

Sid Meier's Civilization VI

Agricultural Niter
13 Comments
H.Humpel 19 Dec, 2021 @ 3:43pm 
Any plans on making this mod translatable ?
The Big Red Cheese 10 Nov, 2019 @ 11:15pm 
Exactly what I was looking for.... do you have a version that uses nitre for mining too?
Reggie  [author] 5 Apr, 2019 @ 7:49am 
@Danistan, If the balance is not quite right, it would be easier to just increase the niter cost. I'm not a skilled enough modder to figure out how to count out the numbers of farms a city has only only boost some.
Danistan 3 Apr, 2019 @ 3:42am 
That's a huge boost for just one niter - I'd like a little more balance or cost for what could be a very powerful bump. It might be more interesting if it was a boosted on a per-farm basis. So, 1 niter boosts 2 or 3 farms.
see two 2 Apr, 2019 @ 3:14pm 
typo in mod description in Steam - "The food boots are canceled", the problem is with the boots
Blandersnatching 2 Apr, 2019 @ 1:24pm 
Glad to have a use for strategic resources past their prime. Thanks for the mod!
风清扬 2 Apr, 2019 @ 5:09am 
Thank you for your really great work.
Reggie  [author] 1 Apr, 2019 @ 6:55pm 
风清扬: I originally considered adding the buildings to the industrial zone instead of the city center. But when I was testing it, I often wanted to build some of the buildings in cities without industrial zones. It may not be the most realistic, but I think it is more fun if you can build them in any city.
Jonnus.Cobra 1 Apr, 2019 @ 3:27pm 
Really good
Phlegmagicus 1 Apr, 2019 @ 8:53am 
Really cool. I like the idea and implementation of this mod-series
风清扬 1 Apr, 2019 @ 5:04am 
I highly recommend you to place factory to industrial zone instead of city center
Reggie  [author] 31 Mar, 2019 @ 9:36pm 
Woops, thanks for catching that. I'll fix it in an update.
Revolutionist 31 Mar, 2019 @ 4:00pm 
Awesome idea! Downloaded it immediately! Thanks! :)
I noticed from the code that for the Curing Plant "BOATSs" is written instead of "Boats" for example. Just a small inconvenience :)