Sid Meier's Civilization VI

Sid Meier's Civilization VI

EpsTweak for Science Adjacency
13 Comments
H.Humpel 23 Nov, 2023 @ 12:54pm 
Hi Eps,
your mod has been translated by Junky into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
Eps  [author] 27 Mar, 2022 @ 11:31pm 
I dunno, I feel like that would mess up compatibility with other mods that change Australia? Not just my own. I'd rather the setup process be more straightforward.
Junky 27 Mar, 2022 @ 1:54pm 
Hi Eps,

I played a bit with this mod enabled and I had Australia as an opponent.
It was hard for me to believe why he had such a huge science output on his campus districts.
First I did believe it has to be because of JNRs Happy Districts mod but then I started a game with Australia myself.

Then I saw because of the bonus for forests, there is a synergistic effect with the appeal that has an even more significant impact on Australia.

As s solution I would suggest you the following change to your mod to compensate for the higher values.
Junky 27 Mar, 2022 @ 1:54pm 
Can you add this one to your GameDefines.xml:
<ModifierArguments>
<Update><Where ModifierId='TRAIT_BREATHTAKING_CAMPUS' Name='YieldChange'/><Set><Value>1</Value></Set></Update>
</ModifierArguments>
This would give Australia just a bonus of 2 instead of 3 for campuses on breathtaking places.

I know that you have another mod for Australia but I think this is a simple change and those guys using only this mod would understand and thank you for have a balanced mod keeping in mind which changes affect other nations to much.
Eps  [author] 16 Sep, 2021 @ 1:38pm 
I nerfed the science output of those civilizations in my other mods. Feel free to use them in tandem with this, or even other people's civ rebalance mods.
Snorri 16 Sep, 2021 @ 12:11pm 
In first i thought that this mod is miracle, science only for mountain civs was pain in the ass, but now it's science only for this lucky ones who have Reef and Geothermal Fissure, specially when you start from an antic, this mod only make good change to medieval+ times, when you have enough districts to build around campus. This mod also make all civilizations that have some bonuses to science output even more powerful then before.
Snorri 16 Sep, 2021 @ 8:38am 
mountains don't give science even when you have machu picchu :(
Junky 15 Sep, 2021 @ 11:09pm 
Spaceport adjacency is a really welcome addition
Eps  [author] 15 May, 2020 @ 5:36am 
New version: Mountain bonus removed completely, replaced with a +1 from every 2 Forests.
I've tried several effects to keep a Mountain bonus of some sort, but nothing worked without over-complicating things heavily.
Eps  [author] 14 May, 2020 @ 2:44pm 
I think Amundsen-Scott should be a good research vector.
Eps  [author] 14 May, 2020 @ 2:42pm 
I'm going to need to come up with a workaround, or a different concept.
Eps  [author] 14 May, 2020 @ 2:40pm 
Yes, I've noticed. The reason that happens is because there's actually five Mountain adjacencies, one for each biome. And it only works if you have mountains from the same biome.
Z0eff 14 May, 2020 @ 2:15pm 
Hey Eps! Trying out this mod, I've noticed that 3 of my Campuses don't have +3 Adjacency even though it should. Turns out that It doesn't get the +1 from 2 mountain tiles because the two mountains are not of the same type. For example, 1 might be a Plains mountain and the other a Grassland mountain. Is that intentional behavior? I can provide a save file if needed.

Having 3 campuses be a +2 instead of a +3 is quite a big hit >_<