Sid Meier's Civilization VI

Sid Meier's Civilization VI

Preserve District Rework
24 Komentar
BluJ 30 Okt 2023 @ 6:01pm 
Yeah, this mod just doesn't load for me. Could it be not working with another mod I have?
BluJ 30 Sep 2023 @ 11:44pm 
I installed this and it still says it can not be built next to a city center.
Bombermans 4 Mei 2022 @ 7:26am 
Hello, do you accept payed mod comissions?
VioletWitch 7 Mar 2022 @ 10:20am 
Royg Biv 5 Des 2021 @ 6:19am 
nice mod, but the description in the **text.sql doesn't match up with your description here on the workshop page. Anyway, it works well as it buffs charming tiles and water tiles.
MarsEco 10 Okt 2021 @ 10:07pm 
SO you could still have it for all those pretty Plantations, Camps, Pastures, Seaside Resorts, Ski Resorts, Seasteads, (both types of) Mountain Tunnels, Railroads, ALL Unique Improvements (except the Roman Fort because it is just a normal Fort sadly,) ALL Renewable Power Improvements, & City Park. Only ones that IDK would be Farms, Fishing Boats, (ugly) Fisheries, and Lumbermills (as those are very simple improvements and easy to do.) Just a thought. Im sure all improvements is easier to code.
MarsEco 10 Okt 2021 @ 10:07pm 
I also like you have added it to water tiles, I have always felt that coastal tiles should get Appeal too. I mean it's not just the water, it's also the little rocks sticking out of the water, caves, beaches, etc on the shores. People can use water's resources from the coast, as well as, from the boats. But I would make 1 change, (or let it be food for thought,) since this is an Appeal based Districts, also unimprovement kind of mechanic, but some features reduce Appeal, I like that you made it count towards improved tiles too. BUT (here's a change I would consider,) maybe it shouldn't count on adjacent tiles that are Mines, Quarries, Oil Wells (Platforms too,) Airstrips, Missile Silos, & (just regular, not unique improvement) Forts.
MarsEco 10 Okt 2021 @ 9:55pm 
Yea it was weird the Preserve never gave trade route yields, it's like the Aerodrome in that respect; Specialty District, needing population thresholds but it too, does not get trade route yields. Space Port I would understand, but not these two.
-=Maure=- 26 Apr 2021 @ 1:13am 
Very useful for Canada, since the original Preserve antisynergizes with its improvement bonuseson tundra.
mcgreggd 11 Apr 2021 @ 11:06am 
I found the AI to be terrible at placing preserves. Always putting them next to the coast where it's almost useless. This mod helps them out so thanks.
WolfDragon27 30 Mar 2021 @ 9:18am 
Hey can you make a mod that buff plantation and camps?
p0kiehl  [pembuat] 27 Mar 2021 @ 7:25am 
@Adriaman - Yep, it does.
Adriaman 27 Mar 2021 @ 7:19am 
Does this work with Preserve Adjacency Tweaks ?
Nothh 21 Mar 2021 @ 1:14pm 
Sweet, good to know. About to start a new Gorgo game to play around with this! Thanks again for all your work p0kiehl.
p0kiehl  [pembuat] 21 Mar 2021 @ 9:12am 
The AI do indeed use preserves.
Nothh 21 Mar 2021 @ 1:39am 
I love your mods p0kiehl, pumped to see this on the workshop! I'm excited to try it out. Just curious if you or anyone else knew, are the AI coded to actually use preserves? Using the unbalanced Firaxis preserves I haven't once seen an AI place one.
p0kiehl  [pembuat] 20 Mar 2021 @ 11:47am 
Thank guys!
Kronk 20 Mar 2021 @ 10:40am 
interesting changes looking forward to creating some great seaside resorts using this now
View The Phenom 20 Mar 2021 @ 10:31am 
This is a nice in-between for the Preserve, no more ridiculous yields but improved tiles are affected as well.
p0kiehl  [pembuat] 20 Mar 2021 @ 9:59am 
@TheSelfRevengingDeed - Nope, that is not a mistake or a typo.

@WolfDragon27 - Thank you!
WolfDragon27 20 Mar 2021 @ 8:38am 
Thank you sir. I always wish I can alter terrain's yield so It's a little bit better but I also think the preserve gave way too much yields.
p0kiehl  [pembuat] 20 Mar 2021 @ 5:20am 
Thanks for the kind words! Yes, it will work fine with that mod.
Capt Fox Skywalker 20 Mar 2021 @ 12:46am 
Another great mod, well done!

Ok, time for the usual mod compatibility question. This with Preserve District Adjacency Tweaks by Sailor Cat. Thoughts?
=[NK]= Col. Jack O'Neil 19 Mar 2021 @ 6:38pm 
I think that maybe you should be sitting in on Firaxis' dev balancing meetings.. :)