Sid Meier's Civilization VI

Sid Meier's Civilization VI

Specialist Progression
32 Comments
Piper 14 Nov, 2024 @ 4:19pm 
Hiya, been enjoying your UC mod series. I've read the comments below and it seems like the landscape garden isn't providing specialist slots anymore? In my game it doesn't have any slots for some reason
Wladislaw Ivan Staimoslowski 13 Jul, 2024 @ 1:16am 
I just downloaded your Diplomatic Quarter expansion and the new buildings in this district don't seem to add any specialist yields. Only the Consulate & Chancery do (the new Gov. Plaza buildings seem to work fine).
JNR  [author] 21 May, 2024 @ 5:41pm 
specialists are citizens working district tiles
Casual Shitter #FixTf2 21 May, 2024 @ 1:37pm 
What are you referring to when you say "Specialist"? Are you talking about population?
JNR  [author] 1 May, 2024 @ 7:34pm 
Slot has been added to the Garden
britishbornA 27 Mar, 2024 @ 2:43pm 
Sweet, thanks for the quick responses.
JNR  [author] 26 Mar, 2024 @ 9:36pm 
Looks like I only added support for the yields, not slots. Will fix soon.
britishbornA 26 Mar, 2024 @ 10:56am 
Question: I noticed in the change notes that support for Leugi's Garden mod was added, but in my playthrough of your playlist, which has this, Garden and Preserve rework mod included, I only see specialist slots for the Preserve. Is this an intentional balance decision? Or is the Landscape Garden district still missing specialist slots?
AntipaterTruscus 14 Dec, 2023 @ 11:13pm 
Urban inhabitants need less calories, true, but urban inhabitants tend to WASTE MORE! Plenty of vegetables are wasted during logistics. And in this game, food is directly related to population. Your modification on food consumption will cause a population Explosion. However, we all know that nowadays urban inhabitants are having trouble with fertility rate especially in EU and in east Asia. I do not think your Specialists-consume-half design is realistic. Urbanization can only be good for population growth before modern age and should have negative effects on the population in the Future Era.
Besides that, I agree that specialists should be added to specialty districts which did not have them before, especially the Entertainment Complex.
PhantomKombat 5 Dec, 2023 @ 9:25pm 
I've noticed with this mod that specialists go crazy with the holy sites. The city will basically starve itself to put every specialist it can into the holy sites that it'll leave like one 2-2 tile being worked while the rest are in the holy site. Idk if that is a bug or intentional, but I have to manually lock in each citizen to a tile or tell the city to completely ignore faith.
Kyrie 19 Oct, 2022 @ 4:26am 
This doesn't work with city lights right?
senile.zilla 6 Sep, 2022 @ 11:02pm 
all yur othr mods started bugging out when i added this one, all the animations jus started going crazy... idk why, yur other mods r gr8 tho jus sucks i cant use this with them
JNR  [author] 3 Jun, 2022 @ 2:30am 
with the Campus and Suburbs expansion, a Campus specialist can yield for example:
2 Food, 6 Science, and 1 Culture. Of course, this has its price and isn't free like the 2 science in vanilla, but if you have a large city that you want to focus on specialists, you can get great value out of them.
JNR  [author] 3 Jun, 2022 @ 2:28am 
it's designed to work together with the District Expansion mods, where you can invest even more into specialists.
Crim 2 Jun, 2022 @ 10:04pm 
So, Vanilla Specialist (for Science for example) is 2/2/2/3 (D/B1/B2/B3)... This mod changes Specialist to be 1/2/3/4 and +1 Food, basically only a +1 Yield over Vanilla around mid to late game (and 1 Food).

Seems like overall not a huge buff, but the free food does feel like it would be enough to make them viable.
JNR  [author] 15 Sep, 2021 @ 12:28pm 
I do not plan to add buildings to the Spaceport, there isn't really anything new they would bring to the table. The district has a unique identity right now as a place to build projects. I already expanded upon that with the Satellites mod, so I consider UC complete with regard to Spaceports.
ChrisMartin 15 Sep, 2021 @ 12:24pm 
Off topic for this mod, but just an idea: how about tier building in Spaceport, copying milestones in human achievements. Tier 1 = Museums of Sputnik or Gargarin = + yields, Tier 2 = Space shuttle/Satellite facility = + yields/amenity, Tier 3 = Reusable rockets/ISS = Speeding up space mission.
JNR  [author] 15 Sep, 2021 @ 3:30am 
I don't really see a necessity for it. This mod is focused on specialists for districts which have several building tiers.
Junky 15 Sep, 2021 @ 2:43am 
Do you have an idea for specialists in Spaceports?
Diabetical 5 Aug, 2021 @ 8:55pm 
Is there an easy way to rebalance this to work without the urban complexity mods? Or is it possible to offer an alternate version?

The urban complexity mods look really interesting, but the AI already struggles enough as it is. I doubt it has the capacity to plan tall vs. wide cities.
Temida 1 Jun, 2021 @ 3:09pm 
Does p0kiehl's Improved Specialists work with this mod and all your other mods?
blazeknave 22 May, 2021 @ 7:58pm 
Neighborhood, Canal or Dam?
B3C4U5E 14 May, 2021 @ 3:18pm 
Wait, so now there is a difference between building fishing/trade docks in harbors vs city centers? that changes a lot. before it didn't matter
borgheshia 12 May, 2021 @ 1:55pm 
OMG so nice ! Thx a lot :D
Smitty2k1 11 May, 2021 @ 4:37pm 
"Stonks" exchange... love it!
JNR  [author] 11 May, 2021 @ 12:01pm 
this mod does not change anything about the citizen management UI, but of course the game allows you to manually assign citizens.
brometheus 11 May, 2021 @ 11:07am 
JNR you're the reason I love this game, great work as always! :wololo:

Just for my clarification, since this mod essentially adds specialist slots and yields to district buildings, does it also mean I can manually fill them, to prevent the citizen manager from doing it automatically? I guess I'm thinking of it in terms of CIV 5's Manual Specialist Control checkbox.
Dante.Enoshima 10 May, 2021 @ 2:01pm 
Ah alright then. I kinda just don't want to let Improved Specialist go. But i guess i have to now. Thanks again for another amazing mod :3
JNR  [author] 10 May, 2021 @ 1:35pm 
they aren't compatible, no. Not sure anyway what the goal would be of combining the two.
Dante.Enoshima 10 May, 2021 @ 11:19am 
This one isn't compatible with p0kiehl's Improved Specialist mod, right? @JNR. Or can these 2 get along well? if they can, that's a suprise for me
Fury of the Tempest 10 May, 2021 @ 2:44am 
More buffs to Tall Play? Yes please!
ChiYiuWong 9 May, 2021 @ 8:15pm 
great work! thank you:steamthumbsup: