Sid Meier's Civilization VI

Sid Meier's Civilization VI

Terrain and Feature Adjacent Yields V 0.9
16 Comments
Duke Anax 29 Mar, 2023 @ 6:42pm 
I love the idea and it works well for Marshes and Oasis because they are always single. But deep forests and jungles all having +6 production is way out of scale with the base game.You could tone it down by using a minor adjacency bonus instead and remove the base yield of the forest as well.
SystemsEternal 29 Jan, 2023 @ 11:50pm 
Is there a way to make this part of a policy card?
xxxmelficexxx 10 Jan, 2022 @ 8:26am 
this seems like it would need balance like you could have industrial districts lower the food in surrounding tiles or things like that to try and balance out positives this would make for interesting choices.
Stahlseele 6 Jan, 2022 @ 12:24pm 
Yes, i have chosen scythia for trying this out.
they start on the worst ever start you can have.
aside from all desert with no according ability.
and i am allready dominating so much it ain't
even funny anymore. cities grow slowly, but
the sheer production is silly. i am cranking out
wonders every few turns in cities with single
digit population.
WhyEqualsEmExPlusBee  [author] 6 Jan, 2022 @ 8:09am 
@Stahlseele If for whatever reason a feature is not removed by an improvement, wonder, or district, like Chichen Itza, Lumbermills, or Vietnam's ability. The bonus to adjacent tiles will remain.
Abyssi_Ametaie 6 Jan, 2022 @ 2:26am 
Хороший мод. Надеюсь, что Вы его продолжите улучшать и он не загнётся.
Abyssian 5 Jan, 2022 @ 4:32pm 
@Stahlseele in that case, maybe, you should also use the Desert woods and marshes mod
Stahlseele 5 Jan, 2022 @ 1:10pm 
So, seeing how Vietnam does not actually remove the features when placing districts, do they keep the yields?
And desert gives nothing?
how about flood plains? and why the fuck ever they made desert flood plains different?
✨Princess Justina✨ 4 Jan, 2022 @ 4:55pm 
This looks like a great mod I wish it wasn't it wasn't overpowered judging by the images but I can't complain but I see you/the creator of the mod has addressed the issues.
WhyEqualsEmExPlusBee  [author] 4 Jan, 2022 @ 11:58am 
@Lucius, the Heavenly Dragon In the mean time, my argument for balance is that all players have an equal opportunity to receive this boost. The same way all players have an equal opportunity to start near a natural wonder or powerful strategic resource. In this way, players are balanced with each other.

My current code can't work that way, but I am looking for a workaround. In the mean time, if you want to play with this mod, but get frustrated by the bloat, my only recommendation is to play with the "Arid" setting under rainfall, to spawn a smaller amount of features.
WhyEqualsEmExPlusBee  [author] 4 Jan, 2022 @ 11:58am 
@Lucius, the Heavenly Dragon Definitely something I considered. However, after some testing, I found the variable in question is an integer, which means it can't have a decimal point. District Adjacencies also use integers. They get a +1 for every 2 minor adjacencies, rather then +0.5 for 1. (Which is why a holy site next to 1 woods doesn't get +0.5 faith.) As far as I can tell, anything to do with tiles must be an integer. To get a decimal point, or a "float" the work must be done at the city level. There may be a work around, but I haven't found it yet.
Lucius, the Heavenly Dragon 4 Jan, 2022 @ 10:09am 
It looks good, but I feel a nerf is in order.

Perhaps providing minor adjacency bonuses rather than standard adjacencies would help fix the yield bloat?
Saniala 4 Jan, 2022 @ 4:14am 
Yup, now it works. Thanks for the fix.
WhyEqualsEmExPlusBee  [author] 4 Jan, 2022 @ 3:24am 
@Saniala seems I forgot to close a line in the .modinfo folder for the official release version. It should be fixed now.
WhyEqualsEmExPlusBee  [author] 4 Jan, 2022 @ 3:16am 
@Saniala I'm looking into it right now.
Saniala 4 Jan, 2022 @ 12:55am 
Hmm, I don't understand why this isn't working for me. It shows that it is installed and in use while checking additional content from the main menu. But when I actually start a new game, there are no adjacent yields, nor does the name of this mod show up in the mods in use list.