Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There is also that mod that allows you to keep tile yields on districts which makes this kind of bonus stronger.
At any rate, I'm just now working on some updates for this and the other "Greenery" mods, so it is nice to read some new feedback, thanks!
I'm not sure why anyone would build a district on Marsh, though. (Other than Vietnam who builds districts on features anyway.)
"When built in a tile with Breathtaking Appeal, the Preserve also allows other Districts in the city to be built on the same Features."
I'm sorry for being dumb but I don't understand this. I thought maybe you kept the yields, but that's not it. It just seems you keep the woods ? I'm not sure what the benefit/reason is for this ? Is it an appeal thing (as woods give appeal to neighbouring tiles, and also adjacency bonuses thanks to JNR's industry rework) or is it something else I'm missing completely ?
I never used the preserves, they were always a nuisance to me (by the time they became useful, the game was so late and the tiles so overflowing with districts etc, that there were few places to make use of em - but that's more a me problem and the game speed stuff and buffs I give to AI, so map is FULL by barely-medieval)
ANYWHO long rant, sorry, didn't mean to go on so much! Thanks for the mod/s btw!
(explained: Adds more flavor for your mod, as it's already quite easy to place/build this Wonder, so adding a more thought-out requirement would be welcoming. The actual site in Brazil is within the Environmental Protection Area of Santa Teresa. AKA it is in a Preserve, and bird Sanctuaries are very common around Rio.)
Thanks for this great mod again.
PS: I have the shrine but it won't let me produce them
But there are def other things that need to be fix in this mod.
Building a Preserve grants adjacency bonuses to tiles next to the unfinished Preserve, so they are already boosted before the Preserve district is actually finished.
Also I confirm that science bonus for adjacent tiles works even before finishing a district construction, which is not intended, I suppose.
Anyway thank you for your effort and please keep going!
Note: It is a little sad to see that there is no culture from a civic tree district, and by extension no Theater Square Major Adj. (Does NOT need Theater Square GGP tho.)
As a side note, i feel like the Grove reducing all Production and Food surrounding it by 1 each, is punishing even with your Policy Cards added in the other mod. Most people will use it for the Science, and not improve it until very late game, if ever, being that the grove is just a couple GPP and Faith. Maybe it should be Faith first, then Science. Or a mix. Like Faith from Charming and Science from BreathTaking... idk it's your mod.
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.
@mish you are completely right, thanks for reporting. Should be fixed now!
Disclaimer I haven't tested with an otherwise vanilla game so i can't say for certain there isn't a mod conflict, though I'm not using anything that messes with yields or districts.
[369552.390] [Gameplay] ERROR: no such column: Value