Sid Meier's Civilization VI

Sid Meier's Civilization VI

Leugi's Preserve Rework
43 Comments
Syvicx Shock 18 Nov, 2024 @ 3:41am 
@Joe Thanks Man!
Joe 14 Nov, 2024 @ 11:00am 
Look in this mod's database folder, Sanctuary_EarlierUnlock.sql
Syvicx Shock 10 Nov, 2024 @ 3:12pm 
I'm encountering a very weird issue. When using JNR's Entertainment expansion, the Civic that would unlock Water Parks is Exploration. However, when this mod in specific is enabled, it changes to Civil Engineering. I haven't found any other mod conflict in my mod list that does this, so would you be able to identify why this might be happening?
Joe 9 Nov, 2024 @ 2:49pm 
What do "features" refer to for getting the second bonus for coastal tiles? I thought bonus resources would count, but that wasn't so. Is it only reefs?
OxTailSafu 3 Sep, 2024 @ 2:08pm 
Just want to say that this rework is absolutely wonderful. I've been building this much more frequently thanks to the more tangible buffs. I did want to report a possible bug. When you're choosing a place for the district, it is still showing that it is providing housing. However, when you hover over the housing icon it will show that you are in fact gaining science. Not sure if this is a bug on my end due to other mods, but wanted to highlight it in case it was a known issue.
Leugi  [author] 24 Aug, 2024 @ 7:48pm 
Yeah it really is more about appeal and adjacency; and additionally because it looks pretty to build districts on woods, specially if you play with JNR's mod that increases the vegetation clutter. Rainforests is also particularly useful for Brazil, and while there arent many civs that benefit from Marshes, if there is any custom civ that has bonuses from Marshes it is still interesting to have the option to keep them.

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!
MeniliteZ 24 Aug, 2024 @ 3:46pm 
Appeal and Adjacency I think are the points of that, yeah. I doubt you need the industry rework for the adjacency to help.

I'm not sure why anyone would build a district on Marsh, though. (Other than Vietnam who builds districts on features anyway.)
Nandybear 24 Aug, 2024 @ 2:25pm 
Ello mate I play with both this and Garden, I'm having trouble understanding

"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!
MeniliteZ 22 Jun, 2024 @ 1:05pm 
Oh dang, wait, a City State built a Mine next to said Preserve and lowered its tile's Appeal to Charming.
MeniliteZ 22 Jun, 2024 @ 1:03pm 
My Encampment wasn't able to be built on a woods tile (it removed the woods) in the same city where I built a Campus on a woods tile using this Preserve. Is this a known issue?
Dark MAGA 10 Jun, 2024 @ 9:41pm 
Too strong, have to let it go after 4 years...
Gray Pockets 25 Feb, 2024 @ 12:10pm 
Nope. Works just fine.
returned 25 Feb, 2024 @ 1:35am 
I don't know why but the mod stopped working. Has anyone else had this happen?
Nandybear 6 Jan, 2024 @ 1:39pm 
Grabbing this solely because Preserves piss me off - they're so useless in comparison to "real" districts unless you get a perfect one and daisy chain em. Always annoyed me.
Sage Lior 9 Dec, 2023 @ 9:15am 
I learned today that these districts are not compatible Fuzzle's Harmonist Secret Society, in case anyone else is having trouble.
MarsEco 20 Oct, 2023 @ 12:57pm 
IDK if you are still updating, but I use your mods a lot. I was going to suggest (like other small suggestions on your Garden's mod today too,) that like you had made a Conservatory a requirement for next to the Biosphere, you should require a Sanctuary next to a Cristo Redentor, and still needing to be on a Hill.

(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.
arkantos21 19 Oct, 2023 @ 8:25pm 
It seems that with this mod I can't be a naturalist anymore. Can you explain to me how I can get them? Thank you
PS: I have the shrine but it won't let me produce them
Nim 8 Oct, 2023 @ 11:27pm 
This is a terrific reimagining of the Preserve concept. Being able to build on forests makes so much more sense. I also like the science focus, since it gives an early science avenue for culture-focused playthroughs.
HerpBrownstainz 26 Apr, 2023 @ 1:15pm 
just a very minor conflict with CQUI with the Preserve icon being bigger then the others. I can show you a photo to make this clearer.
snipergotme 9 Apr, 2023 @ 2:12am 
Is there any reason for needlessly nerfing the already insanely expensive naturalist to require Garden/Preserve to purchase?
Gauldros 1 Mar, 2023 @ 11:09am 
@pyrahead : even if that's true, the excess great prophet points would just become faith.
Drake 25 Feb, 2023 @ 4:17pm 
amazing
MarsEco 21 Feb, 2023 @ 4:17pm 
@Pyrahead every GGP you cant earn is given as Faith. Same could be said for the Temple and Special Holy Buildings. They give GPP, but you don't need them at that point either.

But there are def other things that need to be fix in this mod.
Pyrahead 15 Feb, 2023 @ 10:51pm 
Why should the Sanctuary still give Great Prophet points? At that point in time all Prophets should be gone.
MarsEco 24 Jan, 2023 @ 11:49am 
I would love to see a fix and update.
MarshmallowBear 20 Jan, 2023 @ 8:56am 
I'd like to report a bug (I think it is one)

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.
Patricida 12 Jan, 2023 @ 12:48pm 
I really appreciate your work - finally preserve is interestind and worth building, even in coastal cities.

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! :yawp:
MarsEco 10 Jan, 2023 @ 6:56pm 
An additional question: Does this mod make it so Holy Sites and Campuses receive Major Adj bonuses to this district?

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.)
MarsEco 10 Jan, 2023 @ 3:16am 
Also sad to see it doesn't for with Sukritact's Ocean Mod, that has Kelp as a water Feature.
MarsEco 10 Jan, 2023 @ 1:51am 
Leugi you aware that when you place the district i puts the science on the tiles before the district is built?
MarsEco 11 Dec, 2022 @ 9:38pm 
Umm. So i got the bonus adjacent science to surrounding tiles, before it finished building it. Got it as soon as i placed it. The same district didn't culture bomb the surrounding tiles, as it says it should. (This only happened once, when i put it next to the Natural Wonder that gave Science, the Eye of the Sahara.)

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.
MarshmallowBear 7 Dec, 2022 @ 10:48am 
Any chance you could adjust the text for those who don't use the additional Font Icons? the broken [ICON_Appeal] are distracting xD
H.Humpel 20 Nov, 2022 @ 8:35am 
Hi Leugi,
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.
Leugi  [author] 6 Nov, 2022 @ 7:21pm 
I have made an optional add-on for this rework which nerfs the production and food from adjacent tiles if you have Preserve Buildings, feel free to get it if you felt this is too strong but want to keep the theme behind the rework: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2885551724

@mish you are completely right, thanks for reporting. Should be fixed now!
mish 6 Nov, 2022 @ 5:31pm 
I may have found a bug. The "+1 Science to adjacent land Charming Tiles" does not apply to an improved tile with breathtaking appeal (https://imgur.com/a/r0Zsiep) . This does fit with the literal description of the ability, though I assumed it would apply to tiles with AT LEAST charming appeal. If the ability is meant to apply to charming tiles but nothing better, then nothing is wrong, though I thought it would it would be good to report just in case.

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.
Kerrovitarr 30 Oct, 2022 @ 12:51pm 
Project looks cool for Australia.
mish 30 Oct, 2022 @ 11:49am 
Really excited to play with these changes! Being able to place on features, and still providing yields to improved tiles I think it makes the preserve more versatile. The adjustments to yields make it make more sense and feel more immersive to what a preserve should do, while also making it much more interesting from a pure gameplay sense. Thank you for your amazing mod!
NuDDen 26 Oct, 2022 @ 1:44pm 
There is an error in the Log with this Mod enabled:
[369552.390] [Gameplay] ERROR: no such column: Value
Drake 25 Oct, 2022 @ 3:11pm 
I was going to write a super critical comment for no reason but I stopped myself. Really cool mod and thank you for keeping CIV 6 very alive as well as any mod creator, everyone appreciates what you all do.
JNR 24 Oct, 2022 @ 4:05pm 
very nice, the more focused yields actually make room for a Preserve District Expansion on top of this ;) Might get to work on it after all. The project is really neat as well, I think it could also use some Favor in return for reduced GPP? Or maybe just instead of Prophet points, based on the number of cities following the religion or so. Just spitballing random ideas though, actually love the mod as it is!
Leugi  [author] 24 Oct, 2022 @ 2:09pm 
@imiami: I added a text description. The rework can be pretty strong, specially if you play America, so I might tone it down after some more testing (probably only making some changes to the Sanctuary)
imiami 24 Oct, 2022 @ 12:45pm 
It will be necessary to try it in practice, but from the description it looks too powerful. And by the way, it's not a good idea to make the main description of the mod in the form of a picture (it's impossible to copy for translation).
Lucius, the Heavenly Dragon 24 Oct, 2022 @ 9:55am 
Very Nice, Always happy to see more of your excellent mods Leugi.