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
* Gardens start with a Pavillion for games beginning in the Renaissance Era or later
@Leugi feel free to include any of this in your mod if its to your liking.
If there isnt, cards that would give you a Production Bonus (like a 20% bonus) to the district & buildings (like the 30% you get for Encampments/Harbors & their buildings.) If not that, something that increases the District's Housing of +1 to something (like just doubling it +2,) if you like. OR +1 Amenity based on every 2 adj Features (not burnt - Forest/Jungle/Marsh/Oasis/Geo Fissure/Vol Soil/Reef/Kelp.) OR a card that would give Resources adj to the district(either one) Double their yield bonus (still unimproved) AND give +1 Local Amenity to just that city for each unimproved Luxury Resource next to it.
Though I will say, I never do that City Projects. They are waaay too expensive imo, compared to the other districts throughout the whole game. Might be something to tweak for the Garden and Preserve projects.
@Leugi Can u pls update the Mod with the fix?
For those who have the same problem, just replace the old ID present in the GardenDistrict.modfile file
<Criteria>JNRHolySite</Criteria>
<Exclude mod_id="1bd6e042-25c3-4584-9bc3-66f1ce3bd249" action_id="Text" />
<File>Text/Garden_Compatibility_JNR_HolySite.sql</File>
with the new ID from the DE mod: Spirituality
<Criteria>JNRHolySite</Criteria>
<Exclude mod_id="1047a269-38a8-4cee-b70a-a7681015eed7" action_id="Text" />
<File>Text/Garden_Compatibility_JNR_HolySite.sql</File>
Cities can anyway purchase Naturalists with faith right? Please don't tell me cities cannot purchase naturalists without the Garden district now.
If not, I hope I can help
"Green Spaces: Economic Policy. Obtained from the Recorded History civic. +100% Preserve district adjacency bonuses.
Conservation: Economic Policy. Obtained from the Conservation civic. Replaces Scripture and Green Spaces. +100% Holy Site and Preserve district adjacency bonuses."
Suggestion: 1.) An Economic Policy. Does not Expire. 30% more Production towards Preserves and Garden AND their buildings, obtained at Theology or later at Civil Service. {This next one was inspired by the policy card "Public Transportation"} 2.) An Economic Policy. Does not Expire. Preserves and Gardens with Charming Appeal receive +3 Gold & +3 Faith & +1 Amenity. Preserves and Gardens with Breathtaking Appeal receive double these yields (+6 Gold & +6 Faith & +2 Amenities.) All Preserves and Gardens receive +1 Housing.
This would be nice to have in your mod. There is a card that makes Encampment and Harbor Districts and their Buildings lower production to craft. There are cards that increase adj of districts by 100%. Doing something like this would help them be more mass used. The production base, especially for the buildings is already too high, imo, so something to produce them a little faster? Later something that maybe doubles the district tile yield? (Obviously one that does the two 50% more yields for buildings wouldn't really work.
Deutsche Übersetzung für Civilization VI Mods
@Leugi: It is highly appreciated if you could link the translation into your mod description here on steam. Thanks very much for your work.
Just a thought, could product bonus Tourism or Diplomatic Favor or Influence Points or something else while powered. Just food for thought, as they say.
I love your mods, just want to help them reach their full potential! :)
TIP: The Marsh Feature like you said was accidentally omitted from the description, as well as, the Adjacency to certain Districts, might you list the tech/civic that the District and Buildings might unlock? I assume the same as your Preserve and Buildings, but I suppose they could be different like the Entertainment District VS the WaterPark District.
Question: Does it give a minor adj to all other districts that get yields?
Suggestion: I personally would add that Commercial Hub Major (+2) adjacency. (I understand the Industrial Zones & Harbors are too 'industrious" for the adjacency.)
Alternatively, Single Great People type Point Projects yield 22% of the Production Total from the Project... but there is one other, the Occult Project, which as 3 types (not Great Works related) and they get 16.7% for each Great Person type.
Suggestion: Because the Your Projects are 2 types of Great People and not 1 or 3+. Might I suggest Your Project yield that 16.7% like the Occult Research Project? As I feel that would be more worth while.
A question/suggestion: Does your mod add any yields to Domestic and International Trade Routes? It is a Specialty District and I really think it should, as it doesn't in the base game. (This was very over looked by Firaxis.)
And yeah, marshes are included but I forgot to mention it as well.
[Database] ERROR: UNIQUE constraint failed: IconTextureAtlases.Name , IconTextureAtlases.IconSize
[2285576.676] [Database] ERROR: UNIQUE constraint failed: IconTextureAtlases.Name , IconTextureAtlases.IconSize
[Database] ERROR: UNIQUE constraint failed: IconTextureAtlases.Name , IconTextureAtlases.IconSize
[2285642.528] [Database] ERROR: UNIQUE constraint failed: IconTextureAtlases.Name , IconTextureAtlases.IconSize
Yes, i know it would be redundant to have 2 of the same yield and GPP generating districts, but your picture shows it surrounded by districts so i was just wondering. :)