Sid Meier's Civilization VI

Sid Meier's Civilization VI

C&P: Domestic Trade Bonuses
21 Comments
DonaldMichael 9 Feb @ 7:47pm 
Can the construction conditions of this building be changed to adjacent water cells? Because many islands are very suitable for building this building, but they probably have no rivers that can be adjacent. Thank you
MightNight 22 Dec, 2024 @ 7:40pm 
I really like the idea of making mutually exclusive buildings like the granary and brewery. I wish there was one for the monument (culture) and some sort of science building (science)
Simon Sullivan 23 Oct, 2024 @ 7:47pm 
I'm trying to work out which mod I have that changes the trade route establishment time to the trade route length vs the default 20 turns or so - is it this one?
ropestring3 18 Oct, 2024 @ 10:46pm 
compatible with your mod that changes products slots?
Simon Sullivan 2 Oct, 2024 @ 1:59am 
I'm wanting to mirror a previous comment that this doesn't add the bonus the Palgum
弑夜炼灬雨 20 Sep, 2024 @ 8:21pm 
市中心建筑的BREWERY的效果好像没有生效?实际存在有改良了的种植园,也放了人口上去,但是国内贸易路线没有+1金币的效果,这是为什么呀?
Amroth 17 Sep, 2024 @ 1:37pm 
If anyone else can't load the mod, try disabling the wonder reworks. They seem to conflict with something else I'm running, but I have no idea what.
NuDDen 4 Sep, 2024 @ 1:37pm 
... and Nilometer --> Irrigation Wheel
NuDDen 4 Sep, 2024 @ 6:48am 
Ahoi. Can make this compatible with: Second Unique Infrastructure pls (Nubian Vault --> Granary)
NicoVPC83 22 Aug, 2024 @ 1:03pm 
EDIT: the problem is with "C&P: Naval Trade Protection". I will repost the comment there
NicoVPC83 22 Aug, 2024 @ 10:26am 
Hi Leugi. Thanks for keep doing mods :)

I was trying to add these to my usual pack, and I found an incompatibility with Bear's Governor Overhaul. It doesn't let you start the game.

This is my Database.log, the problems seems to be about a governor promotion: https://pastebin.com/S2XMha2T
Dakorher 20 Aug, 2024 @ 6:24am 
I return with a feedback, as promised - the JNR fix works properly, and all the bonuses count correctly. Great mod btw, I love it how trade routes become much more impactful (as they are irl), but not overpowered.
Dakorher 18 Aug, 2024 @ 10:19am 
Weird, I'll try it in a new game and will come back with the feedback, thanks!
Leugi  [author] 18 Aug, 2024 @ 7:50am 
@Dakorher: JNR patched the Suburbs mod for compatibility a couple of days ago. Make sure you have the latest version of both mods and if it still doesn't work I will try seeing it out with JNR
Dakorher 17 Aug, 2024 @ 11:39pm 
Great mod, but sadly the Neighborhood building tweaks conflict (in my case they simply override) changes from JNR Urban Complexity: Suburbs mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2669325299 . Is it possible to disable only this part of mod, that changes the neighborhood? Because all the other changes are awesome and I want to play with them.
Gerand Darthmore 14 Aug, 2024 @ 10:21pm 
I think you need to fix this. I can't start game with my Babylon expansion pack
Nandybear 13 Aug, 2024 @ 4:36pm 
Your picture says "can't be in same place as brewery" for brewery entry (instead of granary)

Awesome work as usual. I've JUST started a new game with your garden, preserve, and 2 others in the trade pack, I'll give this one a try on my next game (I like getting used to a few mods at a time rather than dumping them all in at once)
Yumi 13 Aug, 2024 @ 5:48am 
Seem like this one is not compatible with Babylon's UB Palgum
Leugi  [author] 8 Aug, 2024 @ 11:42am 
@MarkH2: It depends a lot on how it is coded but likely the effect might be merged (showing only the text from this mod) In case you need to remove one of the reworks each rework is on its own subfolder at the mod's folder.
MarkH2 8 Aug, 2024 @ 7:04am 
nice work
but how will it interact with other wonder rework mod with Jebel Barkal and Angkor Wat?
M 7 Aug, 2024 @ 11:21am 
First of all thank you Leugi for taking the time to create mods and quality mods too. I have subscribed to many of them as I feel that they enhance game play and give a more realistic experience in terms of strategy.

I have subscribed to The Domestic Trade Bonuses; Caravans and Pilgrims, Naval Trade Protection, Exchange of Ideas, and Domestic Trade Bonuses. I have tried setting up a game with only these mods and unfortunately the traders are unable to connect to any city. When I have created a trader I have tried to access a trade route and none show up despite a couple being within the 15 tile distance requirement. I also tried creating a commercial district with market place to see if this would help but there was no luck.

I do look forward to using these mods in conjunction with your other mods especially Monopoly++ collection and perhaps the Wildlife Mods with Garden and Preserves.

Thank you for your time and effort.