Sid Meier's Civilization VI

Sid Meier's Civilization VI

More Adjacencies
19 Comments
Yolky 14 Oct, 2020 @ 7:26am 
Seems deprecated
=[NK]= Col. Jack O'Neil 24 Jan, 2019 @ 9:10pm 
Could you please add a +1 bonus to commercial hubs from man made wonders and natural wonders?
Magma Dragoon  [author] 8 Sep, 2018 @ 7:04pm 
The action panel is the thing in the bottom right where workers and other units have their operations listed, so I can't imagine changing adjacency yields would cause that.
Typically when I make a mistake updating the game db and try to set something to an invalid value the game sends me back to main menu during map generation and makes a synth bass downward tone.
pauloel7 8 Sep, 2018 @ 6:27pm 
Nice of you MM. Well, on my end I'm CTD after ~50 turns when lua.log shows "ActionPanel: ERROR: ActionPanel received mismatched blocking types. Event vs engine call:" - which I'm not sure how to trace back to a particular mod. Do you think this might be somehow related? Found no other potentially related error message. I did not update the text file... instead commented @.sql.
Magma Dragoon  [author] 8 Sep, 2018 @ 6:16pm 
I've played with your custom version of the mod into the medieval era and I haven't seen any adjacency numbers so big they break the game so I'm not sure how to help. Did you check database.log, modding.log and lua.log?
I think a better way to make up for the tile yields lost by district spam would be making specialists better anyway.
pauloel7 7 Sep, 2018 @ 10:42pm 
Loved the mod. I've been looking for a solution on the lost yields districts occupying plots cause for a long time. Also, I've been trying to further pump up adjacencies, but stumbled into hardcoded contraints that crash the game. I'd love if you could take a look and tell me what should be changed for this to work, for as is, there're no error messages in the logs that I could find: https://www.dropbox.com/sh/sq2f8927kr6ysl8/AABnJZLXkGHver7DpVDqmA0Ka?dl=0 . Obviously, should you feel anything of it could be useful for a future update, go ahead and use it. Cheers!
pauloel7 2 Sep, 2018 @ 4:00pm 
@Magma Dragoon: Industrial Improvements mod by FearSunn employs SubjectRequirementSetId="PLOT_HAS_STRATEGIC_MINE_REQUIREMENTS" argument. Suspect the game has that defined within.
Baradar67 24 Mar, 2018 @ 11:36pm 
@Tycho_Nova - see discussions for the change (just saw you asked for this)
tycho_nova 14 Mar, 2018 @ 2:06pm 
@Baradar67 Would you be willing to post the file changes here for that? It sounds pretty awesome.
Baradar67 3 Mar, 2018 @ 4:43pm 
Love it. Found this while trying to find a mod that adds lumbermills to the industrial zone adjacencies. I mean, mines and quarries only? Do we not use timber for nearly every house built? And furniture? And...
Please consider adding that change. Until then, I'll be hacking your mod ;)
ofuufoette1 27 Aug, 2017 @ 9:46am 
Nice cover picture!
I Am Groot 2 Aug, 2017 @ 8:32pm 
Hi, could you make the cliffs of dover buildable tiles?
Magma Dragoon  [author] 8 Jul, 2017 @ 10:50am 
I wanted it to be seemless and I found it too immersion breaking to publish. Most of the time these mineral strategics won't be next to an emcampment district so there is no reason to go and replace the mine.

There appears to be a static lua class called UnitManager which is embedded in the exe (at least, it isn't in any lua file in the game install directory) that has a function to retrieve the list of all possible improvements. So I can't modify how that function handles my strategic minerals. If I were more familiar with lua I could modify the table this function returns remove mine if strategic mine is on the list. That will take some reading.
kaspergm 7 Jul, 2017 @ 1:27am 
Great mod concept, and I love the cover. :-) I particularly agree with the farm/plantation interaction, nothing more irritating (and immersion killing) than having a plantation lux in the middle of farming fields and have it obstruct the adjacency bonuses.

With regards to your comment about individual improvements and the problem of resources revealed under old improvements - will that in fact be a problem? Yes, I know you'll have to replace the improvement (for instance, replace the mine with an iron mine once iron is revealed) - but technically, it should work, right? Of course, one can find that immersion breaking and/or bad for balance.
ChatNTR🔞 3 Jun, 2017 @ 8:03pm 
I gave 100 points on the cover.
Magma Dragoon  [author] 5 May, 2017 @ 3:19pm 
the bonus obsoletes at electricity because that is when the last wooden ship obsoletes
Jordy McSheep 5 May, 2017 @ 12:43pm 
"harbors and royal shipyards get +1 production per lumbermill until electricity"
This part is unclear, does this mean the harbor district gains adjacency until electricity, then the adjacency bonus for lumber mills is removed or is the strength of the adjacency bonus increased, or replaced with something else?
Magma Dragoon  [author] 23 Apr, 2017 @ 3:08pm 
I considered replacing all the generic improvements with resource specific ones in a way that is transparent to the player (ie coffee plantation goes on coffee, iron mine goes on iron) and using those to grand resource specific bonuses (eg strategics give +1p to encampments). While that would have worked for some items, it wouldn't work with mines because you can mine a hill and later find it has iron under the mine. That would take lua, and I couldn't figure out if lua was involved with revealing strategics or how to remove and add improvements.
ST4RL1FT3R 23 Apr, 2017 @ 1:57pm 
I have explored adjacencies in my own mods, and learned (as you have) that adjacency yield bonuses can only effect districts and improvements (at least when only editing the XML files). The good news is that resources, improvements, terrain, districts, rivers, and features can all be used to effect the yields of districts and improvements.