Sid Meier's Civilization VI

Sid Meier's Civilization VI

CIVILIZATION VI: CITY LIGHTS
nut9931 2021년 3월 20일 오전 11시 33분
This is a modification file that makes the Rural special district more useful.
Thanks for making a good mod

As I played, the gain from building the Borough district was much greater than the gain from building the rural district, so I commented on a personal improvement plan to upgrade the rural special district and lower some of the overly efficient Borough districts.
I attached it as a link to

Among the attached data, there is a detailed breakdown of the changed code in the txt file.

I would appreciate it if you read it.


Link
https://drive.google.com/file/d/1aqimTBUYGSWm5o7PGokVwxLR7VNUYog_/view?usp=sharing


Change
Changed the effect of Tier 2 Industrialists from all urban special districts in all cities to Renaissance downtown special districts in all cities.
Nerfed to power 2->0, productivity 2->1

Changed the effect of Manufactory to attractiveness -1->0, basic productivity +1->+2, adjacent bonus, output of adjacent buildings when power is supplied +1->+2

Changed the penalty of Shipping Yard and Oost-Indisch Huis, which can be constructed by constructing Logistics Industry, to comfort -2->-1, power -4

The penalty for Refinery that can be built by constructing Tier 3 Engineers has been changed to -3->-12, comfort -3.

Innovation Hub, Silicon Valley penalty changed to -4 power and -2 comfort

Changed the additional productivity per citizen of Land Developers from 0.5->0.2

Power Station: Power +1->+2 to all city centers within 4 tiles, power supply to this city +2->+0
Cannery: Removal of penalty incurred when constructing in rural special districts

Garbage Dump: Removal of penalty that occurs during construction in rural special districts
Housing 0->3 comfort +2->+3. Comfort +1 when Garbage Dumps are adjacent to each other

Additional facilities that are unlocked by promotion of the governor
Just change it to open at the corresponding tech and civic

WAYSTATION: Elimination of output excluding comfort, -3 gold, -1 debuff to urban areas within 4 tiles

Rural district
Housing +1->+4
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75% reduction in required productivity that increases each time a rural special district is built
Rural district now only one per city and consumes 1 district slot
Instead, the amount of output delivered to city within 4 tiles increases by 1 for each era
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The amount of output obtained from domestic trade routes obtained from special rural districts doubled (2->4), and gold penalty was removed
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As the modifier value is changed to give the output to the downtown area within 4 tiles as a modifier value in the rural special district itself, the comfort provided by the rural special district itself and the maintenance cost of the rural special district are eliminated.
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farming town: appeal +1
Cmining colony: appeal -1
Fishing Village: appeal +1

Rural annexed buildings removed only one type out of three rural special districts.

farming town
Basic output put into modifier: food +3, gold -3, comfort +1 (applied to all city centers within 4 tiles)
Trade Route: Domestic Food +4

Basic effect of annexed building
Tier 1,2,3: Food +2, Gold -1


mining colony
Basic output put into modifier: Productivity +3, Fri -3 (Applied to all city centers within 4 tiles)
Trade Route: Domestic Productivity +4

Basic effect of annexed building
Tier 1,2,3: Productivity +2, Gold -1


Fishing village
Basic output put into modifier: food +2, productivity +2, comfort +1 (applied to all city centers within 4 tiles)
Trade Route: Domestic Food +3 Productivity +1

Basic effect of annexed building
Tier 1,2,3: Food +1, Productivity +1
nut9931 님이 마지막으로 수정; 2021년 3월 22일 오전 6시 53분