Sid Meier's Civilization VI

Sid Meier's Civilization VI

341 个评价
p0kiehl's Better Encampment
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
7.964 KB
2019 年 4 月 22 日 下午 2:48
2020 年 3 月 28 日 下午 6:33
4 项改动说明 ( 查看 )
您需要 DLC 才能使用该物品。

订阅以下载
p0kiehl's Better Encampment

在 p0kiehl 的 1 个合集中
p0kiehl's Buffs to Tall Play
10 件物品
描述
p0kiehl's Better Encampment

This mod buffs the Encampment district to make it more worthwhile to build and boost Tall play a bit by offering more Housing.

Mod Effects
  • Adjacency: Minor Production adjacency bonus for other districts, and a major Production adjacency bonus for Strategic resources.
  • Housing: The Encampment and all its buildings provide +1 more Housing.
  • Effects: Accumulating Strategic resources in this city gain an additional +1 per turn. Builders trained in cities with Encampments receive +1 builder charge.
All buffs also apply to the Ikanda district and any modded Encampment replacement.

What about Specialists?
To keep my projects modular and avoid code redundancies, I've not included Specialist changes in this mod. I've already made mods that buff this for the Encampment:
35 条留言
sashaeconomic 9 月 7 日 上午 3:03 
too op with more charge for builders
Bluesky95 1 月 3 日 下午 1:40 
HOW TO FIX WITHOUT LOSING MY SAVE?
Bluesky95 1 月 3 日 下午 1:36 
WARNING THIS MOD BREAKS UNITS
CaptainMinion 2024 年 8 月 26 日 上午 6:01 
Regarding all units gaining +1 build charge: You use the ModifierType MODIFIER_SINGLE_CITY_BUILDER_CHARGES, which is defined in Modifiers.xml as applying EFFECT_ADJUST_UNIT_BUILD_CHARGES to COLLECTION_CITY_TRAINED_UNITS. Despite its name it doesn't seem to actually check whether the unit is a Builder. As your code doesn't assign any Requirement Sets to this modifier, it continues to apply to all units trained in the city.

This ModifierType is used in NubiaScenario_Religions.xml and in Expansion1_Governors.xml. In both cases it is paired with the UNIT_IS_BUILDER Requirement Set, which makes sure the unit is a builder. If you assign this same Requirement Set to your Modifier instead of a NULL value, I think this bug should be fixed.

(This ModifierType is also used in the Australia scenario, once with a UNIT_IS_FARMER RequirementSet, and once with UNIT_IS_PROSPECTOR).
interpolxxx 2023 年 5 月 30 日 下午 8:49 
I confirm the first unit possessed that wierd ability, but it is fine with the rest. Minor bug makes no major effect. Dont know why haha. I just use DLC and very few mod
Atlantics 2023 年 4 月 19 日 下午 8:33 
I just tested with all DLCs from the Anthology Edition enabled and no other mods besides this one and my first unit after building an encampment was a slinger with a builder charge. I can't actually make an improvement with the units created from the encampment, but i can repair and remove improvements where other units not created via the encampment cannot. Like someone else noted below, this also reduces the full health unit sprite to include only one military unit
p0kiehl  [作者] 2023 年 4 月 19 日 上午 5:52 
This mod does not cause that bug.
Atlantics 2023 年 4 月 18 日 下午 9:09 
Will there be an update to this mod that fixes the issue of every unit (not just builders) getting +1 builder charge?
p0kiehl  [作者] 2023 年 3 月 16 日 上午 11:29 
This is a very simple database mod. It doesn't cause crashes.
graemefaelban 2023 年 3 月 16 日 上午 11:06 
Sadly, appears to be causing Civ VI to crash for me. Don't know if it's interaction with some other mod, but removed it and crashes stopped.