Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Type: Mod
Mod: Gameplay
文件大小
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更新日期
14.344 KB
2017 年 4 月 23 日 下午 1:24
2018 年 3 月 17 日 上午 10:04
2 项改动说明 ( 查看 )

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More Adjacencies

描述
Adds adjacency bonuses to districts which currently have few or none

aerodromes get +3 production per adjacent oilwell or offshore well
theater squares get +1 culture per quarry
encampments receive a standard adjacency production bonus
harbors and royal shipyards get +1 production per lumbermill until electricity
plantations give and receive food adjacency from farms with replaceable parts

Adjacency yield descriptions updated
热门讨论 查看全部(3)
2
2018 年 3 月 17 日 上午 10:10
Bug Report - "I don't think this field does anything"
tycho_nova
0
2018 年 3 月 24 日 下午 11:40
+1 Production to Industrial Zones from Adjacent Lumbermills
Baradar67
0
2018 年 2 月 16 日 上午 10:48
Awesome R&F Mod Collection which includes this mod:
titan_vfaf
19 条留言
Yolky 2020 年 10 月 14 日 上午 7:26 
Seems deprecated
=[NK]= Col. Jack O'Neil 2019 年 1 月 24 日 下午 9:10 
Could you please add a +1 bonus to commercial hubs from man made wonders and natural wonders?
Magma Dragoon  [作者] 2018 年 9 月 8 日 下午 7:04 
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 2018 年 9 月 8 日 下午 6:27 
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  [作者] 2018 年 9 月 8 日 下午 6:16 
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 2018 年 9 月 7 日 下午 10:42 
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 2018 年 9 月 2 日 下午 4:00 
@Magma Dragoon: Industrial Improvements mod by FearSunn employs SubjectRequirementSetId="PLOT_HAS_STRATEGIC_MINE_REQUIREMENTS" argument. Suspect the game has that defined within.
Baradar67 2018 年 3 月 24 日 下午 11:36 
@Tycho_Nova - see discussions for the change (just saw you asked for this)
tycho_nova 2018 年 3 月 14 日 下午 2:06 
@Baradar67 Would you be willing to post the file changes here for that? It sounds pretty awesome.
Baradar67 2018 年 3 月 3 日 下午 4:43 
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 ;)