Sid Meier's Civilization VI

Sid Meier's Civilization VI

Rebalanced Mines
113 条留言
BKGamesPI 2024 年 4 月 4 日 上午 8:04 
Can confirm Korea and Ruhr mill bonuses are not working at all.
Domenicus 2023 年 4 月 14 日 上午 8:12 
Gaul could do with a buff. I suggest increasing their mine adjacency by a lot or giving them an ability to build mines everywhere in order to maintain the Flavour
The Eunuch 2023 年 2 月 2 日 下午 11:17 
Coming in many years late to also say that it seems the IZ adjacency changes aren't working. If anyone has any tips on how to fix it myself in the mod files that'd be much appreciated.
patsmith_01 2021 年 7 月 31 日 上午 10:46 
The Industrial Zone adjacency changes (lumber mill, river) do not seem to be working for me (I do have Machu Picchu - maybe that messes with other adjacency bonuses?). I tried disabling all other mods and still not working on a saved game. Mine changes still in effect, although I didn't check thoroughly.
DudeChris33 2021 年 7 月 6 日 下午 6:23 
I would love if this mod did everything except remove mines. I agree that mines are op but would like some alternatives to them rather than just removing them
Bluesky95 2021 年 5 月 8 日 下午 4:56 
i say this because as it sits with my forest improved mod it could be improved as it only increases the base forest production. Would be much better if it would scale with the tech tree the same as the lumber mill.
Bluesky95 2021 年 5 月 8 日 下午 4:52 
Hey can you make me a very simple mod and send me the code, i just need forests to have the same vanilla base production but increase in production the same as when lumber mills do. So each time the game says production for lumbers mills increased, it instead need to improve the base forest production.
god of being bad at everything 2021 年 3 月 21 日 上午 4:44 
japan used to be the production powerhouse beside germany
god of being bad at everything 2021 年 3 月 21 日 上午 4:44 
this is more powerful than japan xd
god of being bad at everything 2021 年 3 月 21 日 上午 4:43 
custodia divina it seems that lumber mills provide 1.5 adjacency bonus
Florence 💖 2021 年 1 月 12 日 下午 1:58 
IZ now seems to gain +1 from every adjacent lumber mill AND +1 from every 2, presuming that that's not intentional?
Brooks 2020 年 11 月 17 日 下午 1:04 
Hello! Is this mod still up to date with 1.0.6.9? Thank you!
no cussing 2020 年 9 月 22 日 下午 5:44 
RIP this mod with the new Civ lol
Captain Duck 2020 年 8 月 27 日 上午 4:06 
Hallo pOkiehl, could you do separate mod with earlier farms on hills, like you did it with lumber mills ?

This would be awesome
Geminus Leonem 2020 年 4 月 6 日 下午 12:23 
You might want to remove the Lumber Mill adjacency bonus as it stacks up with GS's Lumber Mill adjacency bonuses.

You should also update the localization to mention the Aqueduct/Canal/Dam adjacency bonuses as well.
Nizou 2020 年 4 月 4 日 上午 3:55 
It is compatible, I'm using most of the Tall Play Buffs and Civilizations Expanded in the same time without any problem
Amondin 2020 年 3 月 29 日 下午 3:19 
Could this be made compatible with Civilizations Expanded when you get the chance? <3
Ingolenuru 2019 年 10 月 30 日 下午 3:12 
This is great mod p0kiehl! Can we get a 'Sept patch ok' for this one. Thank you.
mrnchevelle69 2019 年 9 月 13 日 上午 12:02 
is this mod up to date?
22.2 Savage 2019 年 7 月 29 日 上午 10:20 
Inca's terrace farms should also get the +1 production boost at Mass Production
Nizou 2019 年 7 月 26 日 下午 12:55 
Is it compatible with June patch ?
Ben3991 2019 年 7 月 5 日 下午 2:03 
Any plans to introduce lumber mills limit ? One or two to a city region ?
DarkLord 2019 年 5 月 21 日 下午 6:45 
@JNR Thanks for clarifying this, i was confuse in translation.
JNR 2019 年 5 月 21 日 下午 1:40 
@DarkLord it's a semantics thing that differs by language. Even "quarries" fall under the term "pit mining". In the reddit post linked I discussed the role of aggregate mining for example.

But you're right insofar as that if I were to make a mod bringing back aggregate mining to a certain degree, it would probably use quarry graphics.
DarkLord 2019 年 5 月 21 日 下午 1:26 
This is just an opinion, but i believe it would be more realistic to build quaries on hills without resources, since mines are exclusivly build to extract minerals, while a quary is used for many purpose, like acquiring rocks, but also different size of gravel and sand and ciment, for different ingineering constructions like buildings and road fundations. Just wanted to share this and see if i'm the only one to think that way?
thanks
DarkLord 2019 年 5 月 20 日 下午 7:52 
cool!! thanks for all your work!
p0kiehl  [作者] 2019 年 5 月 20 日 下午 7:18 
No, it works fine with all resource mods.
DarkLord 2019 年 5 月 20 日 下午 7:15 
Will it conflict with mods adding ressources?
Ironman_Mk11 2019 年 4 月 15 日 上午 10:52 
That makes me sad. :(

Would have really loved this concept with a nerf to mine production instead of the +1 to the LM, and with no mine placement restrictions.

That said though, I love your work and use a bunch of your other mods. Thank you very much for all the time and effort you put in to them! I highly appreciate it!
p0kiehl  [作者] 2019 年 4 月 11 日 上午 4:41 
Not at the moment. I play with this mod all the time and I don't think anything is out of wack. I've also used Mali multiple times and never felt hamstrung - especially considering that you can still build mines in desert.
D_Neon 2019 年 4 月 10 日 下午 8:35 
@p0kiehl just wondering if there's more plans to update this? I like the modifications but I don't want Mali to be screwed by it (and I also agree with comments about the overbuffing of mines)
Toad Worshipper 2019 年 4 月 9 日 上午 10:18 
That means you can always get a +6 industrial zone if you plant trees and build lumber mills... right?
Ironman_Mk11 2019 年 3 月 18 日 上午 6:16 
TLDR of all the below...

- Suggest nerfing mine production rather than buffing lumber mill production, especially with the buff to production from farms included in this mod.

- Restrictions on mine placement are very questionable, and wouldn't be needed anyway with the above change.

- Rest of the changes are awesome and I love everything about them!
Ironman_Mk11 2019 年 3 月 18 日 上午 5:58 
Side note: As someone who has played the Mali extensively, the mine restriction is also pretty crippling for them.

Sure, they can still put mines on Desert hills (DH), but unless you're playing on a pretty strange map you're not going to be able to put all your cities in deserts...nor would you ever want to, even with the Mali. Mali only care about DH directly adjacent to the city center, and even then it only makes those DH equal to a Plains Hill in food while Grassland hills are still superior. To top it off Mansa Musa's ability triggers off flat desert, not DH, so DH's are really not a huge priority. HILLS are, specifically grassland hills so the worker feeds itself.

Mali ultimately play *MUCH* better having 1 city in a desert with tons of hills and a Petra, and the rest of their cities just spamming out gold in plans/grasslands hills. The mine placement restrictions from this mod would just utterly cripple their expected gold output.
Ironman_Mk11 2019 年 3 月 18 日 上午 5:58 
I *LOVE* the quarry change, quarries definitely needed that love. I'm also fond of the farms production change, and of the LM adjacency for Ind.Zones change. The former helps makes farms more desirable (and plays in very well with the overall "build taller" theme you've got going). The later makes Ind.Zone a lot easier to place by drastically reducing the "need" to spam mines around it. Really fits in well with your goal to make things more aesthetically diverse.

The +1 production to LM's I'm having trouble with though. It just turns them into the "new mines" by making them *too* good now. I'd much rather see mines reduce one of their auto +1's into a geographical +1 like LM have with rivers.

The mine placement restriction is also potentially questionable, at least in terms of trying for diversity. Without this mod, a good production city can either be one with lots of forests or one with lots of hills. With it, a good production city is now only one that has lots of forests.
Ironman_Mk11 2019 年 3 月 18 日 上午 5:44 
I like the idea of this mod, but I feel it's perhaps overcompensating. I feel with the way this is balanced it's basically just removed the "obvious mine spam is obvious" meta and replaced it with "obvious lumber mill spam is obvious".

By giving lumber mills (LM) the additional production, you've not made them equal, you've made them better then mines.

- LM can now offer the same +3 as mines, or a superior +4 if by river that mines can't.

- LM retains the forest which can benefit religion, appeal, etc. Mines reduce appeal.

- Mines used to be required for Ind.Zone adjacency, but now LM can. No more need for mines.
扣扣的小怪 2019 年 3 月 12 日 上午 12:54 
发现一个令我很困惑的问题,丘陵上只能建造农场不能建造矿山
Artulo 2019 年 3 月 10 日 上午 12:18 
Nice mod. Canada tundra hill farms don't appear until Civil Engineering.
Take no Ossan 2019 年 2 月 25 日 下午 10:36 
Great mod!
Colorado Dyes 2019 年 2 月 21 日 上午 2:24 
Digests well with production from population mod. Feels kinda overpowered that way though
Plerion 2019 年 2 月 20 日 下午 11:49 
@View The Phenom - SetaX's issue is not being able to build mines on any hill tile without resources, not just deserts. With this mod, Mali (as any other civ) cannot spam mines as much as before. So yes, by narrowing mines placement you are effectively limiting Mali's options to generate gold. This little nerf is pretty much unavoidable for this mod, as rebalancing mines placement requirements would affect any civ with bonus to mines.

One solution could be to allow Mali to build mines anywhere but with zero benefits on Plains/Grassland hills without resources (as originally intended by the modder), so that Mali's +4 Gold bonus to mines still applies. This would also fix Mansa Musa's AI leader agenda (gold build up).

@p0kiehl - Would you consider this? :)
SetaX 2019 年 2 月 20 日 下午 9:13 
@View The Phenom I know they aren't but believe it or not I may want to settle/take cities outside of the desert in which case Mali is affected big time. ;) With the original GS rules you have certain benefits in settling in desert, with these rules if you settle outside the desert you're screwed as you won't have production nor money...
p0kiehl  [作者] 2019 年 2 月 20 日 下午 4:28 
Hey everyone, just put out a sizable update. I fixed the bug causing Farms to not give the +1 Production properly and I updated all the text so the unlocks will accurately appear on the Tech trees.
CoffeeBeans 2019 年 2 月 20 日 上午 10:57 
Don't know if this is intended but the "farms can now be built on hills much earlier, at animal husbandry" it's not represented in the teach tree.
Jessy2299 2019 年 2 月 19 日 下午 8:58 
The production yield bonus gave to the farms with Mass Production dont give the bonus ... Even if it state it is when you select a builder and put your mouse on : Build a farm .
lightbrigade43 2019 年 2 月 19 日 下午 8:41 
Thank you! I like what you have achieved!
View The Phenom 2019 年 2 月 19 日 下午 6:57 
@SetaX It works fine with Mali, desert hills aren't affected.
SetaX 2019 年 2 月 19 日 下午 3:40 
I'm not sure if this is a good mod if you want to play as Mali as you won't be able to build your necessary mines on hills and without them you are extremely crippled
Amondin 2019 年 2 月 18 日 上午 10:40 
You should probably also add the production bonus to farms from Mass Production to Terrace Farms too if you haven't already. Great mod!
Amondin 2019 年 2 月 18 日 上午 10:37 
Can you buff Mali's bonus to mines to +5 or +6 since there are so much fewer mines about?