Sid Meier's Civilization VI

Sid Meier's Civilization VI

Agricultural Niter
13 条留言
H.Humpel 2021 年 12 月 19 日 下午 3:43 
Any plans on making this mod translatable ?
The Big Red Cheese 2019 年 11 月 10 日 下午 11:15 
Exactly what I was looking for.... do you have a version that uses nitre for mining too?
Reggie  [作者] 2019 年 4 月 5 日 上午 7:49 
@Danistan, If the balance is not quite right, it would be easier to just increase the niter cost. I'm not a skilled enough modder to figure out how to count out the numbers of farms a city has only only boost some.
Danistan 2019 年 4 月 3 日 上午 3:42 
That's a huge boost for just one niter - I'd like a little more balance or cost for what could be a very powerful bump. It might be more interesting if it was a boosted on a per-farm basis. So, 1 niter boosts 2 or 3 farms.
see two 2019 年 4 月 2 日 下午 3:14 
typo in mod description in Steam - "The food boots are canceled", the problem is with the boots
Blandersnatching 2019 年 4 月 2 日 下午 1:24 
Glad to have a use for strategic resources past their prime. Thanks for the mod!
风清扬 2019 年 4 月 2 日 上午 5:09 
Thank you for your really great work.
Reggie  [作者] 2019 年 4 月 1 日 下午 6:55 
风清扬: I originally considered adding the buildings to the industrial zone instead of the city center. But when I was testing it, I often wanted to build some of the buildings in cities without industrial zones. It may not be the most realistic, but I think it is more fun if you can build them in any city.
Jonnus.Cobra 2019 年 4 月 1 日 下午 3:27 
Really good
Phlegmagicus 2019 年 4 月 1 日 上午 8:53 
Really cool. I like the idea and implementation of this mod-series
风清扬 2019 年 4 月 1 日 上午 5:04 
I highly recommend you to place factory to industrial zone instead of city center
Reggie  [作者] 2019 年 3 月 31 日 下午 9:36 
Woops, thanks for catching that. I'll fix it in an update.
Revolutionist 2019 年 3 月 31 日 下午 4:00 
Awesome idea! Downloaded it immediately! Thanks! :)
I noticed from the code that for the Curing Plant "BOATSs" is written instead of "Boats" for example. Just a small inconvenience :)