Sid Meier's Civilization VI

Sid Meier's Civilization VI

Basic District Yields
17 kommentarer
Ibbysquared 28. juni 2024 kl. 4:11 
Hello! Wondering if this is compatible with JNR's District Expansion Mods? Love the idea behind this mod, thank you!
24hrs=1d 28. maj 2020 kl. 14:27 
So I guess if I build a district on a dessert plain, I get 1 free production and 1 free food? Sounds so goood
24hrs=1d 28. maj 2020 kl. 14:25 
@Tornado You should try the mod "golden age"
Tornado 10. apr. 2020 kl. 8:34 
@p0kiehl I love all these tall mods that make tall better. Personally coming from civ 5, where tall was viable it feels alot better to play civ 6 with these types of mods, so keep up the great work. But I was just wondering if you ever have thinked about adding a mod, that makes tech and civics 5% more expensive for each city you have, like in civ5. The last couple of days i have struggled with making such a mod, since Im kinda new to sql modding. Let me know if you ever thinked about making such mod or maybe in the future. Thanks for the great work
Gold 28. mar. 2020 kl. 5:46 
@p0kiehl Hello, I am the mod author of GoldenAge. I have sent you a friend request. I have something to discuss with you. Thanks.
Skolotaj 23. feb. 2020 kl. 8:25 
Is save game compatible?
Zackham 19. feb. 2020 kl. 11:18 
question: does the game mechanic allows the basic terrain (and resource on it) yield to co-exist with district and wonders? Because we can have some resource to be covered by D&W but still effective. And the city center is also a district, and it can allow the terrain yield not to be erased.
Nizou 8. feb. 2020 kl. 11:18 
No it incites to build more districts in each cities, because the tile is buffed, not the district itself
TieJäi (Argues big fan) 8. feb. 2020 kl. 11:01 
Are you sure about "serves as buff to tall play" ? Yields to districts is always a buff to wide play.
p0kiehl  [ophavsmand] 3. jan. 2020 kl. 14:14 
Nope, it won't change. Nothing like that can change district yields.
bostonbongrips 3. jan. 2020 kl. 13:54 
Question, let's say I have a district next to a volcano that explodes and changes the tile yield under the district..will the 1food 1prod base yield change?
InvertConvert 31. dec. 2019 kl. 14:09 
happy new year! thanks for the mod!
Bene Gesserit 26. dec. 2019 kl. 7:24 
That is great news!
p0kiehl  [ophavsmand] 26. dec. 2019 kl. 6:58 
Thanks everyone!
@Lord Brendan - Yes, aiming to get it out this weekend!
Te 24. dec. 2019 kl. 21:44 
Thank you for this -- and joy of the season to you.
Bene Gesserit 24. dec. 2019 kl. 19:28 
Thanks! A really cool Christmas surprise.
Harold Smith 24. dec. 2019 kl. 15:49 
Nice mod! Definitely makes losing an appealing tile all the more bearable.

Improved civilizations coming? A Christmas gift, perhaps. :)