Sid Meier's Civilization VI

Sid Meier's Civilization VI

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District Expansion: Commerce
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33.249 MB
2020 年 4 月 10 日 下午 9:35
2024 年 9 月 6 日 上午 3:37
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District Expansion: Commerce

在 JNR 的 4 个合集中
JNR's Urban Complexity
26 件物品
JNR's District Expansions
13 件物品
JNR's Playlist (Gameplay-only)
116 件物品
Ultimate Maritime Modpack
41 件物品
描述
New commerce-focused building choices for Commercial Hub, Harbor, and Aerodrome, many of them with new 3D models and icons! Adds a total of 12 new buildings and reworks the existing buildings in these districts.

The new bonuses provide each city with a multitude of ways to earn gold. Some buildings will be better for tall play, some for wide, and some will do something completely else.

Build an economic infrastructure that will stand the test of time.

Alternative download from Civ Fanatics.[forums.civfanatics.com]

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Features
  • Reworked the 8 existing buildings in Commercial Hub, Harbor, Aerodrome (see below for details).
  • 12 new buildings added: Mint, Emporium, Guildhall, Merchant Quarter, Commodity Exchange, Marketing Agency, Fishing Dock, Fish Market, Entrepot, Offshore Terminal, and City Center versions of the Fishing Dock and Trade Dock (formerly Lighthouse) (see below for details).
  • Adjacencies have been expanded. For example, Commercial Hubs will now receive a standard adjacency from Luxury resources.
  • The new adjacencies apply to unique versions of these districts as well.
  • All Commercial Hub and Harbor buildings and the Airport now provide +1 Gold to all international trade routes from that city, apart from those buildings' special bonuses.
  • Coastal cities have received a buff: Coastal cities (and those connected to sea via Canal) get an extra building slot for the two first-level Harbor buildings. This means that a coastal city can build both!
  • More Trade Routes from your districts and buildings: You can now receive up to two trade routes per city by default. The first is gained as usual, by building the first building in either the Commercial Hub or the Harbor. The second is gained by either building a Seaport in a city with a Commercial Hub or directly by building an Airport (with no other conditions).
  • Aerodrome Rework: the Aerodrome is no longer just a place for your military aircraft. All military features have been moved to the Hangar, and the Airport is a civilian building now, with a special bonus for tourism. Airport no longer requires Hangar.
  • Rock Bands can now play concerts in Aerodromes, with a new promotion to fit: Stunt Master.
  • New and reworked policies (see below for details).
  • With Monopolies game mode: Re-distributed some Product slots. Commercial Hub and Harbor get +1 from adjacent Industries and +2 Gold from adjacent Corporations.
  • Compatible with the Military District Expansion: with both mods the Hangar receives all the bonuses added to the Air Force Base by that mod.

Details
Commercial Hub
  • 1 - Market: Grants Trade Route. Extra Specialist slot and Gold yield. Unlocks at Currency.
  • 1 - Mint: Grants Trade Route. Gold from Governor Promotions in this city. Loyalty bonus to nearby cities. Unlocks at Currency.
  • 1 - Emporium: Grants Trade Route. Gold from and to foreign Trade Routes coming to and through this city. Increases Strategic Resource stockpile cap. Unlocks at Horseback Riding.
  • 2 - Bank: Gold per citizen. Unlocks at Banking.
  • 2 - Guildhall: Gold to Resource tiles. Unlocks at Guilds.
  • 2 - Merchant Quarter: Gold equal to the adjacency bonus of this district. Unlocks at Medieval Faires.
  • 3 - Stock Exchange: Percentage bonus on Gold in this city. Unlocks at Economics.
  • 3 - Commodity Exchange: Extra resource-based yields to trade routes involving this city. Unlocks at Steam Power.
  • 3 - Marketing Agency: Gold from Great Works, Entertainment Complex buildings and Ski Resorts (only if the mod Ski Resort Complexity is active). Extra Appeal to all tiles in city. Unlocks at Capitalism.

    Sukiennice: now replaces the Waystation (and get its bonuses on top of its unique ability) as well as the Market.
    Grand Bazaar: now replaces both the Guildhall and the Merchant Quarter.

Harbor
  • 1 - Trade Dock: Formerly Lighthouse. Grants Trade Route if city does not yet have one from the Commercial Hub, otherwise grants Great Merchant point. Also available in coastal City Centers. Unlocks at Celestial Navigation.
  • 1 - Fishing Dock: Food to water tiles. Also available in coastal City Centers. Unlocks at Celestial Navigation.
  • 2 - Shipyard: mostly unchanged. Extra Specialist slot and Production yield on top. Unlocks at Mass Production.
  • 2 - Fish Market: Gold to water tiles. Unlocks at Medieval Faires.
  • 2 - Entrepot: Gold per ally this city has a trade route to. Unlocks at Diplomatic Service.
  • 3 - Seaport: Grants Trade Route if city also has a Commercial Hub but no Airport. Big Gold bonus to international trade routes from this city. Unlocks at Combustion.
  • 3 - Offshore Terminal: Production to Offshore Oil Rigs, Offshore Wind Farms, and Seasteads. Unlocks at Plastics.

Aerodrome
  • 3 - Hangar: Aircraft trained in this city gain XP faster. Grants more aircraft slots now. More bonuses with Military District Expansion mod. Same Power demand as Airport, giving extra Production if powered.
  • 3 - Airport: Gold to all nearby cities. Nearby cities also produce more Tourism.
The Airport no longer requires the Hangar to be built. Airlifting requires both the Hangar and Airport in the city.

Policies
  • Free Market (rework):No longer buff building yield by +50%/+100%, but by +2/+4 Gold respectively. This change was necessary for mechanical reasons.
  • Admirality Court (Colonialism): Like Free Market but for Harbors. Grants Food for high adjacency and Production for high population.
  • Deregulation (Cold War): updates Free Market, Gold granted based on building tier.
  • Containerization (Rapid Deployment): updates Admirality Court, Food and Production granted based on building tier.

Compatibility and Recommendations

Requires Gathering Storm. Other DLC supported but not required.

This mod is compatible with JFD's Rule with Faith, P0kiehl's Civilizations Expanded, and CIVITAS' City States Expanded (CSE). The new buildings will receive the respective bonuses.

Compatible with any Specialists mod.

This mod is of course not compatible with other mods fundamentally changing these districts.


JNR's Mod Series




330 条留言
Nandybear 10 月 11 日 上午 7:25 
Yeah that's why it took so long for me to find it! You changed yours to collection_owner and I copied yours, but I guess they coded it so the effect still only applies to the empire wide, it's a weird choice (theirs is COLLECTION_PLAYER_CITIES).

I first tried with mine and was getting the issue, so I straight up just used yours instead to test it, and same thing happened. It's really weird. I'm still on the same game but it's nearly done, when I start a next one I'll attach it to some early game stuff and retry to double check because with such long turn times I wasn't overly thorough, but ya, tried with mine then tried with yours and got same result.
JNR  [作者] 10 月 7 日 下午 2:13 
Did you pay attention to the collection? It should be a city-level effect, not a player-level effect, but it can apply to all cities simultaneously if you use it with the collection the modifier is used with by Firaxis.
Nandybear 10 月 7 日 上午 7:52 
I changed it to

EFFECT_ADJUST_CITY_TRADE_ROUTE_YIELD_PER_DESTINATION_LUXURY_RESOURCE_FOR_INTERNATIONAL

Close enough amounts, not ideal if people aren't using abundant resources but ya it'll do for me.
Nandybear 10 月 7 日 上午 7:29 
lol I've found a bug that has been driving me INSANE! OK SO -

MODIFIER_JNR_PLAYER_CITY_ADJUST_TRADE_ROUTE_YIELD_PER_DESTINATION_STRATEGIC_FOR_DOMESTIC

uses

EFFECT_ADJUST_CITY_TRADE_ROUTE_YIELD_PER_DESTINATION_STRATEGIC_RESOURCE_FOR_DOMESTIC

However this can't be applied to trade routes, it's an empire wide yield change. So when you apply it to a building, it applies the bonus to every trade route *for each building instance!*. I tried stealing your idea to boost production per district for offshore terminal and ended up with some crazy yields, finally tracked it down to that (which sucked when this late in the game my turn times are 5mins each). Anywho ya, can't use that. Looks like that effect can't apply to a trade route in any way at all, it's a shame :(
JNR  [作者] 8 月 28 日 下午 2:47 
No, my district expansions do not include active support for Secret Societies.
Seraph 8 月 28 日 下午 2:23 
I know I am late to the party, but how does this mod interact with the owls of minerva? more specifically the gilded vault, Does it allow for a 3rd route? does it get its bonus changed to match the new bank? cause gold per citizen seem way strong a bonus
OxTailSafu 6 月 9 日 下午 9:30 
Much appreciated! It's the one thing holding me back from playing with this mod again since it just ends up breaking the end game entirely.
JNR  [作者] 5 月 28 日 下午 12:00 
Oh I thought I fixed this already. Will update it ASAP.
OxTailSafu 5 月 27 日 下午 5:19 
I just wanted to report a bug between this mod and City States expanded. Whenever you get 10 envoys with a maritine district, it ends up applying a +2 production bonus to every district in your civ. I reported this before on discord if you'd like a link to it.
Lay's青柠味 4 月 3 日 上午 1:30 
Hi,thanks for ur MOD at first.Im chinese and i wish that u could add the chinese text support for this all District Expansion MOD,because there r too many english text and i read must be very slow and difficult.WISH FEEDBACK,thanks a lot for all this again!:steamthumbsup: