Better City Specialization 更好的城市专业化

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在3DM Mod站下载文明6最新的Better City Specialization 更好的城市专业化 Mod,由thecrazyscot制作。glk521在我们的平台上分享了这个免费且高质量的游戏模组,让玩家们可以享受到更加丰富的游戏体验。快来3DM Mod站下载并尝试吧!

详细介绍

Mod作者: thecrazyscot Mod版本: 1.5 Mod大小: 4.61 KB 更新时间: 2018-10-25 19:37:12 发布时间: 2018-10-25 19:37:12

详细说明

Better City Specialization 更好的城市专业化


该模式尝试对地区和建筑物进行大修,以使城市专业化更有意义。

这是一个不断发展的mod。需要评论,建议和反馈!

理念:
这个mod的设计理念有三个:

奖励仔细的地区安置

在地区奖励投资

提高地区重要性

为此,由该模块更新的每个区域中的第一个建筑物提供基本的产量奖励,第二个提供完全取决于该区域邻接奖励的产量,并且第三个建筑物充当具有强大能力的区域的顶点。

此外,为了提高每个地区的重要性,已经提高了每个地区的人口需求。这将迫使玩家更加难以选择建立哪些区域。此外,每个人口的科学产量已降低,使校园即使在广泛的帝国中也更为重要。

当前版本:1.4
核心变化
- 每个地区的人口需求增加到4人
- 从每人7到0.5人减少科学
- 增加工业,商业,校园和剧院专家的收益率从2到3 - 
改变工业,商业,校园和剧院区建筑的工作方式:

产业

工作坊:+2制作

工厂:生产等于区邻接奖金,+1专家位

电子厂(UB):生产相当于地区邻接奖金,+ 2个专业老虎机,+ 4文化

发电厂:+3生产,6个瓷砖系列,+ 2个专业插槽

广告

从娱乐综合大楼和城市中心获得额外的+1金邻接奖金

市场:+3金

银行:黄金等于地区邻接奖金,+1专家位

证券交易所:+2黄金,城市黄金+ 15%,+2专家位置

校园

图书馆:+2科学

大学:科学等于地区邻接奖金,+1专家位

Madrasa(UB):科学等于地区邻接奖金,+1专家位置,+ 5信仰

研究实验室:+2科学,城市科学+ 15%,+2专家级

剧院

圆形剧场:+2文化

美术馆/神器博物馆:文化等于区邻接奖金,+1专家位

广播大厦:+2文化,城市文化+ 15%,+2专业老虎机

电影制片厂(UB):+2文化,+ 15%的城市文化,+ 2个专业老虎机,+ 100%的现代时代的其他文明旅游

城市国家收益率已降低,以平衡银行,大学,博物馆和工厂收益与邻接奖金

科学,文化,宗教,商业和工业城市州的匹配区域类型为+1产量而不是+2

商业城市州的首都+2金而不是+4(其他CS奖金不变为首都)

军事城市国家对单位生产的奖金没有变化

- 更新了自由市场,大歌剧和理性主义政策,为每个正确类型的建筑物提供奖励收益,而不是100%的增加(增加的百分比与地区邻接奖金的奖金收益率没有正确叠加)
- 更新以下内容提供+ 50%邻接奖金而不是+ 100%邻接奖金的政策(适用于校园,商业中心,工业区和剧院)

美学,工匠,经济联盟,五年计划,自然哲学,体育媒体,城市宪章


其他变化
- 改进了Aerodrome mod

机场获得邻接奖金:来自社区的+1金币,来自商业中心的+4金币,来自市中心的+2金币

取消了机场人口需求(现在可以在任何城市建造)

双翼飞机,战斗机,P-51和喷气式战斗机可以在没有机场的情况下建造

- 下水道现在有+1 
舒适性 - 添加新的蓄水池建筑:+2住房,在灌溉时解锁,需要建造下水道,在启动工业或后期时免费获得 - 
增加新的水处理厂建筑物:+2住房/ + 1舒适性,塑料解锁。需要下水道来建造。
(注意:如果你想看到新的建筑图标(与两个下水道相同),将讨论OP中附带的Icons_Buildings.xml复制到C:\ Program Files(x86)\ Steam \ steamapps \ common \ Sid Meier的文明VI \ Base \ Assets \ UI \ Icons并覆盖原始文件)。或者,您可以手动编辑C:\ Program Files(x86)\ Steam \ steamapps \ common \ Sid Meier的Civilization VI \ Base \ Assets \ UI \ Icons \ Icons_Buildings.xml并添加以下行:

码:

<! -  TSC Better City Specialization开始 - ><Row Name =“ICON_BUILDING_TCS_CISTERN”Atlas =“ICON_ATLAS_BUILDINGS”Index =“30”/><Row Name =“ICON_BUILDING_TCS_CISTERN_FOW”Atlas =“ICON_ATLAS_BUILDINGS_FOW”Index =“30”/><Row Name =“ICON_BUILDING_TCS_WATER_TREATMENT_PLANT”Atlas =“ICON_ATLAS_BUILDINGS”Index =“30”/><Row Name =“ICON_BUILDING_TCS_WATER_TREATMENT_PLANT_FOW”Atlas =“ICON_ATLAS_BUILDINGS_FOW”Index =“30”/><! -  TSC结束 - >
新图片应添加到图片位置:

剧透 : 



剧透 版版本历史: 



安装说明
将文件解压缩到您的文档\我的游戏\席德梅尔的文明VI \ MODS的目录

注意
这并 没有包括改进的水产量Mod。它们是完全兼容的。
这也包括改进机场Mod。不要一起使用它们!




This mod attempts to overhaul districts and buildings to make city specialization more meaningful.

This is an evolving mod. Comments, suggestions, and feedback are needed!

Philosophy:
This mod's design philosophy is threefold:

Reward careful district placement

Reward investment over time in districts

Increase district importance

To that end the first building in each of the districts updated by this mod provide a basic yield bonus, the second provides yields entirely dependent upon the district's adjacency bonus, and the third building acts as a capstone to the district with a powerful ability.

Additionally, in order to increase the importance of each district the population requirement for each has been raised. This will force players to make harder choices as to which districts to build. Also, the science yield per population has been lowered to make Campuses more important even in wide empires.

Current Version: 1.4
CORE CHANGES
-Increased population requirement per district to 4
-Reduced science per population from .7 to .5
-Increased Industrial, Commercial, Campus, and Theater specialist yields from 2 to 3
-Changed how the Industrial, Commercial, Campus, and Theater district buildings work:

Industrial

Workshop: +2 production

Factory: production equal to district adjacency bonus, +1 specialist slot

Electronics Factory (UB): production equal to district adjacency bonus, +2 specialist slots, +4 culture

Power Plant: +3 production with 6 tile range, +2 specialist slots

Commercial

Receives an additional +1 gold adjacency bonus from Entertainment Complexes and City Centers

Market: +3 gold

Bank: gold equal to district adjacency bonus, +1 specialist slot

Stock Exchange: +2 gold, +15% gold in city, +2 specialist slots

Campus

Library: +2 science

University: science equal to district adjacency bonus, +1 specialist slot

Madrasa (UB): science equal to district adjacency bonus, +1 specialist slot, +5 faith

Research Lab: +2 science, +15% science in city, +2 specialist slots

Theater

Amphitheater: +2 culture

Art Museum/Artifact Museum: culture equal to district adjacency bonus, +1 specialist slot

Broadcast Tower: +2 culture, +15% culture in city, +2 specialist slots

Film Studio (UB): +2 culture, +15% culture in city, +2 specialist slots, +100% tourism towards other civilization in the Modern Era

-City state yields have been reduced to balance Bank, University, Museum, and Factory yields from adjacency bonuses

Scientific, Cultural, Religious, Commercial, and Industrial city states give their matching district types +1 yield instead of +2

Commercial city states give capitals +2 gold instead of +4 (other CS bonuses to capitals are unchanged)

Military city state bonuses to unit production are unchanged

-Updated the Free Market, Grand Opera, and Rationalism policies to provide bonus yields to each building of the proper type instead of a 100% increase (the % increase didn't stack properly with bonus yields from district adjacency bonuses)
-Updated the following policies to provide a +50% adjacency bonus instead of a +100% adjacency bonus (for Campuses, Commercial Hubs, Industrial Zones, and Theaters)

Aesthetics, Craftsmen, Economic Union, Five Year Plan, Natural Philosophy, Sports Media, Town Charters


MISCELLANEOUS CHANGES
-Integrated the Improved Aerodrome mod

Aerodrome receives adjacency bonuses: +1 gold from Neighborhoods, +4 gold from Commercial Hubs, +2 gold from City Centers

Removed Aerodrome population requirement (can now be built in any city)

Biplanes, Fighters, P-51s, and Jet Fighters can be built without an Aerodrome

-Sewer now has +1 Amenity
-Adds new Cistern building: +2 Housing, unlocked at Irrigation, required to build Sewers, granted for free when starting the Industrial or later eras
-Adds new Water Treatment Plant building: +2 Housing/+1 Amenity, unlocked at Plastics. Requires Sewer to build.
(NOTE: if you want to see the new building icons (identical to the Sewer's for both) copy the Icons_Buildings.xml attached in the Discussion OP to C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\UI\Icons and overwrite the original file). Alternatively, you can manually edit C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\UI\Icons\Icons_Buildings.xml and add the following lines:

Code:

<!--TSC Better City Specialization begin-->
<Row Name="ICON_BUILDING_TCS_CISTERN"    Atlas="ICON_ATLAS_BUILDINGS" Index="30"/>
<Row Name="ICON_BUILDING_TCS_CISTERN_FOW"    Atlas="ICON_ATLAS_BUILDINGS_FOW" Index="30"/>
<Row Name="ICON_BUILDING_TCS_WATER_TREATMENT_PLANT"    Atlas="ICON_ATLAS_BUILDINGS" Index="30"/>
<Row Name="ICON_BUILDING_TCS_WATER_TREATMENT_PLANT_FOW"    Atlas="ICON_ATLAS_BUILDINGS_FOW" Index="30"/>
<!--TSC end-->
The new stuff should be added in the pictured location:

Spoiler : 




Spoiler Version History : 

Version 1.5


-Fixed major bug preventing mod from loading
-Grant free Cistern when starting in Industrial or later eras
-Halved the effects of the following policies which buffed district adjacency bonuses for the Campus, Commercial Hub, Industrial District, and Theater

Aesthetics, Craftsmen, Economic Union, Five Year Plan, Natural Philosophy, Sports Media, Town Charters

-Reduced Power Plant production to 3 (was 4)


Version 1.4


-Moved Cistern to Irrigation instead of Engineering
-Sewer is now correctly required to build the Water Treatment Plant


Version 1.3


-Sewer housing reduced back to 2
-Sewer now provides +1 amenity
-Added new Water Treatment Plant building, requires Sewer and provides +2 housing/+1 amenity and is unlocked at Plastics.


Version 1.2


-Reduced Stock Exchange yields to +2 gold and +15% gold in city (was +4 and +20%)
-Reduced Power Plant yield to +4 production (was +6)
-Adds new Cistern building: +2 Housing, unlocked at Engineering, required to build Sewers
-Integrated the Improved Aerodrome mod

Aerodrome receives adjacency bonuses: +1 gold from Neighborhoods, +4 gold from Commercial Hubs, +2 gold from City Centers

Biplanes, Fighters, P-51s, and Jet Fighters can be built without an Aerodrome

-City state yields have been reduced to balance Bank, University, Museum, and Factory yields from adjacency bonuses

Scientific, Cultural, Religious, Commercial, and Industrial city states give their matching district types +1 yield instead of +2

Commercial city states give capitals +2 gold instead of +4 (other CS bonuses to capitals are unchanged)

Military city state bonuses to unit production are unchanged


Version 1.1


-adds a +1 gold adjacency bonus to the Commercial district for adjacent City Centers and Entertainment Complexes
-Updated the Stock Exchange, Research Lab, and Broadcast Center to provide a small base yield and a percentage boost to that city's yield instead of another adjacency bonus


Version 1.0


CORE CHANGES
-Increased population requirement per district to 4
-Reduced science per population from .7 to .5
-Increased Industrial, Commercial, Campus, and Theater specialist yields from 2 to 3
-Changed how the Industrial, Commercial, Campus, and Theater district buildings work:

Industrial

Workshop: +2 production

Factory: production equal to district adjacency bonus, +1 specialist slot

Electronics Factory (UB): production equal to district adjacency bonus, +2 specialist slots, +4 culture

Power Plant: +6 production with 6 tile range, +2 specialist slots

Commercial

Market: +3 gold

Bank: gold equal to district adjacency bonus, +1 specialist slot

Stock Exchange: gold equal to district adjacency bonus, +2 specialist slots

Campus

Library: +2 science

University: science equal to district adjacency bonus, +1 specialist slot

Madrasa (UB): science equal to district adjacency bonus, +1 specialist slot, +5 faith

Research Lab: science equal to district adjacency bonus, +2 specialist slots

Theater

Amphitheater: +2 culture

Art Museum/Artifact Museum: culture equal to district adjacency bonus, +1 specialist slot

Broadcast Tower: culture equal to district adjacency bonus, +2 specialist slots

Film Studio (UB): culture equal to district adjacency bonus, +2 specialist slots, +100% tourism towards other civilization in the Modern Era

-Updated the Free Market, Grand Opera, and Rationalism policies to provide bonus yields to each building of the proper type instead of a 100% increase (the % increase didn't stack properly with bonus yields from district adjacency bonuses)

MISCELLANEOUS CHANGES
-Removed Aerodrome population requirement (can now be built in any city)
-Increased Sewer housing from 2 to 4




Installation Instructions
Unzip the files into your Documents\My Games\Sid Meier's Civilization VI\Mods directory

Notes
This does not include the Improved Water Yields mod. They are fully compatible.
This does include the Improved Aerodrome mod. Don't use them together!


文件说明

Mod截图

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