Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Monopoly++: Tycoons and Investors
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
117.226 MB
6 May, 2021 @ 3:34pm
28 May, 2023 @ 7:44am
9 Change Notes ( view )
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Monopoly++: Tycoons and Investors

In 1 collection by Leugi
Monopoly++
4 items
Description
Part of the Monopoly++ Collection. Adds two new units, Tycoons and Investors, as the units that create Industries and Corporations instead of Builders and Great Merchants. Also provides them with some additional improvements to enhance Trade Routes and Corporations.




New Units
  • Tycoons: High Cost Civilian unit that may only be purchased with Gold, unlocked at the discovery of Mass Production. Requires a Workshop to be purchased. They can be used to create Industries (which means that Industries are essentially unlocked at Mass Production as well). Later on they can also be used to build Railroads much like Military Engineers and can also create the Station Improvement. They also receive the Ski Resort and Seaside Resort improvements for thematic and to make them less spamable.
  • Investors: High Cost Civilian unit that may only be purchased with Gold, unlocked at the discovery of Economics. Requires a Bank to be purchased. They can be used to create Corporations. Later on they can also be used to build Warehouses and Container Ports. They also receive the ability to create Transnational Companies and Offshore Tankers to grab Luxury and Strategic resources in neutral territory by claiming their tile.
New Improvements
  • Station: Special improvement that provides Production based on Appeal, as well as additional Production from adjacent Districts and Wonders, consumes 2 Power. Stations instantly provide Railroads in all surrounding tiles and increase the yields from Domestic Trade Routes sent to them, specially if their city is Powered. After the discovery of Steel they also become a source of Tourism, based on the amount of Production they provide. They are unlocked at the discovery of Steam Power. Only one may be built per city.
  • Warehouses: Warehousees may be built by Investors in foreign territory from civilizations with Open Borders. They provide additional yields when sending International Trade Routes to them, which are strengthened for every Corporation you own. They must be place next to a Luxury Resource, and if you place them next to a Resource that matches a Corporation you own, the Corporation receives additional Gold on their tile. This is to provide an alternative way to get bonuses from resources without resorting to Monopolies (in case you disabled them or you dislike them). They are unlocked at the discovery of Replaceable Parts. Only one may be built per city.
  • Container Ports: Pretty much a naval equivalent of the warehouse, unlocked at the discovery of Plastics. Only one may be bulit per city, however they can be stacked with Warehouses on the same city further strengthening the bonuses, provided you find a good spot for both.
  • Transnational Companies: Special improvement built by Investors, that can be built in unowned territory as long as the tile has a Luxury or a Strategic Resource. When created it grants ownership over the tile, granting access to the resource and granting the yields of its tile to the Capital. When pillaged the ownership is removed.
  • Offshore Tankers: Naval equivalent of the Transnational Company, unlocked at the discovery of Plastics. This improvement is specially useful for those nasty ocean resources outside the scope of any city radius.

Other Changes
  • Andrew Carnegie and John Maynard Keynes have been added as Great Merchants to provide an additional Charge to Tycoons and Investors respectively.
  • Reyna gets a different promotion replacing Tax Collector, which grants bonuses to Tycoon and Investor improvements and makes them 10% cheaper to purchase.
  • Naval Corporations now have a unique asset that no longer looks like just a bunch of fishing boats, featuring instead a big cargo boat that looks funny in straits.
  • Industries no longer provide a Great Merchant point since Merchants are no longer needed for Corporations (and Merchants can no longer build Corporations).

It is suggested that you play this mod with the other mods from the Monopoly++ Collection. Balance was tested alongside those mods, and it is particularly useful to change the amount of resources required for a Monopoly.

Please note, this version of the mod *requires* Gathering Storm. Most of the Mod's features require the Monopoly Mode enabled, which comes with Kublai Khan+Vietnam DLC. However, without the Mode you still have access to Tycoons, Stations and Andrew Carnegie.

The Transnational Company and the Offshore Tanker were both hugely inspired by the Foreign Resource Extraction mod by Liam. Since both improvements grant additional yields and work with Luxuries, this mod is completely compatible with that one, so make sure to give it a check.

The mod should be compatible with JNR's district expansion mods, however if any issue arises feel free to report it.

Special thanks to Lime and Zharques for their help with the Pedias, and to the lads for their ideas and feedback. Also to SilverFoxG for help with testing the asset bug.

If you want to provide feedback for this project, check its future progress, or even promote your own civ projects, you can do so at this discord channel!
[discord.gg]

BTW, if you want to support my work you can either follow me on steam, rate or
[www.buymeacoffee.com]
Popular Discussions View All (3)
6
9 Oct, 2023 @ 2:39pm
JNR District Expanded: Industry Workshop
IrishBuckett
10
24 Aug, 2024 @ 7:18pm
Bugs
joule_jb
0
26 Apr, 2024 @ 2:18am
Transnational/Offshore Tank resources
Madisonian
166 Comments
绞杀丘比特 15 Jan @ 8:17pm 
@S-Mechno right, could you solve that problem? i love the two mods
S-Mechno 12 Jan @ 11:29pm 
@joshuamlux. I have the same problem. Do you have the JNR's Distrct Exp mod installed? I think problem is that the mod from JNR replaces vanilla workshop and tycoon cannot be purchased
joshuamlux 11 Jan @ 7:41pm 
I've got all monopoly mods installed, box checked in setup options, and yet i cannot build investors or tycoons. I got the technology, it does list tycoons and investors, so the mod is at least partially working. i've got both workshops and manufactories. heck, i'm now researching electricity. yet they are not purchasable or buildable. not sure if maybe its a mod conflict with another mod or what. suggestions?
Siliparion 3 Jan @ 1:41am 
@Podrax Only Tycoons can create Industries.
Podrax 1 Jan @ 6:38pm 
I have the same problem as Yommp, the builder's ability to create industries is just completely gone and therefore making this whole mod useless.
Kenraali 7 Dec, 2024 @ 3:30am 
The text for not using the Monopoly mode is not working. Tycoons, Stations, Investors etc. only have their localization tags.
I fixed it by commenting line 38 of MonopolyPlus.modinfo: <Criteria>Monopolies_Mode</Criteria>, so the text file gets applied regardless.
Bear 20 Nov, 2024 @ 3:27am 
help me understand, I like the idea of ​​this mod, additional opportunities for monopolies and corporations, but I'm surprised that the earliest productions are moved so far into the future, when indeed, the first beginnings of production could have appeared earlier
Filipe 5 Oct, 2024 @ 11:50am 
Is this mod working?
jkassavetis 26 Sep, 2024 @ 5:50pm 
Does this mod work with custom resource mods?
Nim 2 Sep, 2024 @ 9:21am 
Auditor General doesn't do anything for me either.