Sid Meier's Civilization VI

Sid Meier's Civilization VI

Ei tarpeeksi arvosteluja
Civilization Remake: China (Agricultural Empire)
   
Palkinto
Lisää suosikkeihin
Lisätty suosikkeihin
Poista suosikeista
Tiedostokoko
Julkaistu
Päivitetty
89.740 KB
13.9. klo 4.19
16.9. klo 4.06
3 muutosilmoitusta ( näytä )

Tilaa ladataksesi
Civilization Remake: China (Agricultural Empire)

1 kokoelmassa, tekijä OftenOviour
OftenOviour's Civilization Remake Series
4 luomusta
Kuvaus
Civilization Remake Series typically focus on civilizations with low pick rates and mediocre mechanics, but there are exceptions. The original Chinese civilization's traits are certainly not weak, but they often feel too generalized and don't quite fit the abilities of some leaders (Yeah Yongle, it's you for this mod). Therefore, I decided to create a series of mods that remake the traits of the Chinese civilization. On one hand, this aims to better align with other Chinese leaders instead of only Qin, enriching players' choices; on the other hand, it seeks to showcase more of China's unique qualities, allowing the profound historical heritage of China to be more fully represented in the game.




Agricultural Empire
"Water conservancy is the great foundation of the state, what food depends on, and what the people rely on." — Book of Han: Treatise on Rivers and Canals

The history of China's agricultural development is a magnificent epic of dancing with water. From ancient times to the present, water conservancy has always been the lifeblood of agriculture, profoundly shaping the course of Chinese civilization.

As early as the Spring and Autumn and Warring States periods, the ancient people deeply understood that "to govern a state, one must first harness water." The construction of the Dujiangyan Irrigation System, with its wisdom of "dig the sand deep, keep the weir low," turned flood damage into water benefits, nurturing the prosperous "Land of Abundance." Projects like the Zhengguo Canal "channeled rivers and stored water, facilitating irrigation and transportation," transforming wasteland into fertile fields and laying the foundation for the unification of the powerful Qin Dynasty. These mega-projects were not only about irrigation and disaster prevention but also the ultimate embodiment of the state's organizational capacity and resource allocation ability, turning agricultural advantages into solid national strength.

Throughout successive dynasties, agriculture was always the foundation, and water conservancy projects were the greatest achievements of governance. Large-scale canal systems ensured stable and abundant grain production, providing a solid foundation for population growth and civilizational prosperity. This relentless pursuit of water conservancy demonstrated the Chinese nation's wisdom in harmoniously coexisting with nature, ultimately achieving the great miracle of China's agricultural civilization enduring for thousands of years.

This mod focuses on showcasing the achievements of Chinese civilization in water conservancy and agricultural development. To this end, the civilization's abilities have been modified, and two unique districts, "Q'u" and "Yan" have been added. For balance and thematic considerations, the original unique unit "Crouching Tiger" and unique improvement "Great Wall" have been removed (A mod patch that can merge all these traits for players who need is provided Here).




Civilization Ability: Agricultural Empire
Upon unlocking Early Empire, grants Eureka for Irrigation; Upon unlocking Political Philosophy, grants Inspiration for Feudalism; If already triggered, instantly unlocks. Plantations and Farms with freshwater gain +1 Food, and Farms on resource gain +1 Production. If adjacent to resources that can be improved by Plantations or Farms, Plantations and Farms gain their yield bonuses. Cities with freshwater gain +1 Amenities. If city has sufficient Amenities, its population growth won''t affected by housing shortage. If population reaches the housing cap, the city stops growing, and excess Food will be converted to Production by 50%.
"Plantations and Farms receive their output bonus": If a farm or plantation is adjacent to a "Corn", it gains +2 Gold provided by it.

Unique District: Q'u
Chinese unique district that replaces Aqueduct, unlocked by Tech Irrigation. In owner city, Plantations and Farms without fresh water gain +1 [ICON_Food] Food, and those with fresh water gain +1 Production, Farms gain +1 Production per adjacent agricultural resource. Builder could push the construction progress by 20% with 1 Charge.

Unique District: Yan
Chinese unique district that replaces Dam, unlocked by Civic State Workforce. Costs lower than Dam. Provides less Housing, but +1 Great Engineer Point. Additionally +1 Housing, +1 Amenities after unlocking Tech Engineering and +1 Great Engineer Point, +4 Tourism after unlocking Tech Buttress. Builder could push the construction progress by 20% with 1 Charge.




Uses a number of experimental features - please report any bugs promptly! Some missing texture assets (such as Historical Moment illustrations) are normal and will be patched in later updates.
6 kommenttia
OftenOviour  [tekijä] 18 tuntia sitten 
啊这,未曾设想的道路:steamhappy:,不知道官方给没给自定义胜利的接口,有空可以试试。
但这个系列主要还是往广度发展,以玩家视角对原版文明的痛点作一些改进,别的还没想好。
撕圣经卷烟 16.9. klo 1.45 
大佬会尝试做更丰富的内容吗,比如模仿宇航中心做一个农业试验田,然后做农业试验增产项目,再添加一个农业胜利,当然我只是觉得有意思提一嘴,并没有许愿的意思
Wirmerdorf 13.9. klo 22.11 
Alright, thanks
OftenOviour  [tekijä] 13.9. klo 21.35 
And descriptions of some Items could be wrong. (It won't happen for this mod but I cannot make it sure for all mods in my series).
OftenOviour  [tekijä] 13.9. klo 21.32 
Well I'm not precisely sure but I can say that my mods in this series can work together with Civilizations Expanded while totally overwriting related traits (like Zulu's Ikanda). For this mod, all Chinese traits will be removed for sure, and you can add them back with another mod of mine . Then all changes Civilizations Expanded made should work.
Wirmerdorf 13.9. klo 20.45 
Are any of the mods in the series compatible with Civilizations Expanded?