Sid Meier's Civilization VI

Sid Meier's Civilization VI

Z City Center Yields
16 Comments
wiszys 10 Feb, 2023 @ 12:09pm 
Could you make a mod like this but with all the bonuses already present in the ancient era? That's when they are needed the most.
DeadWeatherDrums 18 May, 2022 @ 4:21am 
@ Zur @ Peay

The way he's got it set up is perfect for realism and game balance. I'll give you an example: Phoenix, Arizona. It's in the middle of a desert that is fffing hot for 6 months of the year. I literally had the sole of my sneakers come off when I walked the streets for an hour. Phoenix was basically tiny until the 1950s, then technology made it liveable and enough culture made it attractive. For the last 20 years it has been the fastest growing city in America and is now the 5th largest. His mod reflects all this perfectly. Los Angeles is a similar story and its growth was only possible by The Movie Industry from the 1920s onward, the port & wartime boom from the 40s, and technology that brought water from as far as Colorado. Most cities west of the Mississippi River were relatively small until the 20th Century. His modifiers are spot on by era I think.
DeadWeatherDrums 18 May, 2022 @ 4:07am 
@ Hohenzollern
@ Storm

As he says in the final line of the description: "Tested only on GS so it might not work if you have no GS DLC."
Hohenzollern 8 Dec, 2021 @ 4:13am 
Why dis no work? I like the idea, but no worky...

I dont have gathering storm do prolly that.
STuRoK 1 Mar, 2021 @ 9:46am 
this mod looks great! I still get annoyed with the insanely low production of new cities, and this should help with that, thank you!
Only, I don't have GS yet, so will test it.
Zur13  [author] 25 Sep, 2020 @ 11:32am 
@Stahlseele I didn't check it but I don't see why it should not. So I believe it affects city-states as well until proven otherwise.
Stahlseele 25 Sep, 2020 @ 11:16am 
Does this affect City States?
Zur13  [author] 22 Sep, 2020 @ 11:03am 
@Kezzan Yes it does affect the AI cities.
Lisan al-Ghaib 22 Sep, 2020 @ 9:30am 
does this also affect the AI?
Zur13  [author] 20 Sep, 2020 @ 4:39am 
I didn't want to add much Faith because it makes possible going wide early game with new settlers while not damaging your own Religion pursuit. This bonus was meant to add a bit of flavor to the medieval era rather than significantly affect religion-related stuff.

When I started the mod development I was going to add the bonus culture and science but removed it later because it supports a city spamming strategy. This logic also applies to the food bonus (only +2 food on most of the game eras) and this is why the +1 amenity bonus added so late too. Consider that bonus food allows the city to grow little faster giving you science and culture from pops rather than direct +1 yield from city tile.
T 20 Sep, 2020 @ 3:22am 
The Faith kinda comes too late for religions, and is just +1.
Maybe if you moved +1 Faith to Classical Era alongisde +1 Prod, and gave Medieval +2 Faith and the +1 Prod.
Renaissance culd also get +1 Science or Culture
and else id say is ok
Zur13  [author] 20 Sep, 2020 @ 3:04am 
@blazeknave Yes, they stack.
@Peay You think it is too much or too low bonuses? :)

The idea was to make late-game colonization viable by allowing the late game cities to faster "catch up" the cities settled earlier.
T 19 Sep, 2020 @ 10:28pm 
He showed in the screenshot blaze
blazeknave 19 Sep, 2020 @ 8:01pm 
Do these stack over the eras? So by the end, it's as Peay described?
T 18 Sep, 2020 @ 12:44pm 
Oh and +1 faith
T 18 Sep, 2020 @ 12:44pm 
so a total of +5 prod, +3 food, +1 amenity and +1 housing. Dope