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也让放置区域更为省心。
痛点:
“开始改良”应该要显示一下回合数。
基础耗时太长了,因为你得找一个可以种植资源的地方,然后不能被野蛮人劫掠。
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2182724480
Would it be possible to make a mod to plant features like Marsh?
Placing mineral resources anywhere like plants and animal resources is weird because you cannot 'breed' minerals.
is it possible to add a requirement for mine/quarry resources to have an adjacent resource with improvement? It would be like digging a new deep mineral tunnel going out from the existing mine which goes under the adjacent tile.
You could plant diamond only next to an existing diamond mine. Maybe put the projects for them in the industrial zone because it is industry.
Thanks for this mod.
@HighRider101. Thanks for support.
@JohnLeGreat. Thanks, but art asset is quite difficult for me now.
@Jesse. The AI can build agriculture zone, but cannot plant resource.
Fix a bug that once led to a newly added resource failing to receive existed bonus, for example, a newly plant wheat does not receive +1 food from water mill immediately. Now, a newly added resource within 3 tiles to city center shall receive bonus correctly.
@Junky. Thanks for translation. I have linked the translation.
Deutsche Übersetzung für Civilization VI Mods
@C1sen: It is highly appreciated if you could link the translation into your mod description here on steam. Thanks very much for your work.
found a little small typo:
LOC_PLANTANDBREED_630E123F_OWNED_REQUIRED is named Owned / Reqiured but it should be Owned / Required (iu -> ui)
By the way. I am translating your mod into german language.
After I'm finished it will be part of the german Translation Mod Pack (where hundreds of Mods were translated) German Translations for Civilization VI Mods . I will inform you afterwards.