Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Manor District and Great Agriculturalist
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315.747 MB
4 Jul @ 7:39am
27 Jul @ 7:00am
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Manor District and Great Agriculturalist

Description
New specialized district dedicated to agricultural production: Manor.This intensive farming complex enhances all aspects of food cultivation through systematic improvements.New Great Person focused on agriculture: Great Agriculturalist.These visionary pioneers addressed humanity's dietary needs through innovations in crop cultivation, animal husbandry, grain preservation, food logistics, culinary arts, and kitchen architecture.
Manor
Unlocked with Irrigation. Cannot be built on Snow tiles.• +2 Food from the adjacent river.• +1 Food from each adjacent two districts.• +1 Food from each adjacent two Farms, Plantations, Pastures, Camps.• +1 Food from each adjacent Pasture, Camp (unlock with Stirrups).• +1 Food from each adjacent Farm, Plantation (unlock with Feudalism).• +1 Food from each adjacent two Plains, Grassland or Desert Floodplains.• Receives additional adjacency from certain civilization-specific improvements (see in-game).• Enables Exploitation Farmland project: District-based project which provides Food every turn and Great Agriculturalist points once finished.
District Buildings
  • Food Wharf: Unlock with Early Empire. Domestic Trade Routes to this city gain +2 Food. +1 Food to each Food Wharf adjacent to the same river. Must be adjacent to on a river.
  • Food Mills: Unlock with Wheels. +2 Food in a city with a Pasture. Each citizen gain +0.4 Food after unlocked "Engineering" Technology.
  • Irrigation Ditch: Unlocked with Irrigation. Each Plantation and Farm on tile with fresh water resource gain +1 Food in this city.
  • Grain Transportation Bureau: Unlocked with Civil Service. Domestic Trade Routes to this city gain +2 Food and +2 Production. Canals within 6 tiles +3 Food and +3 Production.
  • Manor House: Unlocked with Feudalism. Each improved Plantation, Farm, Pasture and Camp Luxury resource gain +1 Culture in this city.
  • Brewery: Unlocked with Apprenticeship. Grant a Alcoholic Luxury unique to every civilization. +50% food adjacent bonus to this Manor. Bonus Gold equal to the adjacency Food bonus of its district.
  • Food Factory: Unlocked with Industrialization. +10% Food to this city. Bonus Production equal to the adjacency Food bonus of its district.
  • Greenhouse: Unlocked with Steam Power. +2 Food to Tundra and Snow tile in this city. Can build Farms on Tundra tiles. Each Plantation and Farm gain +5 Gold in this city.
  • Fertilizer Plant: Unlocked with Chemistry. Each Plantation and Farm within 6 tile gain +2 Food (will not stack).
  • Agronomy Academy: Unlocked with Computers. Each Plantation, Farm, Pasture and Camp gain +2 Science in this city. Bonus Science equal to the adjacency Food bonus of its district.
  • Vertical Farm: Unlocked with Plastics. +10% Food to this city. Bonus Production equal to the adjacency Food bonus of its district. +20% Great Agriculturalist Points to your empire.
  • Ecological Farm: Unlocked with Conservation. +1 Appeal to Tiles in this city. Each Plantation, Farm, Pasture and Camp on Charming tile gain +1 Culture and +2 Culture in this city, double on Breathtaking Tile. Bonus Culture equal to the adjacency Food bonus of its district.
New Belief
Monastery Economy: May purchase Manor district buildings with Faith. -20% purchase cost toward Manor district buildings. Manor provide Faith equal to their Food adjacency bonus.
Wonders Adjustment
Hanging Garden: City with a Manor +1 District Slot and +10% Food.Machu Picchu:Manor may receive adjacency bonus from Mountain tiles.Some Wonders now have Great Agriculturalist points as well.
Great Agriculturalists
Numerous individuals – see discussion thread for details.
New Policies
Numerous additions – see discussion thread for details.
Compatible with Harmony in Diversity 2.0
Integrated with Phantagonist's Hybrid Rice & Bioenergy Mod honoring China's agricultural scientist Yuan Longping. Mr. Yuan is adapted as an Information Era Great Agrarian activated in the Manor District.
Compatible with my Babylon Ability Rework featuring a unique Manor District and updated abilities.
Compatible with my Maya Ability Rework restoring Civ V's Long Count Calendar mechanics (including Great Agriculturalist acquisition).
Credits• C: Historical Research, Design, Text, Art, SQL, Project Lead• Ophidy: Lua Programming• Wei: Lua/SQL Programming• IthildinX: 3D Modeling• RMinaj, Apry: Icon Design• Phantagonist: TranslationSpecial
Popular Discussions View All (4)
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2 Oct @ 12:54pm
Great Agriculturalist
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5 Jul @ 6:17pm
大农业家
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5 Jul @ 7:00pm
Policy
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39 Comments
呆毛一朵朵 8 Oct @ 2:21am 
为什么我种不了奢侈啊
kissing the wailing wall 6 Oct @ 1:40pm 
like the +5 gold on farms from greenhouse is insane
kissing the wailing wall 6 Oct @ 1:39pm 
mod is amazing but some of these yields need to be nerfed for multiplayer gameplay
Firmament2286 6 Oct @ 12:49pm 
不玩和而不同可以使用吗?
InfoManiac 18 Sep @ 10:41pm 
why require those mod
理程 10 Sep @ 1:16am 
一级建筑河运码头有bug,在一条河流上的多个城建了河运码头后,只有后面建的两个会吃到食物加成(加成也有误),而前面建的码头食物加成无了。
ww 1 Sep @ 8:29pm 
与和而不同2.0不能同时使用啊,是还要订阅其他兼容mod么
lurenjia 26 Aug @ 12:55am 
在开启秘密结社模式后,黄金黎明结社给的地脉无法给农庄增加相邻加成,这与专业化区域都可以吃到地脉的+2设定冲突。希望作者可以增加一下这个加成。
xixifei 22 Aug @ 5:51am 
配套的巴比伦能力重置mod已失效,导致我的现有存档打不开。该mod的创意工坊界面也打不开,希望修复!!!谢谢
太慢鱼龙 21 Aug @ 7:04am 
两个问题:图拉真开局坐城,市中心建筑变成“农庄临近河流”而不是“纪念碑”,不知是不是bug;李世民是不是该加个“大农业家的传承”了?