And not in the rightmost slot regardless of the slot clicked on? I'm creating a mod and having trouble finding how to do this or even where in the code to find where the game decides to magically produce the specialist in the first slot to the right.
New version 2.4.3 as of 1.09 - Can be used with CQUI.
Supported languages: English, Português do Brasil, 汉语/漢語 (Simplified Chinese).
Adds a new gameplay mechanics - Natural Disasters - in the form of randomly happening events that damage some area. Implemented disasters: Earthquake, Flood...
Hello,
I began my party on V37 and used some SVN, i play on last v38 svn (or pre 39 LOL) and i'm near transhuman era.
I noticed some annoying bugs :
- there no lithium on my map, nowhere
- i need guinea pigs or sheep to build bacterian forge but there is none on map (i'm sure i had guinea pigs...
Various Buildings that require the Neighborhood.
All buildings gain +1 Housing with a Governor in the city.
Buildings are relatively inexpensive and have a prerequisite building from another district.
Buildings
Police Station: +2 Loyalty per turn, +10 Outer Defense Strength. Requires...
Modern Buildings
This is a fourth tier of buildings for each district.
Megachurch: +1 Citizen Slot, +4 Faith. Can only be purchased with Faith. Available at Mass Media. Prerequisite= Religious buildings (Cathedral, Mosque, etc.)
Recycling Center: +1 Citizen Slot, +4 Production, +1 Great...
48 new buildings to maximize immersion.
Most of these buildings give new bonus yields that are equal to the adjacency yield of the District. (Similar to how the Shipyard works)
All new buildings have a prerequisite building in another district and have +1 Citizen Slots.
An effort was made to...
In Civ VI, one thing that came with city unstacking is delineating building lines alongside districts. Thus, we have the Library > University > Research Lab line within the Campus, the Market > Bank > Stock Exchange line within the Commercial Hub, and so on.
One special case is the Encampment...
I have had for quite a while a mod that modifies the ancient era by adding hunting, fishing, mysticism, stone tools and wood working. Monument and shrine buildings require these new techs and scouts / pathfinders require hunting. New buildings include furrier, carpenter, fish traps, apiary and...
So I was thinking.. in Civ III, the climate would change after too many uses of atomic weapons.. so how about creating a HAARP weapon tech and unit that would modify a target's land at will? changing grasslands to tundra, or plains to flood plains, or locally making shores disappear by changing...
46 new buildings to maximize immersion.
Most of these buildings convert District adjacency yields into new bonus yields. (Similar to how the Shipyard works)
All new buildings have a prerequisite building in another district and have +1 Citizen Slots.
An effort was made to evenly distribute...
I am adding some new buildings to a mod of mine and wanted to ask about how to achieve the following:
1) Have a building that does 10 damage a turn to units within 2 squares from a city
2) Have a building that offers +2 production and + 1 science when city is connected to the capital
For #1...
Bonus Buildings
!!This is not compatible with Loaded Districts. These buildings are included that mod!!
Buildings that produce bonus yields equal to the adjacency bonus yields of their districts.
New Buildings
Funeral Home: Bonus Gold equal to the adjacency Faith bonus of its district. +4...
Defense Contractors
Various Buildings produce Strategic Resources.
These buildings can only be purchased.
They are all constructed in the Industrial Zone.
They are intentionally unlocked in the eras following the reveal of the Strategic Resources so that improved resources still have...
Additional new buildings in german style (Germany). 15 new buildings available. Subscribe me also in Youtube for more buildings :) .
New buildings:
BMW
Industrial, P 3 and 3 %, G 2, ET 2, Greatpersionpoints Engineer 1
Volkswagen
Industrial, P 3 and 3 %, G 2, ET 1, Greatpersionpoints Engineer 1...
This guide is a step-by-step tutorial that will walk you through how to create 3D art and add it to your ModBuddy project. It focuses on the 3D art for buildings in districts, including buildings in the city center district. At the end of this guide you will have a 3D Model of a building that...
Adjusts how you get science from campus buildings. Eliminates "free" science just for building the building.
Campus - +1 science for being adjacent to a river. No other adjacency bonuses from terrain (Still get +1 science if adjacent to two other districts)
Library - Adds +1 science for each...
Throughtout history flags has been the symbol of identity, history and spirit for civilizations,armys units, ships and organisations, on the battlefield its a battlecry, a rallying point with the power to raise or brake morale, sometimes just raising a flag, a banner or the shiney glimps of a...
The Hydroelectric Dam and the Harbor Crane have 2 different Civpedia icons.
See main thread:
https://forums.civfanatics.com/threads/sim-city-2000-buildings-conversions.619925/
Just published, a consolidation of my favorite mods, with an intent to expand late-game playability, overcome resource deficits, etc. It's basically a significant expansion on the admirable Crazy Scotsman's Omnibus Mod - the mod that actually made me like Civ V in the first place... :D...
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