alexanderyou
Chieftain
- Joined
- Jul 14, 2016
- Messages
- 82
I like the aquaduct buff, it is a rather useless district, even the roman one isn't great, maybe giving additional food will make them useful 

If this mod was not enabled when you started the game you will not be able to add it in as Civ VI seems to "remember" which mods were active when the game was begun and will automatically activate the needed mods...at the same time this means you cannot add new mods into a game already in progress. I might be wrong on that, but I think that's how it works.Crazy, I have a game already underway. I am about turn 124 or so. Will this mod work with an existing game or will I need to restart? I already have the water improvement enabled.
I think it makes choosing which district you want to make more important, rather than just commercial, industrial, campus. +2 culture for the resources will only ever be around +4 to +8 in a city, and that's after you've researched and built the theater district. That much culture in the classical era is nice, but it isn't anywhere near game breaking as it only gives that much in an area that supports it.There is one thing I am not a fan of in this mod : the fact that water mills take +1 housing while the granary loses one.
This makes settling on a river mandatory. Otherwise you'll lose 1 population capacity/softcap in the very early stages (it'll just slow growth earlier imo). Rivers starts are already a must, this mod may unbalance things even more. Especially with the improved production output of the water mills.
Also, I need to test it but isn't the +2 culture a bit too strong ? If you manage to use a Theater district very early, it may boost a bit too much your culture with a couple of culture related resources ?!
I'll try things out and give feedback asap, especially on the entertainment district. I usually never need it but these bonuses look too strong to miss out (I prefer +1 from district with no additional bonus from district buildings). Overall I am a bit afraid it may make us go even faster than we actually do scence/culture wise.
I believe that luxury resources' yields are way too low in the vanilla version, a mod was much needed here.
If I take mercury, the mod could help for specialization : If I got no mountain around, this will help me to make aditionnal science even with low adjacency bonuses.
Otherwise, I'll try this mod very soon. Already a fan of the water improvement mod... Also, I am very interested in the better city spec' mod
This is exactly the type of thing I'm hoping to get testing and feedback onThere is one thing I am not a fan of in this mod : the fact that water mills take +1 housing while the granary loses one.
This makes settling on a river mandatory. Otherwise you'll lose 1 population capacity/softcap in the very early stages (it'll just slow growth earlier imo). Rivers starts are already a must, this mod may unbalance things even more. Especially with the improved production output of the water mills.
Also, I need to test it but isn't the +2 culture a bit too strong ? If you manage to use a Theater district very early, it may boost a bit too much your culture with a couple of culture related resources ?!
I'll try things out and give feedback asap, especially on the entertainment district. I usually never need it but these bonuses look too strong to miss out (I prefer +1 from district with no additional bonus from district buildings). Overall I am a bit afraid it may make us go even faster than we actually do scence/culture wise.
I believe that luxury resources' yields are way too low in the vanilla version, a mod was much needed here.
If I take mercury, the mod could help for specialization : If I got no mountain around, this will help me to make aditionnal science even with low adjacency bonuses.
Otherwise, I'll try this mod very soon. Already a fan of the water improvement mod... Also, I am very interested in the better city spec' mod
I plan on testing it tonight. Hopefully I will have a game with enough relevant situations for a feedback tomorrow.This is exactly the type of thing I'm hoping to get testing and feedback on![]()
I consider the aqueduct as a situational district like settling away from fresh water to get a better spot (access to resources or natural wonders) or an available spot (all fresh watered tiles within the 3 tiles radius of a city).I am one that feels the Aquaduct actually needs a slightly better increase than what you gave it. Its actually a big deal to plop down a district which in vanilla ONLY gives +2 house in most cases and takes up an entire prime spot by the capital. (Housing+Food+ a bit of Production with machinery would be worth building it)
I actually change up Sewers a little bit in my Better City Specialization mod (give them +1 amenity in addition to their housing). I'm testing out various ways to change Sewers to make them better (before I had just increased their housing, but that conflicted with the purpose of Neighborhoods...ongoing process).Crazy, I know you are a busy guy. There is another thread on the utter uselessness of Sewers (in game). High production cost, 2 gold/per turn and only +2 housing. I had thought you buffed it but its not on your list. I know this diverges from 'buffing resources' but is there anyway we can buff sewers (with access to fresh water) to have either more housing or as some have said ..+amenities? Not sure if either is possible with this type of building.
Hmm...are you sure the mod was enabled when you restarted Civ 6? FYI, this mod doesn't require you to restart the game after enabling it as it bypasses the text database entirely.Ok, I delete the old 0.11 version, and put this new 0.3 version inside my mod folder.
Then I get into the game, enable the mod, restart CIV6.
Start new game, now all district and building get back to vanilla?
Wut?
I don't think it's mod conflict since version 0.1 work fine with my other mod.
I believe I'm getting the same thing, I had a forest tile giving me 2 science and I could not for the life of me figure out why. This would explain it though, probably has uranium.Playing with this mod currently, I believe the bonus is applying to unrevealed resources (like Niter, Uranium, etc.). I'm seeing some random tile bonuses pop up here and there, and just confirmed that Niter was responsible for at least one of those.
BUG FIX: strategic resource tiles are not buffed by districts or buildings until after the correct technology is researched.