Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Wetlands
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45.113 MB
19. Juni 2020 um 21:24
17. Aug. 2024 um 3:44
12 Änderungshinweise (anzeigen)
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Wetlands

In 3 Kollektionen von JNR
JNR's Playlist (Gameplay-only)
116 Inhalte
Play with Project 6T
28 Inhalte
JNR's Biome Diversity
6 Inhalte
Beschreibung
Wetlands are among the world's most productive ecosystems. Throughout history, many people have relied on them to provide for their needs - food, construction material, and fuel.

In Civilization VI, however, they are barely represented, and only with very little depth. Marshes offer a bit extra Food, but that is it. This mod aims to change that by adding more gameplay around the various wetlands found ingame.

Requires Gathering Storm.

Some mod that enables harvesting all resources are incompatible due to the way it's implemented, simple to fix on that end but not mine. If you want to be able to harvest strategic and luxury resources with this mod, I highly recommend Truly Abundant Resources, which is perfectly compatible.

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Features
  • Floodplains can now appear on Tundra. These Tundra Floodplains are fully functional: they can flood and receive extra yields from floods. Unique improvements and wonders which can be built on any type of floodplain can be built on these as well.
  • Tundra Floodplains receive +1 Food by default.
  • New Bonus Resource and Feature for more Production in wetlands (both give +1 Production by default).
  • Peat: Resource improved by Farm. Can appear on Marsh and Floodplains (Plains, Tundra). Requires Machinery to harvest (for Production).
  • Swamp: Feature improved by Reed Home (see below). Can appear instead of Floodplains (Grass, Desert, and Tundra). See update notes for details. Requires Iron Working to harvest (for Food and Production).
  • Includes custom artwork for resources, features, and their improvements.
  • Oasis Garden: New improvement which can be built on Oases and provides Food and Gold, and later also Production and Tourism. With custom graphics!
  • Irrigation Farm: New improvement built on Desert Floodplains, sharing graphics with the Oasis Garden. Similar to regular Farms.
  • Reed Home: New improvement built on Marsh or Grass/Plains/Tundra Floodplains as well as Swamps. +1 Food but does not get more Food from technology upgrades, only +1 Production at Mercantilism. However, it cannot be destroyed by natural disasters.
  • Works with any map script.

I recommend using this mod together with Vegetation Diversity. With both mods active, Swamps will blend into adjacent Woods and Rainforest seemlessly, adding even more flavor to vegetation.


JNR's Mod Series





Beliebte Diskussionen Alle anzeigen (1)
1
21. Nov. 2023 um 21:48
Irrigation farm gold bonus not working?
circeus
397 Kommentare
VasellineNtoRque 29. Jan. um 5:31 
Where do I go in the game files if i want to edit the 'lady of the reeds and marshes' pantheon?
cozmicclockwork 22. Jan. um 16:47 
Sorry, I actually figured out the mod conflict. It was a mod used for removing otherwise irremovable features that I was using. It actually didn't move it somewhere else, it really did outright remove the ability from the tech tree. Probably had something to do with that specific mod also allowing the removal of floodplains with engineering is my guess. Swapped to a different mod and its working fine now.
JNR  [Autor] 22. Jan. um 13:45 
Then a mod moved it elsewhere. Check out the Civilopedia, it should say where the ability to remove it unlocks.
cozmicclockwork 20. Jan. um 13:30 
I'm having an issue right now where despite having iron working, I can't remove swamps at all. Looking at the tech tree there isn't an icon stating that it provides that ability either.
ASA 6. Dez. 2024 um 1:15 
@JNR I have a problem. In my game, the only improvements for the desert floodplains are normal farms, and the graphics are just normal farms. I already have several oasis gardens and reed houses, but there are no irrigation farms.
dmeyster 1. Dez. 2024 um 11:51 
have anyone encountered this issue: cannot place dam on swamp (floodplains)? (even after draining swamp with machinery tech if im not mistaken)
2 sides is river ofc, but still cannot place
Khia Malifa 24. Nov. 2024 um 8:20 
Peat doesn't seem to receive the watermill food bonus when improved by a farm
InDGoes 5. Nov. 2024 um 10:29 
Thanks. I decided to download 6-T, but I've noticed odd behavior with barbarians since.
I play raging barbs on prince difficulty. Even my normal barb mods don't help.
Do you have any mod that's more compatible with yours to recommend for me?
It just isn't the same without extreme aggressiveness.. On my Lakes game I just played, it's like camps weren't even spawning anymore. To say nothing of this odd AI quirk where they seem to become passive after the medieval era ends.
JNR  [Autor] 3. Nov. 2024 um 0:14 
I don't do commissions but I have moved the unlocks in Grand Eras to space it out more evenly.
InDGoes 31. Okt. 2024 um 20:55 
For some reason, ever since I downloaded "no appeal penatly from wilderness" the graphics in this mod no longer opperate properly. Particularly the improvements just give me a big old exclamation sign. I tried validating the cache, no luck unfortunately.

Unrelated: If I made a donation via paypall, would you be willing to make a mod that allows for earlier cops and army formation? At what cost? All the mods of the type I found were way too early for my taste.
Military training for Corps and Nationalism for Army seem good to me.