Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Leugi's Preserve Rework
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Type: Mod
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2.455 MB
Oct 24, 2022 @ 9:18am
Feb 26, 2023 @ 1:47pm
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Leugi's Preserve Rework

In 1 collection by Leugi
Leugi's Greenery Collection
6 items
Description
Reworks the Preserve District to focus it as a hybrid between Science and Faith unlocked at the Civics tree. Requires the "Kublai Khan & Vietnam" New Frontier Pass.

Concept
The Preserve is an interesting district in terms of the idea of focusing a district for Appeal, however I personally dislike that it has literally all possible yields as it feels kinda unfocused. Therefore my idea was to rework it to have a more specific function; that is, helping as a bridge for Science and Faith when you are focusing into culture early on. I also wanted to make it so the Preserve's tile itself is also important, by making it so it grants bonuses based on its own Appeal. (Also, housing was weird so I removed it)

I also took the opportunity to make it so the bonus doesn't apply only to land tiles because in some maps that can be far too unforgiving, interpreting water tiles with features as the Breathtaking equivalent (compatible with Sukritact's Oceans mod). Aside from that, I added a District Project to make it fit with the rest of the Specialist Districts a bit more. And I switched the icon because while I like the idea of having a Torii Gate, it feels too civ-specific and doesn't go with the overall theme of having specialist district icons refer to the icons of their mechanic (and of course this one references my own Appeal icon mod). Finally I made it so Naturalists require the Sanctuary to be purchased, on one hand to limit Naturalist spam a bit, and also to fit with other special civilian units like the Archaeologist or the Military Engineer.



Preserve:
A district that takes advantage of Appeal in surrounding tiles. Culture bombs adjacent neutral tiles, and increases their Appeal by 1. Provides up to +3 Science based on the Appeal of its tile.
May be built on tiles with Woods, Rainforests and Floodplains. When built in a tile with Breathtaking Appeal, the Preserve also allows other Districts in the city to be built on the same Features.

Grove
Provides Faith based on the Preserve's base Science bonus. Also provides Great Scientist and Great Prophet points and receives a slot for Relics.
  • +1 Faith and +1 Science to adjacent land Charming Tiles.
  • +2 Faith and +2 Science to adjacent unimproved land Breathtaking Tiles.
  • +1 Faith and +1 Science to adjacent coast tiles.
  • +2 Faith and +2 Science to adjacent unimproved coast tiles with features.

Sanctuary
Doubles the Faith and Science bonuses granted to adjacent tiles by the Preserve and its buildings. Allows their city to purchase Naturalists with Faith. Also provides Great Scientist and Great Prophet points.
+1 Favor if built on a Breathtaking tile.

Preserve Stewardship
District-based project which increases Appeal at the city's tiles by 1 while produced. Earns Great Scientist and Great Prophet points upon completion.
  • The Preserve provides a major adjacency for Theater Squares, Campuses and Holy Sites so it isn't as punishing to build districts next to it.
  • As other districts, the Preserve also provides a trade bonus (Food for Domestic, Science for International)

Recommended Mods

NOTE: If you want to remove the Naturalist requirement you just need to delete the last 3 lines of the file called "PreserveAdjustments.sql"

NOTE2: The changes are not necessarily meant to be "more balanced" per se, just more thematically interesting.

If you want to provide feedback for this project, check its future progress, or even promote your own civ projects, you can do so at this discord channel!
[discord.gg]
BTW, if you want to support my work you can either follow me on steam, rate or
[www.buymeacoffee.com]
43 Comments
Syvicx Shock Nov 18, 2024 @ 3:41am 
@Joe Thanks Man!
Joe Nov 14, 2024 @ 11:00am 
Look in this mod's database folder, Sanctuary_EarlierUnlock.sql
Syvicx Shock Nov 10, 2024 @ 3:12pm 
I'm encountering a very weird issue. When using JNR's Entertainment expansion, the Civic that would unlock Water Parks is Exploration. However, when this mod in specific is enabled, it changes to Civil Engineering. I haven't found any other mod conflict in my mod list that does this, so would you be able to identify why this might be happening?
Joe Nov 9, 2024 @ 2:49pm 
What do "features" refer to for getting the second bonus for coastal tiles? I thought bonus resources would count, but that wasn't so. Is it only reefs?
OxTailSafu Sep 3, 2024 @ 2:08pm 
Just want to say that this rework is absolutely wonderful. I've been building this much more frequently thanks to the more tangible buffs. I did want to report a possible bug. When you're choosing a place for the district, it is still showing that it is providing housing. However, when you hover over the housing icon it will show that you are in fact gaining science. Not sure if this is a bug on my end due to other mods, but wanted to highlight it in case it was a known issue.
Leugi  [author] Aug 24, 2024 @ 7:48pm 
Yeah it really is more about appeal and adjacency; and additionally because it looks pretty to build districts on woods, specially if you play with JNR's mod that increases the vegetation clutter. Rainforests is also particularly useful for Brazil, and while there arent many civs that benefit from Marshes, if there is any custom civ that has bonuses from Marshes it is still interesting to have the option to keep them.

There is also that mod that allows you to keep tile yields on districts which makes this kind of bonus stronger.

At any rate, I'm just now working on some updates for this and the other "Greenery" mods, so it is nice to read some new feedback, thanks!
MeniliteZ Aug 24, 2024 @ 3:46pm 
Appeal and Adjacency I think are the points of that, yeah. I doubt you need the industry rework for the adjacency to help.

I'm not sure why anyone would build a district on Marsh, though. (Other than Vietnam who builds districts on features anyway.)
Nandybear Aug 24, 2024 @ 2:25pm 
Ello mate I play with both this and Garden, I'm having trouble understanding

"When built in a tile with Breathtaking Appeal, the Preserve also allows other Districts in the city to be built on the same Features."

I'm sorry for being dumb but I don't understand this. I thought maybe you kept the yields, but that's not it. It just seems you keep the woods ? I'm not sure what the benefit/reason is for this ? Is it an appeal thing (as woods give appeal to neighbouring tiles, and also adjacency bonuses thanks to JNR's industry rework) or is it something else I'm missing completely ?

I never used the preserves, they were always a nuisance to me (by the time they became useful, the game was so late and the tiles so overflowing with districts etc, that there were few places to make use of em - but that's more a me problem and the game speed stuff and buffs I give to AI, so map is FULL by barely-medieval)

ANYWHO long rant, sorry, didn't mean to go on so much! Thanks for the mod/s btw!
MeniliteZ Jun 22, 2024 @ 1:05pm 
Oh dang, wait, a City State built a Mine next to said Preserve and lowered its tile's Appeal to Charming.
MeniliteZ Jun 22, 2024 @ 1:03pm 
My Encampment wasn't able to be built on a woods tile (it removed the woods) in the same city where I built a Campus on a woods tile using this Preserve. Is this a known issue?