Sid Meier's Civilization VI

Sid Meier's Civilization VI

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C&P: Domestic Trade Bonuses
   
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Type: Mod
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80.346 MB
Aug 4, 2024 @ 4:35pm
Aug 14, 2024 @ 8:31pm
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C&P: Domestic Trade Bonuses

In 1 collection by Leugi
Caravans & Pilgrims
4 items
Description
Caravans & Pilgrims is a collection of mods thriving to improve the gameplay of Trade, pushing it beyond just getting gold from somewhere else. This mod in particular focuses on improving Domestic Trade Route yields based on what Resources are present at the city of destination, as well as combining with some buildings, including two newcomers: the Brewery and the River Dock. Part of the "Modder Pass VI: Caravans of the Silk Road" pack from the Civilization VI Helpline.



Caravans & Pilgrims
Domestic Trade Bonuses
The purpose of this mod is to enhance Domestic Trade Routes by making them stronger based on the amount of Bonus Resources at the city of destination. To control this certain buildings were modified and two new buildings were added to the City Center (The Brewery and the River Port). Also includes reworks for Angkor Wat and Jebel Barkal to fit more of a domestic Trade Route niche.

City Center Buildings
Improved Bonus Resources at your cities increase the yields of your Domestic Trade Routes sent to this city based on some specific buildings, including a couple of new and reworked ones. The idea is to use the buildings and bonus resources to create the best spot to send your domestic routes to.
  • Granary (Unlocked at Pottery)
    +0.5 Food to Domestic Trade Routes sent to this city for every Farm, Plantation, Camp or Fishing Boats with a Bonus Resource in this city.
    +1 Production to Domestic Trade Routes sent to this city for every Pasture, Mine or Quarry with a Bonus Resource in this city.

    +1 Food, +1 Housing.

    May not be built in a city with a Brewery.

  • Brewery (Unlocked at Pottery) - New Building
    +1 Gold to Domestic Trade Routes sent to this city for every Farm, Plantation, Camp or Fishing Boats with a Bonus Resource in this city.
    +1 Production to Domestic Trade Routes sent to this city for every Pasture, Mine or Quarry with a Bonus Resource in this city.

    +1 Gold, +1 Amenities from Entertainment. (Costs no maintenance)

    May not be built in a city with a Granary.

  • Water Mill (Unlocked at Wheel)
    +0.5 Food to Domestic Trade Routes sent to this city for every Farm, Plantation, Camp or Fishing Boats with a Bonus or Strategic Resource in this city.
    +1 Production to Domestic Trade Routes sent to this city for every Pasture, Mine or Quarry with a Bonus or Strategic Resource in this city.

    +1 Food, +1 Production.
    +1 Food from local bonus resources improved by Farms.

    City must be adjacent to a River. May not be built in a city with a River Dock.

  • River Dock (Unlocked at Masonry) - New Building
    +1 Gold to Domestic Trade Routes sent to this city for every Farm, Plantation, Camp or Fishing Boats with a Bonus or Strategic Resource in this city.
    +1 Production to Domestic Trade Routes sent to this city for every Pasture, Mine or Quarry with a Bonus or Strategic Resource in this city.

    +2 Gold, +1 Production.
    +1 Gold from local bonus resources improved by Fishing Boats.

    City must be adjacent to a River. May not be built in a city with a Water Mill.


Neighborhood Buildings
The final tier to improve your Domestic Routes through resources are the two Neighborhood buildings. As part of this, the Food Market has been reworked into a new and more powerful building called the General Store.
  • General Store (Unlocked at Replaceable Parts)
    +0.5 Food to Domestic Trade Routes sent to this city for every Farm, Plantation, Camp or Fishing Boats with any Resource in this city.
    +1 Production to Domestic Trade Routes sent to this city for every Pasture, Mine or Quarry with any Resource in this city.

    +3 Food.
    +2 Production when Powered.
    Provides +0.25 Production per Population in this city.

    May not be built in a city with a Shopping Mall.

  • Shopping Mall (Unlocked at Capitalism)
    +1 Gold to Domestic Trade Routes sent to this city for every Farm, Plantation, Camp or Fishing Boats with any Resource in this city.
    +1 Production to Domestic Trade Routes sent to this city for every Pasture, Mine or Quarry with any Resource in this city.

    +2 Gold
    +1 Amenities from Entertainment
    +4 Tourism
    +2 Gold, +1 Amenities when Powered

    May not be built in a city with a General Store.


Wonder Reworks
Jebel Barkal and Angkor Wat have also been reworked around a gameplay that enhances Domestic Trade Routes:
  • Jebel Barkal
    +2 Faith to Domestic Trade Routes sent to this city for every improved Bonus or Strategic Resource in this city.
    +2 Gold to Domestic Trade Routes sent to this city for every Mine or Quarry over any Resource in this city.
    +1 Gold to all your International Trade Routes for every Domestic Trade Route sent to this city
    +1 Iron per turn from Bonus Resources improved by Mines or Quarries.

    +2 Faith, +1 Great Merchant Points
    May be built in Desert Hills.

    (Jebel Barkal keeps its Iron+Faith focus while also becoming an interesting mix of a hub for Domestic and International routes alike)

  • Angkor Wat
    Your current and future cities with a Trading Post that you established receive +1 Population, +2 Housing.
    Domestic Trade Routes that include this city provide 2 Amenities to both cities for the duration of the Trade Route.
    May purchase Trader units with Faith at this city.

    +4 Faith.

    Must be built adjacent to an Aqueduct.

    (Angkor Wat citizen bonus is now easier to control with Trading Posts, and now you can get citizens in cities founded after you build the Wat. The amenities also help sustain this growth for a bit)
New Policies
Additionally, these policies were added to interact with the Brewery/Granary decision:
  • Herbal Medicine (Economic - Unlocked at Craftsmanship)
    +1 Science from Granaries.
  • Ritual Libation (Economic - Unlocked at Craftsmanship)
    +2 Faith from Breweries.
  • Food Banks (Diplomatic - Unlocked at Rapid Deployment)
    -1 Food and +1 Favor per turn from Granaries.
  • Beer Gardens (Economic - Unlocked at Cultural Heritage)
    -1 Gold and +8 Tourism from Breweries.
If you need to disable any of the Wonder reworks, whether because you don't like them or because you are using another mod to rework them, you can do so at the Game Settings.
This mod is part of a group of mods that are intended to work together called "Caravans & Pilgrims", you can check the rest of the mods in this collection. If you are curious of all the changes you can also check this nifty document.[docs.google.com]
Art, Code & Design: Leugi
Civilopedia Texts for the Policies: Zharques
Civilopedia Texts for the new Buildings: Lime
Special thanks to Lime, Sukritact and Pouakai for their continous feedback.
If you want to provide feedback for this project, check its future progress, or even start and 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]
21 Comments
DonaldMichael Feb 9 @ 7:47pm 
Can the construction conditions of this building be changed to adjacent water cells? Because many islands are very suitable for building this building, but they probably have no rivers that can be adjacent. Thank you
MightNight Dec 22, 2024 @ 7:40pm 
I really like the idea of making mutually exclusive buildings like the granary and brewery. I wish there was one for the monument (culture) and some sort of science building (science)
Simon Sullivan Oct 23, 2024 @ 7:47pm 
I'm trying to work out which mod I have that changes the trade route establishment time to the trade route length vs the default 20 turns or so - is it this one?
ropestring3 Oct 18, 2024 @ 10:46pm 
compatible with your mod that changes products slots?
Simon Sullivan Oct 2, 2024 @ 1:59am 
I'm wanting to mirror a previous comment that this doesn't add the bonus the Palgum
弑夜炼灬雨 Sep 20, 2024 @ 8:21pm 
市中心建筑的BREWERY的效果好像没有生效?实际存在有改良了的种植园,也放了人口上去,但是国内贸易路线没有+1金币的效果,这是为什么呀?
Amroth Sep 17, 2024 @ 1:37pm 
If anyone else can't load the mod, try disabling the wonder reworks. They seem to conflict with something else I'm running, but I have no idea what.
NuDDen Sep 4, 2024 @ 1:37pm 
... and Nilometer --> Irrigation Wheel
NuDDen Sep 4, 2024 @ 6:48am 
Ahoi. Can make this compatible with: Second Unique Infrastructure pls (Nubian Vault --> Granary)
NicoVPC83 Aug 22, 2024 @ 1:03pm 
EDIT: the problem is with "C&P: Naval Trade Protection". I will repost the comment there