Sid Meier's Civilization VI

Sid Meier's Civilization VI

TCS Improved Water Yields
Počet komentářů: 34
Ingolenuru 29. říj. 2019 v 20.39 
I agree! Please update the mod. Thank you. :)
Beef_Wellington 20. zář. 2019 v 5.55 
Ah daaang. I've been looking for a mod like this. Please update, my dude.
SynergE 12. zář. 2019 v 15.48 
please update my guy
gburnash 12. zář. 2019 v 7.29 
Alas, it looks like the September update may have broken the mod. :-( Will it be updated?
whales! 24. bře. 2019 v 5.39 
Fantastic mod, can't wait for a GS update
Telruna 26. úno. 2019 v 10.08 
Yeah, great mod. Thanks for your work man. I'll be waiting for this one.
Étendard 23. úno. 2019 v 15.49 
Great mod. An update please?
Matthias 22. úno. 2019 v 14.28 
Great mod, hoping for a GS update!
BurtHD 20. úno. 2019 v 16.04 
Hey TCS. Just wondering when the update is going to come out. The game doesn't feel complete without it.
SilentMaurice 14. úno. 2019 v 9.10 
Since today's update, this modification is shown as incompatible with Rise and Fall. Please update the mod if possible. Thank you
=[NK]= Col. Jack O'Neil 26. led. 2019 v 17.18 
Hey TCS, are you able to help me? I am looking to know how to add +1 adjacency bonus to commercial hubs from wonders and natural wonders
=[NK]= Col. Jack O'Neil 20. led. 2019 v 4.55 
Yes it does
test 20. led. 2019 v 1.00 
Does this still work with latest version of Civ6?
Jedi 9. pro. 2018 v 16.11 
It works with rise and fall. I love it. It makes water tiles powerful, thus making water military units actually relavent.
whales! 3. čvn. 2018 v 14.58 
Also curious - has anyone seen this work with R&F?
Cosmic Fox 17. kvě. 2018 v 1.54 
I seriously doubt it, look at update last date! @ patches behind.. highly unlikely it will work my friend.
RavynD 16. úno. 2018 v 17.51 
Does this work with R&F?
darkcreature 1. lis. 2017 v 12.45 
@echo - i have this too, in my case its coming from the resourceful mod
Bannes 24. říj. 2017 v 18.58 
will this be updated for new patch
Panzerkampfwagen-VI 29. zář. 2017 v 18.26 
nice idea but you gone too far
you should nerf it
thecrazyscotsman  [autor] 18. zář. 2017 v 14.02 
Hey Littlebob, good to see you :)
=[NK]= Col. Jack O'Neil 11. zář. 2017 v 1.11 
YAAAAAAAAYYY!!! You're here on steam!!! It's Littlebob86 :)
Craftking 10. zář. 2017 v 6.32 
This mod still works well. Thanks.
thecrazyscotsman  [autor] 25. srp. 2017 v 12.39 
@Echo - this mod does not du0licate improvements, so it wouldn't be coming from here.
Echo 25. srp. 2017 v 9.21 
Hi, does your mod actually duplicate improvements like Fishing Boats etc? In my game, I've got dual sets of identical improvements and not sure where the second set is coming from...
thecrazyscotsman  [autor] 25. srp. 2017 v 9.08 
@Tama - yes, all previous versions must be disabled or deleted.
Tama 25. srp. 2017 v 8.29 
If you have the 1.3 version (no this one) you have to disable it?
THX
凶猛的小可爱 5. srp. 2017 v 1.36 
i think Seaport should do more production or cost less~~~
EndlessSauron 3. srp. 2017 v 20.39 
@the crazyscotsman, ahhhhh, that is so much better lol, I was under the impression that it was a water tile buff across the board, then in that case, everything is fine :). Thank you.
terror.and.love 3. srp. 2017 v 20.03 
Really appreciate it. Quite the helpful mod.
thecrazyscotsman  [autor] 3. srp. 2017 v 19.11 
@Boss Lightning - sorry, I now realize how unclearly I wrote that. The +2 production is a base yield. The sea tiles do not provide production, only the gold.
EndlessSauron 3. srp. 2017 v 15.29 
I think that maybe to be more balanced, either reduce the Shipyard from +2 production to +1 production or +2 production to only adjacent tiles or sea resources instead of sea/coast tiles.
Hakkusu 3. srp. 2017 v 3.59 
About time this finally made it to Steam
skaz88 2. srp. 2017 v 17.31 
Very happy to see your mods finally making it to Steam!