Sid Meier's Civilization VI

Sid Meier's Civilization VI

C&P: Domestic Trade Bonuses
24 Comments
Material Ghost Aug 17 @ 9:16am 
This mod seems great, so bad that according to this mod's description the brewery cannot be built in the same city as a brewery XD
Guess you meant in the same city as a granary ;)
rilquermascarenhas Aug 12 @ 9:02am 
I love this mod because it allow for planning my empire in terms of rural and urban cities. My only comment would be to maybe slightly tweak granary food yield from domestic trade routes? I find that its not that rewarding to make Granaries since I get little food (0.5 per farm with bonus). It would be nice maybe to change to 1 food per farm with bonus and 0.5 per farm without bonus. This would make domestic trade more viable to grow my cities and allow to focus some cities in farming land, and other cities in just receiving food and growing infrastructure.
Johno Aug 2 @ 8:06pm 
love these mods so far, but the angkor wat amenities bonus doesn't seem to be working for me. I don't have any other wonder rework mods, have a ton of domestic trade routes going to and through the city but no amenities from angkor wat?
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
NicoVPC83 Aug 22, 2024 @ 10:26am 
Hi Leugi. Thanks for keep doing mods :)

I was trying to add these to my usual pack, and I found an incompatibility with Bear's Governor Overhaul. It doesn't let you start the game.

This is my Database.log, the problems seems to be about a governor promotion: https://pastebin.com/S2XMha2T
Polite moose Aug 20, 2024 @ 6:24am 
I return with a feedback, as promised - the JNR fix works properly, and all the bonuses count correctly. Great mod btw, I love it how trade routes become much more impactful (as they are irl), but not overpowered.
Polite moose Aug 18, 2024 @ 10:19am 
Weird, I'll try it in a new game and will come back with the feedback, thanks!
Leugi  [author] Aug 18, 2024 @ 7:50am 
@Dakorher: JNR patched the Suburbs mod for compatibility a couple of days ago. Make sure you have the latest version of both mods and if it still doesn't work I will try seeing it out with JNR
Polite moose Aug 17, 2024 @ 11:39pm 
Great mod, but sadly the Neighborhood building tweaks conflict (in my case they simply override) changes from JNR Urban Complexity: Suburbs mod https://steamcommunity.com/sharedfiles/filedetails/?id=2669325299 . Is it possible to disable only this part of mod, that changes the neighborhood? Because all the other changes are awesome and I want to play with them.
Gerand Darthmore Aug 14, 2024 @ 10:21pm 
I think you need to fix this. I can't start game with my Babylon expansion pack
Nandybear Aug 13, 2024 @ 4:36pm 
Your picture says "can't be in same place as brewery" for brewery entry (instead of granary)

Awesome work as usual. I've JUST started a new game with your garden, preserve, and 2 others in the trade pack, I'll give this one a try on my next game (I like getting used to a few mods at a time rather than dumping them all in at once)
Yumi Aug 13, 2024 @ 5:48am 
Seem like this one is not compatible with Babylon's UB Palgum
Leugi  [author] Aug 8, 2024 @ 11:42am 
@MarkH2: It depends a lot on how it is coded but likely the effect might be merged (showing only the text from this mod) In case you need to remove one of the reworks each rework is on its own subfolder at the mod's folder.
MarkH2 Aug 8, 2024 @ 7:04am 
nice work
but how will it interact with other wonder rework mod with Jebel Barkal and Angkor Wat?
M Aug 7, 2024 @ 11:21am 
First of all thank you Leugi for taking the time to create mods and quality mods too. I have subscribed to many of them as I feel that they enhance game play and give a more realistic experience in terms of strategy.

I have subscribed to The Domestic Trade Bonuses; Caravans and Pilgrims, Naval Trade Protection, Exchange of Ideas, and Domestic Trade Bonuses. I have tried setting up a game with only these mods and unfortunately the traders are unable to connect to any city. When I have created a trader I have tried to access a trade route and none show up despite a couple being within the 15 tile distance requirement. I also tried creating a commercial district with market place to see if this would help but there was no luck.

I do look forward to using these mods in conjunction with your other mods especially Monopoly++ collection and perhaps the Wildlife Mods with Garden and Preserves.

Thank you for your time and effort.