Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Ski Resort Complexity
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16 feb, 2019 @ 5:19
6 jan, 2020 @ 18:03
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Ski Resort Complexity

I 2 samlingar av JNR
JNR's Re-Civilized (Various Gameplay Mods)
22 artiklar
JNR's Playlist (Gameplay-only)
116 artiklar
Beskrivning
Adds dynamic tourism based on adjacencies to ski resorts.

Ski Resorts look great, but are underwhelming from a gameplay perspective. They have no adjacency relationships and their Tourism output is static because mountains always have their Appeal set to 4.

This mod aims to change that. Now you have to think a bit more about where to place your Ski Resorts. They no longer receive any Tourism automatically or based on Appeal. Instead, Ski Resorts receive Gold and Tourism from a variety of adjacent terrain, features, and improvements (with a special for Canada).

Their placement is also more limited. No more skiing in mild coastal climates or hot desert! You can still build a Ski Resort in polar snow to entertain the local population, but do not expect to attract any tourists in such freezing temperatures.

While this means that you now have to put some work into attracting tourists by creating a nice panorama (mountains, forest) as well as local infrastructure (e.g. Entertainment Complex), a fully-developed Ski Resort can be up to 50% stronger than the fixed tourism before, on top of gaining gold yields.

This mod requires Gathering Storm, of course.

Features

Ski Resorts can no longer be placed on desert mountains. Ski Resorts cannot be built on a mountain adjacent to more than one water tile.

Ski Resorts receive +1 Gold adjaceny bonus from:
  • Grass/Plains/Tundra/Snow Mountains
  • Forests
  • Entertainment Complexes and Water Parks (and all uniques of those districts)
  • Seaside Resorts
  • Hockey Rinks
Tourism equals gold yield.

+1 Culture to Ski Resorts with Amundsen-Scott Research Station.
+1 Gold to Seaside Resorts for adjacent Ski Resort.
57 kommentarer
ropestring3 17 sep, 2024 @ 18:08 
I found with his mod enabled, america under bullmoose teddy can work mountains from the start of the game
jkassavetis 10 sep, 2024 @ 10:35 
They should only be allowed on tundra/snow tiles anyway.
JNR  [skapare] 13 nov, 2023 @ 16:52 
> a tall enough mountain regardless of the area its next too can still have a ski resort

The improvement placement is not dependent on what terrain is next to it. You're still allowed to build them adjacent to desert tiles. The tall enough mountains you speak of themselves no longer have a desert climate, which is why they have enough precipitation for a ski resort. I consider "Desert Mountains" ingame to be mountains *not* qualifying for that, as hinted at by their natural lack of snow.

Not sure what you're up to with the lakes thing.
fsx925 12 nov, 2023 @ 20:35 
Well I lived in a primarily desert city in the US (Arizona) and there is a mountain next to my city (1 hour drive UP but physically bordering the city) that has a ski resort. Now, this ski resort can only operate 3-4 months of the year without interruption, and additional months during certain times, but its there.

Suggestion, for realism, nerf the gold in certain ski resort types as "hypothetically" a tall enough mountain regardless of the area its next too can still have a ski resort.

Also, there are mountains in this world next to a giant lake or coast with ski resorts, just ask Vancouver
CypRyan 19 jan, 2023 @ 22:51 
Conflicts with ski resort modification of Civilization Expanded. No crash, just some db errors.
JNR  [skapare] 15 okt, 2022 @ 6:04 
arguably the lack of forest in desert and snow should already make it much more tricky to build high-appeal neighborhoods there. Honestly, I'd rather uncouple neighborhood housing from appeal and make it about adjacent districts as well as other factors such as rivers, coast, etc. but I have not yet found a way to make the neighborhood graphics reflect changes in density when not based on appeal...
Dr. Oz The Great And Powerful 14 okt, 2022 @ 15:00 
Can you make something similar to this for neighborhoods that make them less suitable to being put in deserts, tundra, and snow even despite appeal?
H.Humpel 18 dec, 2021 @ 16:32 
Hi JNR,

your mod has been translated into German and the translation is now part of the Civilization VI Mods - German translations mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
JNR  [skapare] 7 maj, 2021 @ 20:39 
no longer needs the workable mountains mod, this mod will already make mountains workable by itself, although without a base production yield then.
MarsEco 7 maj, 2021 @ 20:18 
2 Questions: Do you need your Workable Mountain Tiles mod to use this? & (assuming the mod's description is up to date) Would you want to add Adjacency for Golf Courses +1 (it's the only other Unique Improvement that is a sport's or activity's venue) & a special rule for Brazil to have RainForests +1 (as they don't have negative Appeal regarding RainForests, so i think it's fair they get the additional bonus with RainForests just as everyone gets with Woods) & maybe the new Biosphere does +1 Culture to all SkiResorts too, as it is a type of Atomic Era research/science Wonder.