Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Policy Pack: Maritime
   
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2. jan. kl. 23.24
1. mai kl. 20.08
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Policy Pack: Maritime

I 3 samlinger av JNR
JNR's Playlist (Gameplay-only)
105 gjenstander
JNR's Modern Governance
5 gjenstander
Ultimate Maritime Modpack
41 gjenstander
Beskrivelse


Adds 8 new maritimethemed policies, including three Economic and two Diplomatic policies. Also adds three Wildcard policies, one for each future government type. These policies allow giving your whole empire a more maritime and naval focus - with effects revolving around coastal cities, Harbors, Seasteads, Flood Barriers, and Appeal.

Additional bonuses for Albro's More Maritime: Seaside Sectors.

This mod was made for the Modder Pass III - Call of the Ocean. Click the map above for the full collection.

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List of New Policies
  • Renamed Policies
    - Maritime Industries to Double-Banking; now requires Craftsmanship.
    - Naval Infrastructure to Roadsteads.*

  • Natural Harbors
    Economic
    Requires Foreign Trade
    > +1 Food and +1 Production on coast or lake tiles adjacent to city centers.

  • Timber Rafting
    Economic
    Requires Naval Tradition
    > +1 Production to Lumber Mills in cities with a Harbor* district.

  • Scuba Diving
    Economic
    Requires Professional Sports
    > +2 Appeal to tiles adjacent to sea features.*

  • Thalassocracy
    Diplomatic
    Requires Naval Tradition*
    > +1 Influence points per turn toward earning city-state Envoys for every 25% of cities being coastal.

  • Canal Zone
    Diplomatic
    Requires Colonialism
    > Canal districts grand major adjacency bonus to Habor and Commercial Hub districts. Stratetic resources with improvements provide +1 per turn in cities with a Canal district.

  • Floating Cities
    Wildcard
    only Corporate Libertarianism
    Requires Global Warming Mitigation*
    > Seasteads gain +1 of every yield per adjacent improvement type.

  • Virtual Beaches
    Wildcard
    only Digital Democracy
    Requires Global Warming Mitigation*
    > +1 Amenity and +10 Tourism in cities with Flood Barriers.

  • Ocean Cleanup
    Wildcard
    only Synthetic Technocracy
    Requires Global Warming Mitigation*
    > Lifetime carbon emissions reduced by 3 per turn in Harbor districts adjacent to a Seastead.

* Check compatibility section below for changes in case certain other mods are active, too.

Compatibility and Requirements
  • Requires Gathering Storm.
  • Compatible with all mods adding sea features.
  • Additional content with More Maritime: Seaside Sectors: Roadsteads and Scuba Diving double the adjacency bonuses of Waterfront districts. Timber Rafting requires Arsenal instead of Harbor district.
  • With the Commerce District Expansion, Natural Harbors is made obsolete by Admirality Courts.
  • With Grand Eras, Thalassocracy is moved to Citizenship and policies unlocked by Global Warming Mitigation are unlocked together with their respective government instead.

JNR's Mod Series




12 kommentarer
Cuntism 7. mars kl. 13.53 
PP_Maritime_Text.sql 'LOC_POLICY_JNR_CANAL_ZONE_DESCRIPTION' "grand" > "grant"
MadCuzBad 6. jan. kl. 17.54 
was about to post the same issue ty for fixing
JNR  [skaper] 5. jan. kl. 12.00 
working on a fix, will test some other stuff, then upload it
Amondin 5. jan. kl. 11.41 
I can confirm the previous comment
bostonbongrips 5. jan. kl. 9.36 
OK, nevermind I don't think it is a conflict. It looks like the policy card is actually applying +1food and +1prod on all tiles adjacent to city center. Which is +6 per city.
bostonbongrips 5. jan. kl. 9.25 
Hi JNR, thanks as always for your kick-ass mods. Getting an odd conflict with Extended Policy Cards mod. The "Natural Harbors" policy is showing inaccurate new yields. Is showing +12 food and prod when I don't have any coast or lake tiles next to city centers.
JNR  [skaper] 4. jan. kl. 9.16 
my bad everyone, Steam decided to delay notifying me of the comments by like half a day :/

I accidentally forgot to delete some changes I made to make the screenshot that shows all policies at once. Will fix it immediately.
weraptor 4. jan. kl. 2.09 
I don't have the era government mod and still have the same issue
Alex the Great 3. jan. kl. 9.33 
Can also confirm this and all the governements appear all on top of each other. Im guessing theres a compatibility issue with your era government mod (the one that adds the 3 new governments).
77Wanderer 3. jan. kl. 9.08 
Confirming the issue Dr. Abominate mentioned previously. All governments have four economic slots with the highest tiers exclusively having wild card slots.