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文明6MOD Expanded Economy 扩大经济

文明6MOD Expanded Economy 扩大经济

发布用户:bity_1695129908发布类型:转载

原创作者:Magil所在平台:互联网

发布日期:2023-05-18 12:05:57更新日期:2024-03-25 11:52:56

是否开源:否是否免费:是

审核人员:小李(违规侵权资源,点击直接联系可快速删除!)

模组标签:功能修改运行环境:文明6

浏览次数:1

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MOD介绍:

Expanded Economy 扩大经济

警告:这是mod的早期版本。期待错误和意外行为。我做了一些测试,并试图确保一切正常,但是mod的范围使得很难确保一切都适用于所有情况。

这是一个我已经工作了很长一段时间的大型mod项目。正如我特别感谢的那样,我从其他很多社区中汲取灵感,并且如果没有所有的帮助,很可能这个项目是不可能实现的。你们真棒。

现在,这个mod。这是一项经济改革模式,首先是试图将经济推回到公民所使用的瓷砖上,并使专家,贸易路线,政策,地区和建筑物的经济决策更有意义。你可以看到什么,我想用这个mod完成流的意识我的风格散漫这里。

目前,我只能使用修饰系统和xml表来处理贸易路线和专家,所以我在那里进行了相当小的调整。但是,我在瓷砖,建筑物,区域和改进方面做了大量工作。以下是mod所做的简要总结:

增加了新的改进,即Village,这是一种早期的黄金生成改进,可以根据附近的区域产生科学,文化或信仰。 

增加了新的区域:行政区,一个专注于外交和间谍活动的地区,以及一个名为农业综合体的食品区。两个区已被拆除:娱乐中心和社区(Mbanza现在是一个独特的改进,街头狂欢节现在是一个独特的剧院广场,而雅典卫城是行政区的独特替代品)。

增加了许多新建筑。许多方法是改善地形或为地区增加互斥专业化的方法。

所有建筑物都以某种方式进行了重新设计。平均收益率已基本消除,取而代之的是专门从事特定收益率的地区主要建筑物的基于百分比的增长。

政策经过全面改革,重新组织和重组,以更好地适应游戏运作的新方式。

其他杂项游戏平衡变化:例如,一个城市现在每1个人口需要1个舒适度,从3个人口开始。人口不再天生地提供科学或文化,你必须通过改进来创造科学或文化来实现这一目标。道路已得到改善,科技/公民/大人物缩放已经调整。

外交已经通过奖金进行调整,以便与其他领导者宣布友谊(您可以通过查看他们的议程描述来查看奖金)。为了调整各种外交行动和相关的奖金/处罚,还有其他各种变化。

有关更改的非常详细的列表,请查看此PDF:完整的更改列表。

这对我来说是一个宠物mod项目,可能没有太大的吸引力。我是一名建筑商,它真的困扰我如何在文明五和文明六中处理经济,原始的流行音乐提供好处,经济被从土地上移走而且更加不干涉“你甚至可以获得利益如果你不做任何事情的话。我需要更多的思考和努力来管理你们国家的经济,并为此付出适当的回报。

Warning: This is a very early version of the mod. Expect bugs and unintended behavior. I have done some testing and tried to make sure everything works, but the scope of the mod makes it difficult to make sure absolutely everything works in every case.

This is a large-scale mod project I've been working on for quite a while now. As my special thanks indicate, I have drawn inspiration from quite a few other mods that are kicking around the community, and it's likely this project wouldn't have been possible without all the help. You guys are awesome.

Now, this mod. It's an economic overhaul mod that began with an attempt to move the economy back out onto tiles that are worked by citizens, and to make economic decisions regarding specialists, trade routes, policies, districts, and buildings more meaningful. You can see my stream-of-consciousness style rambling on what I wanted to accomplish with this mod here.

Currently, there's only so much I can do with trade routes and specialists using the modifiers system and xml tables, so I've made fairly minor adjustments there. However, I've done a lot of work on tiles, buildings, districts, and improvements. Here's a brief summary of what the mod has done:

Added new improvements, namely the Village, an early-game gold-generating improvement that can generate science, culture, or faith based on nearby districts. 

Added new districts: the Administrative Precinct, a district focused on diplomacy and espionage, and a food-based district called the Agricultural Complex. Two districts have been removed: the Entertainment Complex and the Neighborhood (the Mbanza is now a unique improvement, the Street Carnival is now a unique theater square, and the Acropolis is a unique replacement for the Administrative Precinct). 

Lots of new buildings have been added. Many are ways to improve the terrain or add mutually-exclusive specialization to districts. 

All buildings have been redesigned in some manner. Flat yields have largely been removed and replaced by %-based increases for the primary buildings of districts specialized in a particular yield.

Policies have been overhauled, recombined, and re-organized to better suit the new way the game functions.

Other miscellaneous game balance changes: for example, a city now requires 1 amenity for every 1 population, starting at 3 population. Population no longer innately provides science or culture, you must work improvements that generate science or culture to do this. Roads have been improved, and tech/civic/Great Person scaling has been adjusted.

Diplomacy has been adjusted with bonuses for declaring Friendship with other leaders (you can check the bonus by looking at their agenda description). There have been a variety of other changes to adjust various diplomatic actions and the associated bonuses/penalties. 

For an extremely detailed list of changes, check this PDF: full list of changes.

This is sort of a pet mod project for me and may not have very much wide appeal. I'm a builder and it really bothered me how the economy was handled in Civ V and Civ VI, with raw pop providing benefits and the economy being moved off of the land and to a more hands-off "you'll get benefits even if you don't do anything" kind of thing. I want more thought and effort to go into managing your nation's economy, with the proper rewards for doing so.

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