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- 2019-1-19
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看了一下贴里都没有,自己动手找了,顺便分享一下。
因为没有附件上不了,也没搞到网盘里,直接上链接了。2022.10.14
使用方法:文件解压到~~~\Documents\My Games\Sid Meier's Civilization VI\Mods
游戏里面使用方法:先确认额外内容>模组 里面有没有启用,然后进游戏。点市中心,建造,和以往建造不一样,会多出一排预选建造。
本mod应该是仅能移除正在建造的,打开建造,右上角点一下正在建造的,然后拖到右边垃圾桶即可删除。奇观好像不行。
作者原地址:https://steamcommunity.com/sharedfiles/filedetails/?id=970184582
原文:
Summary
This gameplay enhancement mod allows the removal of districts through new city projects that become available upon building that district.
NOTE:
Credit to qqqbbb for the elegant rewrite that I encorporated into this mod.
His rewrite can be found here: https://forums.civfanatics.com/r ... le-districts.26736/
Why would I want this?
Build a holy site, but fail to generate a great prophet? No problem! Remove that holy site to reclaim use of that tile.
Lagging behind in culture, but already maxed on number of districts? Pick any district to remove and make room for that Theater Square!
Place a district on the perfect spot for a wonder you're after? Rebuild that district on another tile to make room!
How does it work?
All district types and their unique replacements can be removed through a city project that becomes available upon building that district.
Removal projects cost 1/2 of the normal cost to build a district.
Wonders cannot be removed.
Notes:
It will take 1 turn to update your yields shown after district removal, both for your city yields and great person points.
When removing neighborhoods, you are not able to decide which to remove. It seems to remove them in the same order they were placed, but saving/loading may change this order.
Find a bug? Have other feedback? Please let me know! All input is appreciated.
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