Manor District and Great Agriculturalist

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Author: c

Last revision: 27 Jul, 2025 at 15:00 UTC (1)

File size: 315.75 MB

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Description:

New specialized district dedicated to agricultural production: Manor.This intensive farming complex enhances all aspects of food cultivation through systematic improvements.New Great Person focused on agriculture: Great Agriculturalist.These visionary pioneers addressed humanity’s dietary needs through innovations in crop cultivation, animal husbandry, grain preservation, food logistics, culinary arts, and kitchen architecture.

Manor

Unlocked with Irrigation. Cannot be built on Snow tiles.• +2 Food from the adjacent river.• +1 Food from each adjacent two districts.• +1 Food from each adjacent two Farms, Plantations, Pastures, Camps.• +1 Food from each adjacent Pasture, Camp (unlock with Stirrups).• +1 Food from each adjacent Farm, Plantation (unlock with Feudalism).• +1 Food from each adjacent two Plains, Grassland or Desert Floodplains.• Receives additional adjacency from certain civilization-specific improvements (see in-game).• Enables Exploitation Farmland project: District-based project which provides Food every turn and Great Agriculturalist points once finished.

District Buildings
  • Food Wharf: Unlock with Early Empire. Domestic Trade Routes to this city gain +2 Food. +1 Food to each Food Wharf adjacent to the same river. Must be adjacent to on a river.
  • Food Mills: Unlock with Wheels. +2 Food in a city with a Pasture. Each citizen gain +0.4 Food after unlocked "Engineering" Technology.
  • Irrigation Ditch: Unlocked with Irrigation. Each Plantation and Farm on tile with fresh water resource gain +1 Food in this city.
  • Grain Transportation Bureau: Unlocked with Civil Service. Domestic Trade Routes to this city gain +2 Food and +2 Production. Canals within 6 tiles +3 Food and +3 Production.
  • Manor House: Unlocked with Feudalism. Each improved Plantation, Farm, Pasture and Camp Luxury resource gain +1 Culture in this city.
  • Brewery: Unlocked with Apprenticeship. Grant a Alcoholic Luxury unique to every civilization. +50% food adjacent bonus to this Manor. Bonus Gold equal to the adjacency Food bonus of its district.
  • Food Factory: Unlocked with Industrialization. +10% Food to this city. Bonus Production equal to the adjacency Food bonus of its district.
  • Greenhouse: Unlocked with Steam Power. +2 Food to Tundra and Snow tile in this city. Can build Farms on Tundra tiles. Each Plantation and Farm gain +5 Gold in this city.
  • Fertilizer Plant: Unlocked with Chemistry. Each Plantation and Farm within 6 tile gain +2 Food (will not stack).
  • Agronomy Academy: Unlocked with Computers. Each Plantation, Farm, Pasture and Camp gain +2 Science in this city. Bonus Science equal to the adjacency Food bonus of its district.
  • Vertical Farm: Unlocked with Plastics. +10% Food to this city. Bonus Production equal to the adjacency Food bonus of its district. +20% Great Agriculturalist Points to your empire.
  • Ecological Farm: Unlocked with Conservation. +1 Appeal to Tiles in this city. Each Plantation, Farm, Pasture and Camp on Charming tile gain +1 Culture and +2 Culture in this city, double on Breathtaking Tile. Bonus Culture equal to the adjacency Food bonus of its district.
New Belief

Monastery Economy: May purchase Manor district buildings with Faith. -20% purchase cost toward Manor district buildings. Manor provide Faith equal to their Food adjacency bonus.

Wonders Adjustment

Hanging Garden: City with a Manor +1 District Slot and +10% Food.Machu Picchu:Manor may receive adjacency bonus from Mountain tiles.Some Wonders now have Great Agriculturalist points as well.

Great Agriculturalists

Numerous individuals – see discussion thread for details.

New Policies

Numerous additions – see discussion thread for details.

Compatible with Harmony in Diversity 2.0
Integrated with Phantagonist’s Hybrid Rice & Bioenergy Mod honoring China’s agricultural scientist Yuan Longping. Mr. Yuan is adapted as an Information Era Great Agrarian activated in the Manor District.
Compatible with my Babylon Ability Rework featuring a unique Manor District and updated abilities.
Compatible with my Maya Ability Rework restoring Civ V’s Long Count Calendar mechanics (including Great Agriculturalist acquisition).

Credits• C: Historical Research, Design, Text, Art, SQL, Project Lead• Ophidy: Lua Programming• Wei: Lua/SQL Programming• IthildinX: 3D Modeling• RMinaj, Apry: Icon Design• Phantagonist: TranslationSpecial

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Revisions:

Old revisions of this mod are available below. Click the link to download.