[Arknights]:Mint and Mousse
I’ve made another Arknights mod again! If you like it, please give a like. I beg you meow~
Tiles without terrain features gain +1 Production and +1 Food. Mountain tiles grant +2 Science and +2 Faith, and citizens can work Mountain tiles. Mountain tiles provide standard adjacency bonuses to adjacent districts.
Units gain +15 Combat Strength when defending. Founding a city grants different bonuses based on the Capital’s terrain and features. Triggering a terrain/feature bonus immediately grants a random Inspiration/Eureka. After triggering a terrain bonus for the first time, the cost of purchasing a cell is reduced by 10.
Also Volcanic Soil: grants two random Civics
Adjacent Mountain tiles gain +2 Science, +2 Production, +1 Culture. Adjacent "Focus Sustainers" grant massive adjacency bonuses. Upon completion, adjacent unimproved tiles permanently gain yields equal to their base output. For every globally accumulated yield gain, gain equal Engineer points. Unlocks project "Geology." Geology: Provides 25% of Production as Science/Culture per turn. Upon completion, grants massive Scientist points and "Geologists" equal to adjacent Mountains.
Cannot be adjacent. After construction, adjacent unimproved tiles permanently gain +1 random yield. Adjacency bonuses:
5 charges, high Movement. Cannot be purchased/produced.Can build Focus Sustainers and mountain tunnels. Conduct "Geological Survey": Consume 1 charge on unimproved land for random effects. Random effects: Tile yield doubled, yields converted to one type, instant Tech completion, instant city production. 9 types, equal probability.
Completing Tech refunds 200% Gold cost; completing Civics refunds 100% Faith/Gold cost. Cities with ≥10/20 population provide 10/20 Tourism.
35% chance for units to regain full Movement after moving/attacking. Attacked enemies suffer -7 Combat Strength (max 2 stacks). 30% discount on Builders/Merchants. Founding a city grants +1 population to all cities below 10 pop. First city reaching 7 pop grants a Feline.
Choose: Found city; +25% Tourism in all cities; grant all cities +2 Amenities, +2 Housing, +2 Population (then retire). High Movement. Cannot be purchased/produced.
Replaces Market. +5 Gold, +3 Amenities, +2 Housing. Commercial Hub provides Food equal to Gold adjacency. Grants Culture equal to total cities founded and double Tourism. Trade Routes ending here grant origin city +2 Food, +4 Gold, +2 Production. Domestic origins gain +3 Food, +4 Production, +4 Gold.
+2 Food, +2 Housing. Provides standard adjacency to Commercial Hubs. Adjacent to river/Commercial Hub/Theater Square/Dessert Stalls: +1 Culture, +2 Gold, +2 Food. Adjacent to bonus/luxury resources: +2 Food/+2 Culture. Tourism equal to Culture. Every 3 Dessert Stalls grant a Feline. After building 1/2/3 Stalls per city: each population provides +1 Faith/Gold/Culture (permanent, once per city).
Required DLC:
These DLC should be installed in order to use this item.
Sid Meier's Civilizationu00ae VI: Rise and Fall
Sid Meier's Civilizationu00ae VI: Gathering Storm