Sid Meier's Civilization VI

Sid Meier's Civilization VI

159 ratings
Unique Building: Dragon Kiln (China) - 龍窯 / 龙窑
   
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File Size
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10.741 MB
19 Feb, 2023 @ 8:02am
21 Feb, 2023 @ 8:06am
2 Change Notes ( view )
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Unique Building: Dragon Kiln (China) - 龍窯 / 龙窑

In 1 collection by JNR
JNR's Re-Civilized (Various Gameplay Mods)
22 items
Description
Adds the Dragon Kiln (龍窯 / 龙窑), a new unique Industrial Zone building for China. The Dragon Kiln enhances your Industrial Zone specialists and in cities with a Governor also grants the unique luxury resource Porcelain. The model is based on the Nanfeng Kiln which has been continuously producing stoneware for over 500 years but also represents a much longer tradition of highest-quality Chinese pottery which has been both an industrial catalyst as well as one of China's most famous exports.

  • replaces the Workshop (and Manufactory with Industry District Expansion).
  • +2 Production (+3 with Gathering Storm).
  • +2 Specialist slots instead of +1.
  • +1 Production and +1 Science to Specialists in this district.
  • While a governor is established in this city, grants a copy of Porcelain, a uniquely manufactured Luxury resource which provides +4 Amenities.

Available with English, Simplified Chinese, and Traditional Chinese localization.

Requires Rise & Fall because I used some elements from the Mekewap for the model.

Will use the Porcelain resource from the Porcelain Tower mod instead if available.

Big thanks to Mikecro for helping with the lantern model!

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JNR's Mod Series




Popular Discussions View All (1)
0
7 Jan @ 11:18pm
Japanese Translations
SuiSui
32 Comments
Davide_Italy_83 1 Jul @ 11:36am 
Solution

INSERT INTO Unit_BuildingPrereqs
(Unit, PrereqBuilding)
SELECT 'UNIT_LEU_TYCOON', BuildingType
FROM Buildings WHERE BuildingType = 'BUILDING_JNR_DRAGON_KILN';
Davide_Italy_83 1 Jul @ 10:39am 
if you use Chinese you can only build the Dragon Kiln instead of manufacturing and you can't buy tycoons, can you fix it? Thank you
Davide_Italy_83 1 Jul @ 8:47am 
But is there a problem with the tycoon mod or am I wrong? Thank you
Christina 20 Feb @ 7:24pm 
great mod
JNR  [author] 9 Nov, 2023 @ 5:22pm 
yes
claudemac24hrs 9 Nov, 2023 @ 5:01pm 
Does it work with District Expansion: Industry mod?
SEAL Morino 20 Jul, 2023 @ 2:08am 
If you want to restore the tycoon units Workshop prerequisite, all you have to do is go into monopolies_units.sql and UNCOMMENT OUT the lines that add the workshop prerequisite and it will work properly.

If you want the mod to work as the author intended where the Tycoon unit is liberated from it's building prerequisite while using JNR's industries expanded, open the JNR compatibility sql file and COMMENT OUT or delete the lines of code that add the manufactury as a building prerequisite and......

From comments under tycoons mod :)
SEAL Morino 20 Jul, 2023 @ 2:02am 
it seems that it's a problem built in JNR mod which I used together.
JNR compatibility.sql has an odd code which prevent recruiting tycoons from workshop building.
JNR  [author] 19 Jul, 2023 @ 7:49am 
In what way? I use them together fine.
SEAL Morino 18 Jul, 2023 @ 9:11am 
not compatible with Monopoly++: Tycoons and Investors, a pity