
由海小棠领导的天津大学
Tianjin University: A New Era of Academic Power in Civilization VI
Prepare to revolutionize your scientific and industrial pursuits in Sid Meier’s Civilization VI with the Tianjin University mod, led by the visionary Hai Xiaotang. This comprehensive mod introduces a unique civilization focused on academic excellence and efficient city management, offering a fresh strategic layer for dedicated players.
Unlocking Technological Prowess
The core of this civilization’s strength lies in its unique ability, “Engineering Tradition.” This empowers every point of population with a significant boost, generating +1 Science and providing a valuable +0.5 Production to the city it inhabits. This inherent advantage ensures that your cities will be hubs of innovation and manufacturing from the early game onwards.
The Visionary Leader: Hai Xiaotang
Leading this academic powerhouse is Hai Xiaotang, whose unique leadership ability, “Wei Jin Road,” adds a dynamic layer of strategic flexibility. In your capital city, you’ll unlock a special project that allows you to reallocate the Science generated by “Engineering Tradition.” You can choose to convert this Science output into an equal amount of Culture or Production, enabling you to adapt your empire’s focus on the fly to meet evolving challenges and opportunities.
Replacing the Pillars of Progress
This mod introduces two distinct replacements for existing game structures, each designed to enhance your civilization’s strengths.
Key Features of the Tianjin University Mod:
- **Tianjin University:** This unique building replaces the standard University. It provides Production equal to the adjacency bonus of your Campus district, offering a significant early boost. Furthermore, it grants an additional +2 Production and +1 Great Engineer point per turn compared to the original University.
- **Pengxiang Student Apartments:** Replacing the Community, this structure offers a more cost-effective way to expand your city’s housing. It provides a substantial +4 Housing when adjacent to a Campus district, and +1 Housing for every other adjacent district. Critically, cities with this district gain a population cap of 41 (without the need for amenities, though a -4 amenity penalty applies). At the start of each turn, these cities will automatically fill to their housing capacity or the maximum population sustainable by food, whichever is lower.
This mod promises a deeply engaging experience for players who enjoy a science- and production-focused playstyle, with unique mechanics that encourage careful city planning and strategic resource management.