Galactic Civilizations IV

Galactic Civilizations IV

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Zigzag9000 Feb 19, 2024 @ 10:43am
Improving Districts?
What's the point? What does it do? What's the strategy, etc?
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Showing 1-15 of 18 comments
Illauna Feb 19, 2024 @ 10:56am 
On youtube search for Starlight Star Bright # 10. The first hourish if that I go into depth about this. 1 and 2 i also cover it too.
Frogboy  [developer] Feb 19, 2024 @ 1:16pm 
Improving districts raises their level which increases the benefit they provide.
Jambie Lionheart Feb 20, 2024 @ 8:29am 
Originally posted by Frogboy:
Improving districts raises their level which increases the benefit they provide.

It would be really cool if improved districts also provided additional benefits, such as improving the adjacency bonus' and maybe additional benefits associated with that type of district. EG, max level housing could also have a small impact on moral. Max improved entertainment districts could boost tourism slightly. Farms could provide a little pollution mitigation and industry could have a lower pollution output at higher improvement levels.
Draver Feb 20, 2024 @ 10:31am 
That's a good idea for a mod actually, I might try to do something with it when I get some free time.
Jambie Lionheart Feb 20, 2024 @ 11:38am 
Originally posted by Draver:
That's a good idea for a mod actually, I might try to do something with it when I get some free time.

If you complete it, lemme know. i'mma be first subscriber >: ]
Draver Feb 21, 2024 @ 9:41am 
Originally posted by Jambie Lionheart:
Originally posted by Draver:
That's a good idea for a mod actually, I might try to do something with it when I get some free time.

If you complete it, lemme know. i'mma be first subscriber >: ]
I'll let you know for sure when I get around to check that out ;)
graphitepaddle Feb 21, 2024 @ 9:54am 
Districts improvements sometimes require that certain technologies by researched.

Learned this the hard way, when I discovered that I need Bioplastics, to continue to upgrade my manufacturing districts.
Jambie Lionheart Feb 21, 2024 @ 11:17am 
Originally posted by Draver:
Originally posted by Jambie Lionheart:

If you complete it, lemme know. i'mma be first subscriber >: ]
I'll let you know for sure when I get around to check that out ;)

'ppreciated :3

@Graphite: Yeah, I learnt how that worked similarly.
Zigzag9000 Feb 22, 2024 @ 4:40pm 
Thanks people.
Draver Feb 23, 2024 @ 8:41pm 
Originally posted by Jambie Lionheart:
Originally posted by Draver:
That's a good idea for a mod actually, I might try to do something with it when I get some free time.

If you complete it, lemme know. i'mma be first subscriber >: ]
Hey Jambie, I starting building something up. Got the Manufacturing and Research districts done. You can get it from "UP Bundle of Mods V1.3.46" at https://www.galciv4.com/mods/manager . If you don't want to use all the mods in the bundle, simply install the one named UP_GA_DistrictsUpgrades for the new district upgrades. It will only work on a new game. The upgrades unlock as you level up your districts.

Note that the buff are minor from level to level, but they do build up significantly once fully upgraded. The districts will not upgrade themselves automatically to prevent queue spamming. If you don't like that, it can be made so that they do upgrade automatically; just have to comment an entry to that effect in the XML.

Anyway, hope you enjoy. I'll probably try to improve on the idea in the future, maybe limit it to only 2 more significant upgrades at Level 3 and 5, to reduce the amount of clutter, etc. So it's a work in progress.
Last edited by Draver; Feb 24, 2024 @ 10:29am
Jambie Lionheart Feb 25, 2024 @ 12:23am 
Originally posted by Draver:
Originally posted by Jambie Lionheart:

If you complete it, lemme know. i'mma be first subscriber >: ]
Hey Jambie, I starting building something up. Got the Manufacturing and Research districts done. You can get it from "UP Bundle of Mods V1.3.46" at https://www.galciv4.com/mods/manager . If you don't want to use all the mods in the bundle, simply install the one named UP_GA_DistrictsUpgrades for the new district upgrades. It will only work on a new game. The upgrades unlock as you level up your districts.

Note that the buff are minor from level to level, but they do build up significantly once fully upgraded. The districts will not upgrade themselves automatically to prevent queue spamming. If you don't like that, it can be made so that they do upgrade automatically; just have to comment an entry to that effect in the XML.

Anyway, hope you enjoy. I'll probably try to improve on the idea in the future, maybe limit it to only 2 more significant upgrades at Level 3 and 5, to reduce the amount of clutter, etc. So it's a work in progress.

Thanks Draver. I downloaded it, ready to bootup for my next game >: ]
graphitepaddle Feb 25, 2024 @ 1:17am 
Hi draver,

What exactly does your mod do?

Found out this weekend, that leveling is capped differently for the various district types, depending on your civilization's traits.

Example: Playing as the Phalenoids, was able to level up Research to 7, but Manufacturing to 6. But because Preferred Lending isn't an option, don't think I can even reach level #5 for Financial districts.

So I'm curious if your mod allows higher levels to be reached.
Last edited by graphitepaddle; Feb 25, 2024 @ 1:17am
Draver Feb 25, 2024 @ 12:41pm 
It doesn't, although that could also be modded in if you wanted too (would need to attach the proper unlock tag to a tech available to all civs). What it does is add an upgraded version of each districts that unlocks at specific levels. So at level 2, 4 and 6 you'll get the possibility to upgrade the base stats of the districts; you have to upgrade each district individually (there's no way to my knowledge to do that in batch).
Last edited by Draver; Feb 25, 2024 @ 1:07pm
Draver Feb 25, 2024 @ 8:31pm 
I completed the mod and added the missing districts. Should be in version 1.3.49 or higher. New game required to see them all of course. Enjoy!
graphitepaddle Feb 26, 2024 @ 1:49am 
Originally posted by Draver:
It doesn't, although that could also be modded in if you wanted too (would need to attach the proper unlock tag to a tech available to all civs). What it does is add an upgraded version of each districts that unlocks at specific levels. So at level 2, 4 and 6 you'll get the possibility to upgrade the base stats of the districts; you have to upgrade each district individually (there's no way to my knowledge to do that in batch).
Putting this succinctly, what your mod does,
  • Leveling up individual district types, still at least 1 district of that type & the necessary resources. (i.e. no change from not having the mod)
  • Assuming the player has the required techs, any district type can eventually be leveled up to #7.
  • Example 1: Player wants to level up the Financial district type, but the game says Preferred Lending tech is required. Even with your mod, the Financial district type cannot be leveled up, if the player hasn't researched Preferred Lending; doesn't matter if tech is available or not, the Financial district type is capped at its current level.
  • Example 2: Manufacturing district type is at level 6, and the player wants to max it out to level 7. Cannot be done because of some civilization trait, or lack there of. This mod would allow him/her to increase Manufacturing districts to level 7.
So draver, did I capture what your can mod can & cannot do?
Last edited by graphitepaddle; Feb 26, 2024 @ 1:51am
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Date Posted: Feb 19, 2024 @ 10:43am
Posts: 18