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The escalating production cost of districts, and the fact that they can't be acquired with the empire-wide resource of gold, but have to be produced by the one city where they are located, is one of the few prices the game puts on the choice to expand wide instead of tall, and late instead of early. The game gives you all sorts of ways to get around the limitation that they cost more production the more techs and civics you have unlocked, and that they can (almost always!) only be acquired with production.
Most directly, you can give Moksha four titles, and then use faith points to insta-buy districts in cities where he is governor. Of course, Moksha is about the least useful governor in the game, and using four of your governor titles on him that you could be using to much greater effect elsewhere is a big sacrifice just to get districts more quickly in your late cities in a wide game. You also need to set up a sizable faith income to make his Divine Architect useful, and you also have to rotate him around as your new cities get enough pop to allow the next district. If your strategy as it evolves really benefits from a lot of late game cities giving you a lot of yields that districts create, the trade-off is worth it, but it usually won't be worth it to employ this drastic direct method. I've only done it once.
There are numerous less drastic ways to grow new cities more rapidly in the late game, so that they can acquire enough production soon enough to produce districts.
Ancestral hall gives you a free builder as soon as you found a new city, or you can use gold to buy one as soon as you found the city. Tile yields are bigger the later the game, and enhancing these yields with improvements is basic to growing the city's pop and its production output.
You can use your empire-wide output of gold to buy all the city center buildings as soon as you found the new city. Then you can use gold to buy buildings in other districts as soon as they are produced.
You can keep trade routes available to immediately base in new cities, then send them to your high-production cities to get production points and extra food to increase pop more quickly.
Golden age Hic Sunt Dracones starts your cites out at 4 pop, a huge boost.
Building the Casa and plugging in all sorts of policy cards gets you extra production and food in cities not on your continent, which is the usual case for cities you start later in the game.
All of these require you to give up some other policy card, or some other govt plaza building, or some other dedication, or some gold, or a trade route somewhere else, in order to get quicker districts out of new cities. But that's the point of a game of strategy. You have to decide how useful quick growth and quick districts in late start cities are to you in your current game state, then make the necessary trade-offs accordingly.
What you're looking for in some mod to keep down the escalation in district production costs is a passive ability, something that helps you win, but that you don't have to pay for by giving up something else that also might help you win. This game is big enough that it can be played in all sorts of ways that are perfectly valid, so no judgment, but what you want is to make the game less interesting to play as a strategy game, so I wish you well in your search, but I will take a pass on making the game easier to use any one strategy to win.
Thats a whole long post for someone who DID NOT READ MY ORIGINAL MESSAGE.
I said my favorite was the one w/ escalating based on # built. But you chose to be passive aggressive and call me a noob for not liking the escalation being based off of tech/civics
moskha is totally irrelevant as he still has to pay more faith with tech/civic progression. Just wasted everyones time writing irrelevant bullcrap
If I was just looking to make the game easier I would go with the constant cost or the no cost district mods. I am specifically looking for a mod that keeps the game difficulty but has a more FUN escalation method.
But I think the fact that you need to replace districts in late game is more a feature than it is something that needs a work around.
But that's only my opinion , obviously your feeling matter.
This forum is open to all sorts of players, from those really new to the game all the way up to those who (almost) always win on Deity. Even if the person who proposes an approach to playing the game is presumed to be plenty experienced enough to have at least probably considered all the many mechanics the game makes available to get past any difficulty such as the one you want to bypass -- that districts cost too much as the game progresses -- if the approach they discuss includes only performing surgery on game mechanics, I feel a need to make sure people who read the thread from a limited base of experience understand that there is an alternative approach to difficulties the unmodified game throws at a player.
That approach is to play with the game rather than against it. Learn a wider set of mechanics and strategies from the problems it poses and difficulties it creates, rather than look for some surgical modification that gets rid of the problem or difficulty so that you don't have to plan your way around it.
ur just being patronizing for no reason
the problem is not that the districts cost too much so its hard to play. the problem is that it is UNFUN to place districts ahead of time and for late game cities to be useless
Okay, not to be an annoyance or anything here, but I've gotta ask: is this really the game you want to play?
Civilization VI is a strategy game. Like most strategy games, the "fun" part of the game is developing your strategy: in this case predicting ahead of time how to spend your resources, construct and position your units, and yes, design your cities.
Looking at a barren piece of land and imagining how a city would best use it to grow and produce is kind of fundamental to this game.