Sid Meier's Civilization VI

Sid Meier's Civilization VI

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District Overhaul Mod
   
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Dec 27, 2019 @ 6:27pm
Jan 31, 2020 @ 8:28pm
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District Overhaul Mod

Description
Various tweaks to districts to improve tall play. Requires Gathering Storm.

* Overhauled district building bonuses as follows:
** Tier 1 buildings no longer provide a base yield, but now provide tile yields as appropriate:
** Library = 0 base Science, +1 Science to Woods, Rainforests, and Geothermal Fissures.
** Amphitheater = 0 base Culture, +1 Culture to Plantations.
** Market = 0 base Gold, +4 Gold to Luxury Resource in its city.
** Sukiennice = Same as Market, plus an additional Production bonus equivalent to its District's adjacency bonus.
** Shrine = 0 base Faith, +2 Faith to Woods.
** Workshop = 0 base Production, +2 Production to Bonus Resources.
** Lighthouse = unchanged.
** Barracks = +2 Production to Iron in its city, base yield changed to +2 Production, +10% Production towards units.
** Basilikoi Paides = Same as Barracks, plus an additional +1 Science.
** Stable = +2 Production to Horses in its city, base yield changed to +1 Production/+1 Food.
** Hangar = +4 Production to Aluminum in its city.

** Tier 2 buildings' base yield now equivalent to their base district's adjacency bonus. Additional yield per pop remains.
** University = Base Science yield equivalent to adjacency bonus, +0.5 Science per pop.
** Madrasa = Same as University, Faith adjacency bonus yield retained.
** Museums = Base Culture yield equivalent to adjacency bonus, +0.4 Culture per pop.
** Bank = Base Gold yield equivalent to adjacency bonus, +2 Gold per pop.
** Temple = Base Faith yield equivalent to adjacency bonus, +1 Faith per pop.
** Stave Churches now also grant +1 Production to Woods in its city in addition to its Production bonus to coastal resources.
** Factory = +0.5 Production per pop, +3 Regional Production, additional +4 when powered.
** Shipyard = Base Production yield equivalent to adjacency bonus (unchanged), +1 Production on shallow water tiles.
** Armory = +3 Production to Niter in its city, base yield increased to +3 Production, increased stockpile bonus to 15.

** Tier 3 buildings provide base yields that are increased when powered and additional yield per district present regardless of power status.
** Research Labs = 4 base Science, +6 when powered, +3 Science per district.
** Broadcast Centers = 4 base Culture, +6 when powered, +3 Culture per district.
** Stock Exchanges = 6 base Gold, +12 when powered, +6 Gold per district.
** Power Plants = 4 base regional Production (Oil) 5 base regional Production/Science (Nuclear), bonus Production equivalent to adjacency bonus, +2/3/4 Production per district from Coal/Oil/Nuclear respectively.
** Military Academy = increased stockpile bonus to 20.
** Seaport = 4 base Gold, +8 when powered, +2 Gold on shallow water tiles.
** Airport = +6 base Gold, 4 base Production, +6/+4 when powered, +2 Gold and Production per district.

* Specialist slots for most specialty districts except for Holy Site:
** 1 from Tier 1 (Library/Amphitheater/Market/Workshop/Barracks/Lighthouse)
** 2 from Tier 2 (University/Museum/Bank/Factory/Armory/Shipyard)
** 2 from Tier 3 (Research Lab/Broadcast Center/Stock Exchange/Power Plant/Military Academy/Seaport)
* Specialist slots for Holy Sites: 1 from Shrine, 3 from Temple, 1 from Religious Buildings
6 Comments
Junky Apr 20, 2022 @ 9:40am 
I dont know how and if it could work, but it would be nice if all specialists would get +1 of their base yields with a university or madrasa instead of science per pop.
Starfire512 May 5, 2021 @ 10:52am 
Many Library and Shrines should give a bonus to improvements (bonus and/or luxury). This would even them out better and make those locations even better.
Borealis Jan 3, 2020 @ 10:51pm 
Also, the shrines do even more favoritism with this - only woods (and in places with many wood tiles they get incredibly strong), and those who dont have any are basically locked out of religion, likely for the entire game; which can be hurtful for civs such as mali. I believe that this was the reason they had to do it with a set base yield - to prevent some few players with a good spawning bias to have a major monopol on something like science, culture or faith.
Borealis Jan 3, 2020 @ 10:51pm 
I think the level 2 buildings are fantastic.
The level 3 buildings are great too, if not a bit strong maybe, but then again, they might get worth their cost now...
The level 1 buildings i almost all see as... something. The market certainly saw some kind of buff on any map with enough ressources, and even with scarse ressources, there would still be one or two luxuries somewhere, getting it back to it's normal value. But they easily have the ability to be better than usual for everyone, as every player should spawn close to at least one luxury.
But the library, and worse, the amphitheater - not everyone spawns close to woods or rainforests or gepthermal fissues, nor can everyone build pastures early on due to lack of ressources. This leaves the few who have a major advantage in their spawns - e.g. kongo in the middle of rainforest - with a major advantage throughout the entire game, as from the early game it just starts snowballing.

AOM Dec 28, 2019 @ 3:16pm 
What tweaks? What does this mod do?
Grathocke Dec 28, 2019 @ 6:14am 
details?