Sid Meier's Civilization VI

Sid Meier's Civilization VI

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No More District - A Fine Experience in Civilization Six
   
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5.778 KB
May 14, 2020 @ 10:23am
May 23, 2020 @ 7:33pm
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No More District - A Fine Experience in Civilization Six

Description
The ultimate Civ 5 experience in Civ 6: no more district. This is a (fun) mod for seeing how the game would be without districts.

v1.2 Update: Great Prophets are now allowed, City Center acts as Holy Site. Thanks TheSelfRevengingDeed for the help.
v1.1 Update: Great Person can now be used. Dam can be built.

- No one can build any districts except Dam and Wonders.
- Adjacency bonuses are moved over to the City Center. For example: City Center next to 2 mountains provides 2 Faith and 2 Science, 2 Gold if built on River.
- All buildings can be built in City Center once the Tech/Civic is researched. Their projects can also be built. This include the Science Victory projects, they now do not require Spaceport; the rocket flies directly from the City Center!
- Most (but not all) bonuses/requirements for Districts are moved to City Centers. For example, you can now build Great Lighthouse next to City Center with Lighthouse building. Natural Philosophy Policy Card affects City Center as well. Note that Machu Picchu is super OP in this mod due to City Center next to Mountains receives multiple adjacency bonuses.
- Obviously, some Eureka/Inspiration cannot be done anymore (i.e build x districts). Multiple government buildings can be built in different cities. Entertainment and Water Park districts' buildings can now be built together. I may fix this in the future if there is interested in this mod.

Balance is obviously off the chart as the game involves so much in districts. This is intended to be for fun only. However if there are many people loving this, I may add more features in the future. Some of the ideas are:

- Only give adjacency bonus after Tech/Civic for district is researched.
- Fix some cards/Age bonus not working due to City Center not being a specialized district.
- Change the uncompletable Eureka/Inspiration.
- Limit some buildings to require conditions (i.e Lighthouse requires Coastal City).

Feel free to give your feedback in the comment or Discussion forum.
Popular Discussions View All (1)
5
May 23, 2020 @ 7:36pm
Great People
TheSelfRevengingDeed
35 Comments
metronome Aug 26, 2024 @ 2:47pm 
Now this mod only downloads 2 files: no_more_district.modinfo and no_more_district.sql. Each is only 3KB in size, so it seems like this mod has been gutted?
metronome Aug 26, 2024 @ 1:56pm 
Anyone else unable to get this mod to work after installing it again? Even after I enable it with the Mod Menu, it has no effect on the game -all the districts are still there.
bozicpredrag7 May 16, 2023 @ 8:08pm 
and planes
bozicpredrag7 May 16, 2023 @ 8:08pm 
like tanks and helicopters/ ships
bozicpredrag7 May 16, 2023 @ 8:08pm 
can we still be able to produce any unit in game
Ripz Jan 30, 2022 @ 6:52pm 
@Comrade Noot Sickk man i'll try it out. Hoping to get canals too at some point. And yeah i can see harbors might look kind of dumb but functionally they add another possibility for spawning ships to cities that otherwise couldn't.
Comrade Noot Jan 28, 2022 @ 5:22pm 
@Generic White Guy So I got into modding recently and I agree with you certain districts need to be placeable. I actually commented the same thing in this thread a ways back. ANYWAY I modded the mod so now you can place Encampments, Aerodromes, Aqueducts, Spaceports, and Neighborhoods as well as their unique versions. As for Harbors IDK man, if there was a way to force them to be adjacent to another district I'd do it. Docks attached to empty ground always looked super weird to me. Of course I always attach mine, but the AI doesn't. I'll upload it later after I've play tested it.
Ripz Jan 22, 2022 @ 10:40pm 
Anyway this is PERFECT and saved me from switching, and I think the balance is fine as long as all civs are affected, but BRUH at least add the option to keep canals, aquaducts, shit like that which have natural location-based functionality that isn't forced in by the devs. Also think the encampment and harbor might be good too since they serve as a defense point and unit spawn point. Basically anything that has actual positional purpose besides just "+1 numbers cuz you placed this thing next to that thing" you should add the option to leave in IMO. Just take out them stupid district to district adjacency bonuses, although I have another mod for that anyway.
Ripz Jan 22, 2022 @ 10:40pm 
Bruh I LOVE this mod, THANK YOU i hate having to do several minutes of solitarily solving math puzzles every time i place a district in the base game just to not get reduced yields out of my cities. SO DUMB. It just takes away time and focus from the actual fun and point of the game, the civilization management, diplomacy, war, trade, ETC. Like why they tryin to shoe horn a city-builder tycoon game into this?? I was like man, this would be so much better without this stupid adjacency minigame shit, and then I see the civ games before this didnt have districts and I was like WTF i should just play civ 5 instead.
metronome Jan 2, 2022 @ 12:03am 
Yep, the Grove is still non-functional. But, it's very fun to play, even if it's hard to figure out which adjacency/district related bonuses will apply to the cities! Thank you.