Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Phantagonist's District Reconstruction
   
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427.576 KB
Apr 2, 2023 @ 6:41pm
Sep 15, 2024 @ 7:11am
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Phantagonist's District Reconstruction

Description
This mod adds a project to reconstruct districts in cities.

District Reconstruction

After researching the Civil Engineering civic, all cities gain access to the District Reconstruction project. When completed, all districts in the city are removed, except Government Plaza, Diplomatic Quarter and Spaceport; for each district removed, receive a District Engineer which has 2 Build Charges that can be spent to complete 50% of a district (again, except Government Plaza, Diplomatic Quarter and Spaceport).

This means districts can be rebuilt in two turns. This allows a player to rebuild cities to their ideal form, especially those cities captured from AI who tend to build districts in weird ways. In addition, one can quickly build up new cities by relocating District Engineers from existing cities.

Policy

This mod adds a policy, Schools of Engineering, to speed up the process of building new cities and rebuilding existing ones.

  • Schools of Engineering(Wildcard): +100% Production towards Military Engineers, District Reconstruction Project and Industrial Zone buildings. Unlocked at Civic Engineering.

This mod requires Gathering Storm & Rise and Fall.

Supports English, Simplified Chinese, Traditional Chinese and Japanese.

Special thanks to:
Advice from Civ VI Modding Helpline for balance and design feedback.
30 Comments
Dantetsu Apr 29 @ 7:46pm 
same bug here, project finishes, nothing happens.
BloodyFanatic Sep 19, 2024 @ 8:10am 
but I do wonder whether the AI can use this project, since it won't do anything for it except waste production. (I don't know anything about modding Civ 6, so forgive me for asking)
BloodyFanatic Sep 19, 2024 @ 8:08am 
maybe you have a version that is not uploaded to the workshop? I fixed your code, this is working fine:

function PhantaDistrictEngineer_Project(playerID, cityID, projectID, iUnknown, iX, iY, bCancelled)
local pPlayer = Players[playerID]
if projectID == tProjectID and pPlayer:IsHuman() then
local pCity = pPlayer:GetCities():FindID(cityID)
local pDistricts = pCity:GetDistricts();
for row in GameInfo.Districts() do
if pDistricts:HasDistrict(row.Index) and (row.DistrictType ~= 'DISTRICT_WONDER') and (row.DistrictType ~= 'DISTRICT_CITY_CENTER') and (row.DistrictType ~= 'DISTRICT_SPACEPORT') and (row.DistrictType ~= 'DISTRICT_GOVERNMENT') and (row.DistrictType ~= 'DISTRICT_DIPLOMATIC_QUARTER') then
pDistricts:RemoveDistrict(row.Index);
pPlayer:GetUnits():Create(GameInfo.Units["UNIT_PHANTA_DISTRICT_ENGINEER"].Index, pCity:GetX(), pCity:GetY());
print("District Engineer Given");
end
end
end
end
Phantagonist  [author] Sep 15, 2024 @ 3:34pm 
It is working from my side, but I will check it again.
BloodyFanatic Sep 15, 2024 @ 11:44am 
from lua.log:

Syntax Error: ...\steamapps\workshop\content\289070\2956874998\Core\PhantaStatecraftDistrictEngineer_Script.lua:13: then expected near '='
BloodyFanatic Sep 15, 2024 @ 10:41am 
same bug here, project finishes, nothing happens. too bad, this mod seemed promising
ZuryMcFlapjack Jan 20, 2024 @ 7:38pm 
Is this mod dead?
寄寄寄,我是寄寄国王 Jul 29, 2023 @ 6:10am 
mod没有效果了:steammocking:,项目完成后什么也没有
NuDDen Jun 29, 2023 @ 1:57pm 
Same Bug in my game. Finished the project and nothing happens :(
I am running JNR's Districts too. Is it possible to make them both compatible?
ZuryMcFlapjack Jun 24, 2023 @ 8:15am 
I am having the same bug, where I finish the project but nothing happens at all. Still have districts and no engineers. I am NOT using the Golden Ages game mode on, but I have JNR's expanded districts, Monopolies and Corporations, and secret societies enabled.