Sid Meier's Civilization VI

Sid Meier's Civilization VI

Happy Districts - Appeal Rebalanced
54 Comments
Yūro Akiba Dec 24, 2024 @ 10:40am 
does this work w city lights
J28english Feb 29, 2024 @ 4:22pm 
As an Australian, I am amused by your justification for Cutin Civ's specific appeal conditions. Yes, I have almost been bitten by the worlds most venomous spider while playing video games on my sofa...
Jet Fuel Can't Melt Steel Memes Feb 13, 2024 @ 11:22pm 
@Cheshire Kate I assume it's similar to the justification for Australia: The rainforest is way more likely to try to kill you than your average forest.

The rainforest itself looks pretty, but actually living in one?
Cheshire Kate Feb 10, 2024 @ 7:31am 
Why do you mention that this mod is an effective nerf to Kongo? Does it not remove the appeal penalty for rainforests? If not, why not? Seems silly, especially after conservation has been researched, for rainforest to have negative appeal
JNR  [author] May 28, 2023 @ 10:53am 
What's your issue? Btw, the complete date of a comment *is* shown here, when not it's always the current year.
Pellean009 Mar 16, 2023 @ 8:21am 
If this is still being maintained, would you consider giving Vietnam an ability similar to Brazil to negate the appeal penalty of building districts on Jungle? Since Vietnam can only build on Forest, Jungle, or Swamp and have a jungle-biased start, it's really hard to keep districts happy with this mod.
Junky Mar 27, 2022 @ 1:36pm 
Hey JNR, Thanks for your reply.
I found out that the civic "Recorded History" and its policy "Natural Philosophy" has to be the reason that ai got those yields.
Quantities were added like that:
+1 for city center (through Mod Eps Tweak for Science Adjacency)
+1 for 2 woods (through Mod Eps Tweak for Science Adjacency)
+3 for breathtaking Appeal
doubled because of Natural Philosophy

Because of the bonus for forests, there is a synergistic effect with the appeal that has an even more significant impact on Australia

All of that has nothing to do with your mod. My fault.
JNR  [author] Mar 27, 2022 @ 6:11am 
this mod excludes Australia from many changes to how appeal is earned. Are you sure it was this mod giving you these high campus yields or was it just a lucky spot you would've gotten anyway? Remeber that a +10 Campus would still be a +7 Campus for non-Australian players, so I don't think it's this mod. After all, the max a single Campus can get is still +3 from Breathtaking...
Junky Mar 27, 2022 @ 3:18am 
It kind a seeks like that Australia is a very hard opponent with this mod. Unfortunately a bit overpowered. Had some games with plus 10 Campuses at beginning. For that reason I recommend using Eps Tweak Australia to compensate for that problem if it is far to unbalanced for you.
H.Humpel Jan 21, 2022 @ 3:02pm 
Hi JNR,
your mod has been translated into German by Junky and the translation is now part of the Civilization VI Mods - German translations mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
=[NK]= Col. Jack O'Neil Dec 1, 2021 @ 5:44am 
Para, you've commented that on a few mods, none of which crash. Fix your game and mods before saying multiple mods don't work.
Dark MAGA Dec 1, 2021 @ 4:04am 
Game crashes with this mod on start.
STuRoK Oct 20, 2021 @ 12:39am 
Hi JNR! thanks so much for all your mods!
I just sub'd to all these Urban mods, and I was wondering if anything else in your other mods ( besides the changes you listed here) affect appeal also? I thought it likely, but I read thru over a dozen of your mods today and it's all a bit much to absorb right now.
markpicard Sep 12, 2021 @ 8:51am 
Brazil is not getting the rain forest appeal buff they should be getting
Y. Huang May 23, 2021 @ 1:54pm 
I like the appeal change for Marsh (which is exactly the same change I have in mind). But why not for rainforest as well?
Y. Huang May 23, 2021 @ 1:51pm 
Maybe: mines do not give -1 appeal for Gauls. They love mines.
Junky May 16, 2021 @ 11:44am 
What idea do you have in your pocket to play with Gaul and this mod? They would definitely get problems with this mod enabled.
JNR  [author] May 6, 2021 @ 2:58pm 
none of the UC mods should do that
Moonshine Fox May 6, 2021 @ 2:46pm 
Did this mod (or one of the Urban Complexity ones) change how districts grant appeal? First time playing with this mod and I built a Holy Site to improve on a Groves yields, but it didn't give the surrounding tiles the +1 appeal from before the mods.
xxx_420_Bad_Boy [Wizard_Cum] Feb 16, 2021 @ 10:04pm 
@JNR might i propose one balance change?

in this mod volcanos provide no appeal. my suggestion is that you make it that dormant volcanoes still add appeal, while active ones do not or -1 appeal, due to, you know, the imminent doom and everything.
Arcadian Sep 28, 2020 @ 3:13pm 
I like that you kept it balanced and that the changes to amenities are small enough not to be the only factor that determines where you place districts. It's just something to consider if you want that penalty or bonus over other bonuses, so it adds depth. Now appeal also matter for every civ and the changes to features make sense. Well done.
sht_n_giggles Mar 28, 2020 @ 6:08pm 
I think there is a simple answer to your disclaimer... people live in these districts. At least that was my impression on what the districts are.
totalslacker Mar 23, 2020 @ 4:39pm 
Would it be possible to create a similar mod that affects city placement as well? I was thinking that appeal could be used to simulate a rudimentary health system. Perhaps cities with negative appeal suffer a loss in yields or housing.
Ingolenuru Oct 31, 2019 @ 11:23pm 
I am VERY happy I was born in the US, if I was born Australia I most probably would have been killed by wildlife of some kind as a young child. lol Thank you for the great work JNR and for updating the great work too. :)
we live in a society Oct 7, 2019 @ 9:44pm 
"Everything in Australia wants to kill you, especially things living in swamps and other wetlands." subscribed because of this line
circeus Aug 27, 2019 @ 2:23pm 
"Everything in Australia wants to kill you" This made me ugly laugh XD
BoiledInPilk Aug 25, 2019 @ 5:37pm 
oh, ok
JNR  [author] Aug 25, 2019 @ 8:44am 
@communism.uk.org : see sidebar
BoiledInPilk Aug 25, 2019 @ 7:54am 
Does this require GS or is it just GS compatible?
JNR  [author] Jul 26, 2019 @ 1:38pm 
yes
Nizou Jul 26, 2019 @ 1:29pm 
Is it compatible with June update ?
Celticus Jul 14, 2019 @ 2:12pm 
For some reason this mod returns the main menu of the game to Rise and Fall xD. Tested it by turning on and off each mod until I hit this one.
pajamathekid Jul 7, 2019 @ 8:07am 
Oh, this mod? I love this mod. I love appeal based bonuses! Feels so good to be rewarded for placing districts in areas that you set up. Like, set up a spot for it a hundred turns in advance and then finally place down that National Park or Seaside Resort, or with this mod, that District :)
Shyning May 1, 2019 @ 8:52am 
It would be nice, however if it's too time-consuming don't bother with this, while I (and others, I guess) would appreciate it, it's only up to you to decide going for it or not.
JNR  [author] May 1, 2019 @ 7:52am 
@Shyning: I made the mod before I knew SQL and had no opportunity to make parts of the mod conditional.

I can look into changing it so that the GS-related parts only appear if you have GS.

However, while I can provide technical compatibility, the spirit of the mod itself is tailored to GS. In particular, the widespread appearance of new types of floodplain meant that many areas suffered Appeal penalties which I no longer found appropiate, which inspired me to do this mod.

But the amenities from appeal system should still work without GS, so I'll try to make that compatible with non-GS games.
Shyning May 1, 2019 @ 7:09am 
Considering this modifies values from GS, I guess there's no compatible version of this mod for R&F anymore ?
GS is just way too expensive for many of my friends and I, we're not willing to throw 40 bucks for a DLC (price of a new game).
JNR  [author] Apr 11, 2019 @ 3:41pm 
Update is now live which tunes down the appeal on forests and adds a few more adjustments. See change log for full list.

Also, just like with the District-Themed Unit Production mod, this mod now has its own civilopedia page under "Urban Complexity" at the ver top of the "Game Concepts" group where all changes made by this mod are listed for you to look up easily ingame.
JNR  [author] Mar 17, 2019 @ 8:12am 
@Kesler: I will make a bundle and focus on that when all parts are done. However, that's not the kind of modularity I meant. Fixing general balance of the victory conditions is simply a matter of scope. It's outside what this mod aims to do. I think anything slowing down tourism accumulation from certain sources would be better fitting for all those "slow pace" mods.
Kesler Mar 17, 2019 @ 7:20am 
Be warned of the modularity of mods. At some point, once it becomes extensive enough, a single package of all mods that work together is just more convenient. See the rise of JFDLC and the downfall of CiD, ExCE, RtP etc.
JNR  [author] Mar 14, 2019 @ 12:19am 
late-game elements of cultural victories are OP in general. Not just National Parks, also Rock Bands.

Modularity of mods is important to me, so I don't try to fix things that the mod doesn't aim to fix. Cultural Victory needs an overall rebalance, if I try to adjust Appeal for whatever is the current balance of national parks based on patches and other mods, it would be a mess.
weraptor Mar 13, 2019 @ 11:38am 
The thing with National Parks is that they are already pretty overpowered (add the Wish you were here GA dedication).
JNR  [author] Mar 13, 2019 @ 11:25am 
Then again if you go for a cultural victory, you usually build the Eiffel Tower. With the nerf to that you actually need to cluster forests quite a bit to get significantly better results than before.
JNR  [author] Mar 13, 2019 @ 11:25am 
@weraptor: yes. They take up quite some space, so I think it's fair. National Parks are most efficient after all when they use mountains and natural wonders which cannot be used otherwise anyway.
weraptor Mar 13, 2019 @ 6:27am 
Yep, so it does mean that a cluster of unimproved forests is going to be a beast for natural parks, right?
JNR  [author] Mar 12, 2019 @ 7:27pm 
@weraptor: Those are different kinds of appeal bonuses. Conservation gives +1 Appeal to *the forest tile itself*. It is only relevant for national parks, nothing else can make use of the forest's appeal directly. The extra 1 appeal from this mod is a regular appeal bonus, which applies to *adjacent* tiles.

Also, note that this mod effectively only changes the appeal of unimproved forests. If you build a lumber mill in that forest, it's back to +1 overall Appeal just like in vanilla.
weraptor Mar 12, 2019 @ 2:30pm 
On another note, do the +2 appeal forests get +1 more appeal after completing the conservation civic? sounds brutal
Solitude Mar 9, 2019 @ 5:27pm 
Your mods are bringing life to this game. Absolutely beautiful work mate. Hope you keep it up.
weraptor Mar 9, 2019 @ 9:46am 
So... does the AI take the amenity aspect into account? Or are there more rebels from unrest?
JNR  [author] Mar 6, 2019 @ 1:39am 
@Ultimuh only if they modify the original Appeal value. But good point, I will improve the code so that the Eiffel Tower will just reduce civ-wide Appeal by 1 on top of everything else, then there should be no compatibility issues anymore.
Ultimuh Mar 6, 2019 @ 1:24am 
I am a bit worried that the Eiffel Tower changes will interfere with other mods which also alters that wonder.