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Also bumping my earlier question on citizen slots. At least in my 1CC only having citizen slots from 1 of each quater ment most of my tiles were unworkable.
However, I will say that this mod, at least in my mind, is incredibly useful and makes the early game much less of a nightmare to deal with. Having some cheaper alternatives to full districts that can quickly help boost culture, science, and production is an absolute godsend when dealing with warmongering neighbors or rowdy barbarians (especially as someone who prefers more passive victory types and playing defensively). I also find that it's extremely useful for creating some realism with city specialization; a town you want to be your farming town doesn't need the massive opera houses or large universities that would eat up space for agriculture, which means that smaller cities on the edges of the empire can still get some boosts to their numbers without worry about district requirements.
I find it really flexible with my few games I've played with it. It also syncs really well with JNR's District expansion mod and City Lights.
With City Lights you get even fewer land for improvements...
For the most part, and it does sync well with JNR's district complexity as well. The last game I played with all three mods, I had over 150 points in both culture and science by the time the industrial era rolled around (where usually most of my playthroughs I'd be lucky to be over 80 points at that point). All while only having one campus district and two theater/civic squares, and the capital being the only place with CL's urban boroughs. Also I was really rolling gold yields thanks to the combination of farmer's quarters and the farming town combinations. Pretty impressive looking empire too.
However, if you're using any other mods that add in more custom content, like the popular unit mods or city styles, then there will be crashing issues because of the sheer amount of things involved. Thus it's pretty much impossible to have both cool cities and cool armies, as some people have said.
But in regards to this mod, I feel like it offers more flexibility than CL, with as much as I like CL can do, it often feel like CL forces me into corners with building cities. And the early game is already really rough as it is. My big reason for my thoughts on this mod is just how much it really makes the early game less difficult thanks to a cheaper and more accessible option to districts.
A few things to know, call it bug or strategy as you like:
In the same city, the quarter cost is locked to the first quarter of type you constructed. Say you constructed a Farmers Quarter in your capital city on turn 1 with 22 prod, all the Farmers Quarter in capital city will only cost you 22 regardless how many Farmers Quarter you constructed.
Yet in a new city, when you construct your first Farmers Quarter there, the cost will be calculated to the cost model. E.g. if you have in sum 5 Farmers Quarter in your empire, then it will cost you 22+2*5=32 prod to finish it.
So here is city planning and game play strategy part. Knowing this, maybe you want to hold on constructing more same quarter in single city until other cities placed them. But you may want the luring adjacency bonuses, say Reseaches around Campus district. Make your choice, buff up your core cities quickly (Civ5 Tradition tree), or make all your colonies thrive faster (Civ5 Liberty tree).
As for the cost balancing, I will keep watching. It may appear too cheap for fewer cities play style, but as I typically play 12-20 cities on standard map, the cost inflation is actually going fast. In my current testing game, my 14th city will need 82 prods to construct a Makers Quarter, quite a challenge for a new city with only less than 10 prod yield.
Actually I think its fairly balanced right now because the penalty for this is at the end game your cities become increasingly cramped and it always becomes a choice of "well I could keep this here but it means I can't use this space later on" But perhaps its because I largely play on island maps that this occured.
I'm not top tier single player so I can only manage an around 250t Science Victory or 220t Culture Victory playing none MOD Deity game. (FYI my streamer friends who helped testing the balance can do 170-180t Science and even faster Culture.)
I do feel a pressure (that I didn't feel for a long time) upon entering 200t because I see Ai Japan at late Information Era tech and Ai Greece even early Future civic. Thankfully Japan decided not to run any Space Race project at the moment, so that I managed to catch up. And Greek Rockbands keep holding concerts everywhere, making me super nervous and checking the Tourism progress almost every turn.
This is fun! But not sure if it means a little too intensive?
Depending on your map, cities can get rather cramped and you can run out of space fast and that becomes your big balancing factor. I haven't tried to spam a specific district in a single city, yet.
Costal Cities on the other hand get a huge buff with the Fishing Quarter. Likewise with Farmer's Quarters in Tundra/Snow cities. This has lead to rather powerful cites in the polar areas, especially if you do snag a volcano.