Sid Meier's Civilization VI

Sid Meier's Civilization VI

Project Metropolis - A Civilization 6 District & Building Extension Mod
furion1986  [developer] Mar 28, 2021 @ 3:35pm
Game Tactics using Metropolis Mode
Hey guys, want to launch a discussion here about how to play with Metropolis Mode.
Since a lot of additions and changes are made, wonder what city planning wisdom or warmongering strategy you guys may come up with.:lunar2019coolpig:
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Showing 1-15 of 16 comments
Silentshadow Mar 28, 2021 @ 7:48pm 
In a 1 CC I played with Egypt. Two garrison's in combination with the encampment and a mountain formed a wall along my 3rd hex tiles, protecting my empire from Mongolia. I placed a holy site with healing waters pantheon behind said districts and had a pretty unbreakable setup.
Last edited by Silentshadow; Mar 28, 2021 @ 7:55pm
furion1986  [developer] Mar 28, 2021 @ 9:22pm 
I do find Ai has a low tendency of attacking Garrison. Does that happen to you?
Silentshadow Mar 28, 2021 @ 10:05pm 
No the AI went hard attacking the garrison. Though as I said. It was directly in their way to get to my city so they didn't have a choice.

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.
Last edited by Silentshadow; Mar 28, 2021 @ 10:09pm
furion1986  [developer] Mar 28, 2021 @ 11:05pm 
The reason for not providing citizen slots directly is the working citizens will provide a lot of great people points, and I want that happen a little later when buildings unlock them. But I hear you, unemployed population sounds said, need to find a portal for them. Let me think about it.
Althazar Mar 29, 2021 @ 12:35pm 
I have the Epic version of the game and use the Steam Workshop Downloader to play with mods, so I couldn't comment directly on the mod's workshop page.

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.
Silentshadow Mar 29, 2021 @ 3:48pm 
Originally posted by Althazar:
I have the Epic version of the game and use the Steam Workshop Downloader to play with mods, so I couldn't comment directly on the mod's workshop page.

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.
I was wondering if City lights and this mod conflicted. You're saying its all good?
furion1986  [developer] Mar 29, 2021 @ 4:07pm 
Originally posted by Silentshadow:
Originally posted by Althazar:
I have the Epic version of the game and use the Steam Workshop Downloader to play with mods, so I couldn't comment directly on the mod's workshop page.

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.
I was wondering if City lights and this mod conflicted. You're saying its all good?
I won't promise that, you guys can try.
With City Lights you get even fewer land for improvements...:lunar2019laughingpig:
Althazar Mar 30, 2021 @ 3:23pm 
Originally posted by Silentshadow:
I was wondering if City lights and this mod conflicted. You're saying its all good?

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.
Ari Apr 1, 2021 @ 4:14pm 
I was wondering if there should be some form of disadvantage to spamming the quarters. Simply spamming the science disctrict goes out of hand really fast for a a city of essentially 1 pop. Perhaps some form of maintenance that isn't gold (not sure if its possible at all) that would force you to balance working the land vs developing it into quarters is bound. I know there isnt a proper production cost scaling right now (hence why i spammed all my tiles with the science one 1 turn per quarter) but still I think it'll need a down-side to use them. Just like how districts cost you land that u want to get food from for specialty citizens to work on
furion1986  [developer] Apr 1, 2021 @ 9:18pm 
Originally posted by Feether:
I was wondering if there should be some form of disadvantage to spamming the quarters. Simply spamming the science disctrict goes out of hand really fast for a a city of essentially 1 pop. Perhaps some form of maintenance that isn't gold (not sure if its possible at all) that would force you to balance working the land vs developing it into quarters is bound. I know there isnt a proper production cost scaling right now (hence why i spammed all my tiles with the science one 1 turn per quarter) but still I think it'll need a down-side to use them. Just like how districts cost you land that u want to get food from for specialty citizens to work on
I'm thinking about that too. Loyalty? Amenity? Or -1 Food if it's not farmer or fisher?
furion1986  [developer] Apr 2, 2021 @ 12:41pm 
The cost model of quarters is the same as builders, with a 22 prod base cost and 2 for each one you constructed in your empire.
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.
AnaThemis Apr 2, 2021 @ 2:32pm 
Originally posted by furion1986:
Originally posted by Feether:
I was wondering if there should be some form of disadvantage to spamming the quarters. Simply spamming the science disctrict goes out of hand really fast for a a city of essentially 1 pop. Perhaps some form of maintenance that isn't gold (not sure if its possible at all) that would force you to balance working the land vs developing it into quarters is bound. I know there isnt a proper production cost scaling right now (hence why i spammed all my tiles with the science one 1 turn per quarter) but still I think it'll need a down-side to use them. Just like how districts cost you land that u want to get food from for specialty citizens to work on
I'm thinking about that too. Loyalty? Amenity? Or -1 Food if it's not farmer or fisher?

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.
furion1986  [developer] Apr 5, 2021 @ 2:33pm 
How do you guys feel about overall game difficulty?
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?
sidnv91 Apr 19, 2021 @ 10:09pm 
The game feels easier to me with this mod specifically because of public schools and opera houses. Once I hit those buildings, I know I've basically won. I've actually started valuing Artemis in the capital really highly because a 24 pop capital with a public school and Pingala can churn out insane science. The AI hasn't really been using these buildings well in my experience.
Fuyu Omoide May 11, 2021 @ 8:32am 
Been playing mainly on Prince difficulty, alongside other mods (A few custom civs, a lot of JNR's UC series, Zee's Distance is a Good Thing, then my own custom projects mod). AI does seem to make use of the quarters, but can't really tell how well.

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.
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