District Cost Mod
District Cost Mod cost module
About this mod Machine translation
District Cost Mod cost module
Simple mode, changes area costs based on the number of identical areas that have been built, rather than scientific progress and relative numbers compared to other civilizations.
The idea is that (1) scientific improvements shouldn't make areas more expensive to build, and (2) there's currently no downside to going wider without being taller. This at least raises regional costs.
This is completely experimental - I don't know if it will ever become a good idea.
With v0.3,
*Base area cost is now multiplied by the age of technology or citizens required to produce it;
*The original base cost of 1 per city area is 5/12 (i.e. 25 hammers in most areas), with the amount increased by half per city area (i.e. community).
- Districts now have cost and base increased by 2/3 instead of the default 1/2.
To apply new formulas to the base zone (they are applied via SQL updates with formulas, so the zone module should also be used), the current version provides:
code:
Area Type Cost IncreaseDISTRICT_ACROPOLIS 80 17DISTRICT_AERODROME 360 25DISTRICT_AQUEDUCT 100 21DISTRICT_BATH 66 14DISTRICT_CAMPUS 60 25DISTRICT_COMMERCIAL_HUB 120 25DISTRICT_ENCAMPMENT 60 25DISTRICT_ENTERTAINMENT_COMPLEX 120 25DISTRICT_HANSA 120 17DISTRICT_HARBOR 120 25DISTRICT_HOLY_SITE 60 25DISTRICT_INDUSTRIAL_ZONE 180 25DISTRICT_LAVRA 40 17DISTRICT_MBANZA 120 8DISTRICT_NEIGHBORHOOD 300 13DISTRICT_ROYAL_NAVY_DOCKYARD 80 17DISTRI CT_SPACEPORT 2000 0DISTRICT_STREET_CARNIVA 80 17DISTRICT_THEATER 120 25
Picking the 5/12 number approximates the same overall progress for each civilization/technology version of the normal sized map, which is 1000% in game. For example, a completed 22nd campus will cost 600 for every 25 additional copies, the same cost as the end of the Tech or Civic trees.
Suggested adjustments for map size are in comments in Districts.sql. Later I can automatically adjust the multiplier based on the map size.
This does get rid of the cost of spending 1 turn starting a zone to lock in the exploit, btw - a zone started but unfinished still counts towards the increase in cost per copy.
Feedback (positive or negative) is welcome.
As usual, extract the file to Documents\My Games\Civilization VI\Mods
Simple mod that changes district cost to scale based on the number of identical districts already built rather than with science progress and relative number compared to other civs.
The idea is that (1) scientific improvements shouldn't make districts more expensive to build and (2) there is currently no disadvantage to going wide rather than tall. This provides at least a district cost increase to going wide.
This is completely experimental--I don't know if it will turn out to be a good idea or not.
With v0.3,
- Base district cost is now multiplied by the era of the tech or civic required to produce it;
- Costs increase per copy at the rate of 5/12 original base cost for 1 per city districts (i.e, 25 hammers a copy for most districts), and half that for multiple per city districts (i.e., neighborhoods).
- Special districts now cost and increase at 2/3 the rate of the base districts, instead of the default 1/2.
With the new formulas applied to the base districts (they're applied by SQL updates with formulas, so should also work with district mods), the current version gives:
Code:
DistrictType Cost Increase
DISTRICT_ACROPOLIS 80 17
DISTRICT_AERODROME 360 25
DISTRICT_AQUEDUCT 100 21
DISTRICT_BATH 66 14
DISTRICT_CAMPUS 60 25
DISTRICT_COMMERCIAL_HUB 120 25
DISTRICT_ENCAMPMENT 60 25
DISTRICT_ENTERTAINMENT_COMPLEX 120 25
DISTRICT_HANSA 120 17
DISTRICT_HARBOR 120 25
DISTRICT_HOLY_SITE 60 25
DISTRICT_INDUSTRIAL_ZONE 180 25
DISTRICT_LAVRA 40 17
D …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.