Re-Districting

by anansethespider·v2.0·Updated 2018-10-20

Re-Districting

Screenshots 1 screenshots

About this mod Machine translation

Re-Districting

What does this Mod do?

Welcome to Re-Districting, a Civilization VI update designed to enhance and rebalance the game's district system. Broadly speaking, this pattern does a few things:

  • Introduced 14 new related buildings

Zone 2. Rebalance existing zones based on increased conditions

  • Completely change the regional trade route revenue system.

trade route yield

All regions have adjusted trade routes. In vanilla civilization, each region produces food or production internally, making very mundane decisions and lots of repetitive clicks. This pattern changes this dynamic by introducing some principles:

Principle One: You Give Up - In order to make it a "deal," you have to give up something. In this model, each region provides its home city with negative modifiers for trade routes originating from that city. If you build a fishery in city A that produces a lot of food, trade routes out of city A will now cost some food. If you build a Smith District in City B, then the trade routes out of City B will require a certain amount of production. If City A and City B send trade routes to each other, City A will greatly increase production, but no food; City B will greatly increase food, but no production. etc.

Principle Two: Appropriate Benefits - Why is food provided on campus? Or commercial centers generate production? These yields are not suitable for their area. This mod changes all area gains from transactions to reflect what the area actually produces. So sending a trade route to a city with a Holy Land generates Faith; a Campus generates Science; a Theater creates Culture; and in some cases, such as the Cantina Quarter, trade routes to and from a city gain bonuses to important outputs like Science and Culture.

These two simple principles have huge impact. The first of these is that trade routes from the most cities in your region will be the most expensive. City 17 across all your regions may have modifiers of up to -10 values ​​applied to each outbound route. If you send it to another equally developed city, the yield will easily exceed -10. But you find that trade routes from major cities you control to minor cities are of little use.

Conversely, sending trade routes from less developed cities to more developed cities would be greatly affected. Now available for single use

A route from a large city to a smaller one that offers a host of advantages. Since the cost of trading routes is derived from the origin, less developed cities have almost no route costs (meaning they give up little in the trade). But what they came back from the more developed cities of the empire (or outside it) was probably a lot of food, production, science, culture, gold and faith.

Furthermore, a corollary of this is that certain trade routes will be negative in certain volumes. Especially early in the game, your domestic trade routes can end up costing you gold. Imagine, for example, city C establishes a campus, and city D also establishes a campus. The trade route sent between them will actually cost the player 2 gold coins (1 in the city center, 1 on the campus), but yields 1 product and 1 food from the city center, and 2 science from both campuses.

This takes some getting used to, but once you've played a few games, you'll find it's more intuitive than the system in vanilla Civilization. Generally speaking, if a zone produces something, then it will try to "give that thing away" via a transaction, usually passed as a -modifier to the outgoing route, and the + modifier for the incoming route. You'll find there's a lot more variety and gameplay skills to get the most out of your trade, it's no longer just clicking on a random city with the same 2food/4 production.

Growth Areas - Butcher's Quarter, Miller's Quarter, Fisheries

All three regions have the same features that provide growth for your empire and progress in the same way, their main difference is the resources and improvements they rely on: Slaughterhouse for ca …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. 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.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. 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.

File & checksum

Filename
Re-Districting 重新分区
File size
22.2 KiB