District Cost Mod 成本模塊

作者 PlotinusRedux·版本 v3.0·更新於 2018-10-15

District Cost Mod 成本模塊

模組介紹 作者原文

District Cost Mod 成本模塊

簡單模式,根據已建成的相同地區的數量,而不是科學進展和相對數量與其他文明相比,改變地區成本。

這個想法是(1)科學改進不應該使地區建設成本更高,(2)目前沒有不利於走寬而不高。這至少提高了區域成本。

這完全是試驗性的 - 我不知道它是否會成爲一個好主意。

隨着v0.3,

*基地區成本現在乘以生產它所需的技術或公民的時代;

*每個城市地區1個原始基本費用爲5/12(即大多數地區爲25個錘子),每個城市區域(即社區)的數量增加一半。

*特區現在的成本和基數增加2/3,而不是默認的1/2。

將新公式應用於基區(它們通過帶有公式的SQL更新應用,因此也應該使用區域模塊),當前版本提供:

碼:

區域類型成本增加DISTRICT_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 17DISTRICT_SPACEPORT 2000 0DISTRICT_STREET_CARNIVA 80 17DISTRICT_THEATER 120 25

選擇5/12號碼的近似與普通大小地圖的每個文明/技術版本相同的整體進度,在遊戲中爲1000%。例如,每增加25個副本,建成的第22個校區將花費600,與技術或公民樹末端的成本相同。

對於地圖大小的建議調整位於Districts.sql中的註釋中。稍後我可以根據地圖大小自動調整乘數。

這確實擺脫了花費1回合開始一個區域鎖定成本利用,順便說一句 - 一個開始但未完成的區域仍然計入每個複製成本的增加。

歡迎提供反饋(正面或負面)。

像往常一樣,將文件解壓縮到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

DISTRICT_MBANZA                 120          8

DISTRICT_NEIGHBORHOOD           300         13

DISTRICT_ROYAL_NAVY_DOCKYARD     80         17

DISTRICT_SPACEPORT             2000          0

DISTRICT_STREET_CARNIVA          80         17

DISTRICT_THEATER                120         25

The 5/12 number was chosen to approximate the same overall progression as the per civ/tech version for a normal sized map, which was 1000% over the game. At a 25 per copy increase, for instance, the 22nd campus built will cost 600, the same as it would cost at the end of the tech or civics tree.

Suggested adjustments for map size are in the comments in Districts.sql. Later I may adjust the multiplier automatically based on map size.

This does get rid of the spend 1 turn to start a district to lock in the cost exploit, btw--a started but unfinished district still counts for the increase per copy cost.

Feedback (positive or negative) is welcome.

As usual, unzip the file to Documents\My Games\Civilization VI\Mods

安裝與使用 安裝:按包內說明操作

  1. 解壓本站下載的壓縮包,先讀包內的 readme / 說明檔案。
  2. 這類遊戲沒有通用的模組管理器:有的模組直接替換遊戲檔案、有的放進遊戲專屬的 Mods 資料夾、有的要先裝遊戲對應的社群載入器或工具,以包內說明為準。
  3. 嚴格按說明放置檔案;標註「前置依賴」的模組需要把依賴一併裝好。
  4. 啟動遊戲確認載入成功;部分遊戲需要在設定或模組選單裡手動啟用。

不同遊戲、不同模組的安裝位置差異很大,包內說明是最可靠的依據。

檔案與校驗

檔案名稱
District Cost Mod 成本模块
檔案大小
4.3 KiB
SHA-256
900ccb8bf396fa4182a41d5ea91cc1b9f50092d3315536d427ecfb98dc4ea8df
入庫時間
2026-10-08 23:38