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Re-Districting v2.0

What does this Mod do?

Welcome to Re-Districting, a mod for Civ VI intended to enhance and rebalance the game's district system. Broadly speaking, this mod does a few things:

1. Introduces fourteen new districts with associated buildings
2. Rebalances existing districts in light of additions
3. Revamps the system of trade route yields from districts completely.

Trade Route Yields

All districts have had their trade routes adjusted. In vanilla Civ, every district generated either food or production internally, making for very bland decisions and lots of repetitive clicking. This mod alters that dynamic by introducing a few principles:

Principle One: You Get By Giving Away – in order for it to be “trade”, you have to give something up. In this mod, each district provides a negative modifier to its home city for trade routes originating inthat city. If you build a Fishery in City A, which generates a lot of food, trade routes coming out of City A will now cost some amount of food. If you build a Smiths Quarter in City B, trade routes coming out of City B will cost some amount of production. If City A and City B send trade routes to each other, City A will receive a substantial boost to production, but no food; City B will receive a substantial boost to food, but no production. And so on.

Principle Two: Appropriate Yields – why does a campus give food? Or a commerce hub generate production? These yields are inappropriate to their districts. This mod changes over all district yields from trade to reflect the things that district actually produces. And so sending a trade route to a city with a Holy Site generates faith; a Campus generates Science; a Theater generates culture; etc. In some cases, such as the Cantina Quarter, trade routes into and out of the city both receive bonuses to important yields like science and culture.

These two simple principles have enormous effects. First among them is that trade routes originating from your cities with the most districts will be the most expensive to maintain. Your size 17 city with all its districts might have as much as -10 worth of modifiers applied to every outgoing route. If you send it to another, equally developed city, the yields in return will easily outweigh the -10. But you'll find almost no utility in sending a trade route from a major city you control out to a minor one.

Conversely,sending trade routes from less developed cities to more developed cities receives a substantial buff. It is now possible with a single
route to confer a whole lot of advantage to a small city from a big one. Because the costs to trade routes are taken at origin, the underdeveloped city will have virtually no cost to their routes (this represents that they have very little to give away in trade). But what they get back from more developed cities in the empire (or outside it) can be a tremendous amount of food, production, science, culture, gold and faith.

Furthermore,a consequence that follows from this is that some trade routes will be negative in some yields. Especially in the early game, your domestic trade routes may end up costing gold. Imagine for instance that City C builds a Campus and City D also builds a campus. The trade route sent between them will actually cost the player 2 gold (1 from the city center, 1 from the campus), but generate 1 production and 1 food from the city center, and 2 science from the campuses on either side.

It takes some getting used to, but once you've played a few games you'll find that it's much more intuitive than the system in vanilla Civ. Generally speaking, if a district produces something then it will try to “give that thing away” through trade, usually in the form of a -modifier to outgoing routes, and a +modifier to incoming routes. You will find that there is a lot more diversity and gamesmanship to getting the most out of your trades, and it's no longer just clicking to a random city with the same 2food/4production.


Growth Districts – Butchers'Quarter, Millers' Quarter, Fishery

These three districts all serve thesame function of providing growth for your Empire, and progress in the same manner, with their main difference being the resources and improvements they are tied to: the Butchers' Quarter to cattle, sheep, deer, pastures and camps, the Millers' Quarter to rice, wheat,
and farms, and the Fishery to all sea resources and fishing boats.

In all three cases, the tier one building (Stockyard, Fishmonger, Water Mill) further increases yields from the associated resources, as well as providing a small yield of its own. The tier 2 building (Smokehouse, Cannery, Bakery) provides one copy of a created luxury resource as well as providing a small
yield bonus. The tier 3 building (Slaughterhouse, Canning Company, Baking Company) provides one additional copy of the same luxury
resource for trade, as well as providing a standard regional effect of +6 food.

In all three cases, the district affects outgoing trade routes by applying -2food/+3 gold, and incoming domestic trade routes by applying +2food.

Working these districts provides 3food/1production for Butchers' Quarter and Millers' Quarter, and 4food/1gold from Fishery.

There are no great people associated with this district or its tier one building. The tier two and tier three buildings each provide some small contribution to great merchants and engineers.


Infrastructure Districts – Masons'Quarter, Smiths' Quarter, and Forestry Quarter

These three districts all serve the primary function of providing housing for your Empire, in addition to some production and an additional yield
(science for Smiths, culture for Masons, gold for Forestry). They work best when used in tandem with an adjacent Industrial Zone.

In all three cases, the tier one building (Brick Maker, Forge, Wood Carver) provides additional production based on the district's adjacency, as
well as providing one housing to its home city. The tier two building (Architect, Metallurgist, Carpenter) provides an additional housing
to its home city, as well as one housing to every city in your Empire. And the tier three building (Construction Company, Steel Mill, Furniture Company) provides two housing to its home city, as well as an additional two housing to every city in your Empire. So the total for an Infrastructure district with its tier three building is six housing to the home city and three housing to all other cities in your Empire.

In all three cases, the districts affect outgoing trade routes by applying -2production/+3gold, and incoming trade routes by applying +2production/+1 of their additional yield.

Working these districts provides 3production/1science for Smiths' Quarter, 3production/1culture for Masons' Quarter, and 3production/2gold for Forestry Quarter.

All three districts provide one great engineer point per turn for the base district, and one additional great engineer point for each tier of building.

Specialty Commerce Districts –Cantina Quarter, Cullinary Quarter, Jewelers' Quarter, Textiles Quarter

These districts each function as specialized Commercial Hubs, focusing on one subset of luxury resources. They have very nice adjacency bonuses, but draw all of their adjacency from other districts, making them poor choices for the first (and maybe second) district in a city. In particular, they receive very nice adjacency bonuses from Commercial Hubs. Each provides one additional trade route to their home city.

In all four cases, the tier one building (Cafe, Bodega, Weaver, Gem Carver) provides additional gold from the luxury resources associated with
their district. The tier two buildings (Restaurant, Tailor, Jeweler, Tavern) convert one of the minor yields of the district into the other two yields, and provide one amenity and one housing to their home city. The third tier of buildings (Drug Company, Food Company, Clothing Company, Jewel Company) provide one amenity and yields corresponding to the district to all cities within six tiles.

Working these districts provides 2gold/1culture/1science for Cantina Quarter, 2gold/2food/1culture for Cullinary Quarter, 2gold/1production/1science for Textiles Quarter, and 2gold/1production/1culture for Jewelers' Quarter.

In all three cases, the district affects outgoing trade routes by applying +1gold, and affects incoming trade routes by applying +1 of each of the
district yields.

All threedistricts provide 1 great merchant and 1 great artist (great musician for cantina) as their base, and each building within them provides
additional merchant points.

Government Center

This district is a completely new concept that I'm introducing to the game. It takes the faith yield and re-imagines it also as a metric of “faith in
government” or “civic faith”, giving it a second secular meaning within the game.

Government centers generate faith from adjacency to other districts and from world wonders (not natural wonders). As they progress through the
game, this faith yield is then converted to other yields through additional buildings: culture from the Magistrate, gold from the Tax Collector, production from the Courthouse, and Science from the Administrative Center. These buildings also provide small regional effects corresponding to their new yield (ie, the Tax Collector provides +1 gold to all cities within a six tile radius).

In addition,government centers gain additional bonuses from each government type corresponding to the specifics of that government (not yet
implemented). For instance, Aristocracy might make each government center generate an additional +2 culture, while Oligarchy could make
each government center give bonuses to experience for land units.


Naval Districts


In addition to the Fishery, there are four new naval districts being added to the game. None of them are currently complete, and have yet to be
populated with buildings. They are each fairly distinct and serve niche purposes, so I'll go over them briefly one-by-one here.

1. Boardwalk - this district provides culture and gold through its adjacency and will eventually be populated withb uildings that contribute to tourism.

2. Drydock - this district focuses on production and gains its adjacency bonuses from industrial zones, harbors, naval bases and forests.

3. Naval Base - this district can attack nearby units in a similar fashion as the Encampment, and will provide bonuses to production, science, and naval warfare.

4. Offshore Settlement - this district is a neighborhood that you can build on coastal water.
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anansethespider
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