An idea for a districts mod

poomanchu

Chieftain
Joined
Feb 21, 2018
Messages
3
I've noticed that districts just kind of plop down and the player/ai get the benefits. I've also noticed that when they are destroyed it's a 1-3 turn fix. I would like them to act more like the city center does.

I would like to see districts get health pools but not walls. Since they would have health pools then there needs to be something to lose. If I put a campus up then I would need to put one population in it in order for the district to function. No pop in it, then no science will come from it. You could also choose to put a great scientist in it in order to receive some type of bonus. Such as +1 science. If the district is destroyed and you didn't move your pop or gp from it then that pop or gp would be gone.

I would also like the adjacency bonuses taken out and have some sort of three tile link put in place. Say you set up you campus within three tiles of the great barrier reef natural wonder. Then the pop that is in the campus could be linked to one tile of that natural wonder or a great scientist could link to both of them as part of his bonus.

Sorry if this doesn't make a lot of sense. It's a very rough idea. I just see districts as not having much value since they are easy to place and easy to fix. At this point districts don't feel like anything but a tile improvement to me. What do you guys think? Is this something that can even be modded into the game right now? This could work for harbors, production districts, entertainment complexes and culture districts. It would encourage playing tall and also provide a tactical choice if going to war. Got an ai getting too far ahead in science? Instead of taking all of his 8+ cities you could go on a book burning crusade.

That's all I really have at the moment. I also don't have the know how in order to make this happen. I'm just disappointed in districts and want to see them become more important in some way.
 
Back
Top Bottom