C3X Districts

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C3X Districts is a mod which enables fully customizable, interactive "Districts" to appear on the Civ 3 map. C3X Districts is inspired by the Districts feature in Civ 6 and is built off of C3X, a brilliant mod which makes improvements and allows changes to Civ 3 Conquests EXE.

The goal of C3X Districts is to make the Civ 3 map feel more alive and interesting. Districts enable large cities to sprawl, infrastructure to be visualized, and - if you enable them - new gameplay additions which make the map more interactive and engaging without fundamentally altering core Civ 3 mechanics. Districts are also 100% customizable and modular, so you can pick and choose types you like, or simply craft your own with custom art, tech dependencies, buildings, and bonuses.

Why Districts? I've tried to play various newer Civ games over the years, but none ever felt quite as elegantly simple yet deep, positive, and fun as Civ 3. I tried hard to enjoy Civ 6 and found that Districts finally made individual *cities* feel grand, much in the same way that Civ 3 itself made *empires* feel grand. Yet Civ 6 simply wasn't enjoyable for me (Civinator and livinginaz said it best). Districts ended up needing too much micromanagement and feeling overly consequential for my taste.

I wanted a mechanism in Civ 3 which captured the grandness and realism of Districts, but made it much easier to build, discard, move, and rebuild them over time.

Installation
C3X Districts is now available starting from C3X version 26. Download and follow the standard C3X installation instructions as you normally would.

How Districts Work
Districts are buildable by Workers, like any other build action:
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The core purpose of a District is to enable one or more city improvements (buildings). A Barracks, for example, may require an Encampment District in a city's work radius before they can be built. Once you do so, the Barracks appear within the Encampment:
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After Districts are built, they become unworkable and the tile can no longer be used by the city unless the District is removed. So placing Districts requires a bit of thought beforehand. Once built, however, Districts can offer certain bonuses - shields, food, gold, science, culture, or defensive boost (all configurable) - to each city within their work radius. So cities with Districts in between them (e.g., Rome and Veii have the same Encampment in their work radius) can share the benefits. If cities_with_mutual_district_receive_buildings is set to true, cities can even share buildings within a District. For example, Veii can automatically receive a separate Barracks as well if built by Rome, as they share an Encampment.

If cities_with_mutual_district_receive_wonders is true, cities can even share Wonders.

Bonuses received from Districts are automatically shown in the City view with a purple outline:
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If a District has food or shield bonuses, you'll also see those in the Production, Food, and Commerce sections:
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Districts with pollution or enemy units on them yield no bonuses.

Combat
Districts also have certain implications for combat: destroying a District automatically removes any dependent buildings in surrounding cities unless they have another District of the same kind within their work radius. Districts with an occupying enemy unit on them do not yield any bonuses. Districts can also provide a combat bonus (or penalty); see defense_bonus_percent in the configuration example below ("0" means no bonus).

Any buildings or Wonders in progress that lose a required District are forced to revert to their next-favored production option:
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Pillaged Districts are shown as ruins:
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Rebuilding and Moving Districts
C3X Districts is implemented such that removing and rebuilding a District (e.g., on a different tile) is not an incredibly weighty decision, with the goal of keeping the game fun (and, well, more realistic - cities in real life change over time!).

As long as allow_multiple is set for a given District type, it is straightforward to build the same District type nearby and not lose any buildings. Imagine, for example, that Rome has a Holy Site with a Temple:
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The player decides the Holy Site would be better elsewhere, so constructs another Holy Site next to it:
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Afterward, the worker returns to the original Holy Site (left) and chooses to replace the Holy Site with Irrigation. C3X Districts will check whether replacing an existing District would cause any dependent buildings to be lost in nearby cities and let you know:
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After the improvement (or new District, if replacing and existing District type with another) is done, Rome maintains the Temple and the Holy Site is in a new location:
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Key takeaway: build your replacement District first, then remove your previous one. Note that the major exception to this is completed Wonders in Wonder Districts, which cannot be moved once built.

When deciding where to place a district, you can also hold CTRL with a worker at any time to show which tiles are within the surrounding cities' work radii:
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Art
As discussed, Districts visually show which buildings are present in nearby cities. However they can also show different art by era:
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or even by culture, or both:
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Day/Night Cycle with Districts

The Day/Night Cycle introduced from C3X R25 is fully supported with Districts! As the Day/Night Cycle art is around 180MB, it is not bundled with C3X and can be downloaded separately from the Day/Night Cycle Resource page. Instructions for installation can be found there as well.

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District Types

There are 5 types of Districts:
  1. Standard Districts - fully customizable, configuration-dependent art and building dependencies
  2. Neighborhoods - optional, enable population growth and visual urban sprawl
  3. Wonder Districts - optional, enable configurable Wonders (both built and under construction) to appear on the map
  4. Distribution Hubs - optional, enable certain food and shields from one area to be "distributed" to all connected cities
  5. Natural Wonders - optional, enable natural flora & fauna landmarks to appear on the map, implemented as districts behind the scenes
Standard Districts

Standard Districts are, well, standard. They may require a technology to be made available and can have zero or more buildings dependent on them. The default Standard Districts are:
  • Encampment: allows Barracks, SAM Missile Battery. Enabled by Warrior Code
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  • Campus: allows Library, University, Research Lab. Enabled by Literature
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  • Holy Site: allows Temple, Cathedral. Enabled by Ceremonial Burial
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  • Commercial Hub: allows Marketplace, Bank, Stock Exchange. Enabled by Currency
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  • Entertainment Complex: allows Colosseum. Enabled by Construction
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  • Industrial Zone: allows Factory, Manufacturing Plant. Enabled by Industrialization
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Configuration

Standard Districts are defined in default.districts_config.txt in the format:
Code:
#District
name                  = Encampment
tooltip               = Build Encampment
img_paths             = Encampment.pcx
btn_tile_sheet_row    = 1
btn_tile_sheet_column = 2
vary_img_by_era       = 1
vary_img_by_culture   = 0
advance_prereq        = Warrior Code
dependent_improvs     = Barracks,"SAM Missile Battery"
defense_bonus_percent = 50
allow_multiple        = 1
culture_bonus         = 0
science_bonus         = 0
food_bonus            = 0
gold_bonus            = 0
shield_bonus          = 0

Special District configurations can also be overwritten in the same file, if you wish:
Code:
#District
name                  = Neighborhood
advance_prereq        =
defense_bonus_percent = 25
allow_multiple        = 1
culture_bonus         = 1
science_bonus         = 1
food_bonus            = 0
gold_bonus            = 1
shield_bonus          = 0

Omitting fields is fine and leaves the default values.

You can specify default.districts_config.txt, user.districts_config.txt, and scenario.districts_config.txt files, which are checked in that order. Note that this is slightly different from the standard C3X *.c3x_config.ini pattern.

As a general rule, keep your preferred, day-to-day districts settings in user.districts_config.txt. When you choose a scenario, your scenario.districts_config.txt settings will override user.districts_config.txt.

If vary_img_by_culture is set to 1 (true), you must have 5 PCX images in the order of: American, European, Roman, Mideast, Asian. For example:
Code:
img_paths = HolySite_AMER.pcx, HolySite_EURO.pcx, HolySite_ROMAN.pcx, HolySite_MIDEAST.pcx, HolySite_ASIAN.pcx

District art (for all Districts, not only Standard) is under Art/Districts/1200.

AI workers are triggered to build Standard Districts when an AI city attempts to build a dependent building. This is reverted to its 2nd-most valued production item while the nearest worker builds the District, while the intended building is "remembered". After completion, the AI city will change production back to the dependent building:
 
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Neighborhoods
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Enabled via enable_neighborhood_districts. Neighborhoods allow a city to expand in population beyond a certain amount set by maximum_pop_before_neighborhood_needed. After that point, a city will need Neighborhoods, each of which allow the city population to grow at per_neighborhood_pop_growth_enabled.

For example, imagine the following configuration:
Code:
maximum_pop_before_neighborhood_needed = 6
per_neighborhood_pop_growth_enabled    = 2

Once a city reaches a population of 6, it can't grow to 7 until it has at least one Neighborhood. If it has one, it can grow up to a population of 8 (6 + 2 = 8). Neighborhood bonuses (+1 gold & +1 culture) are only factored in if Neighborhoods are actually needed by a city, so it is not useful to spam them unnecessarily. Occasional notifications (every 4 turns or so, with a different rate per-city) will also let you know a Neighborhood is needed:
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Neighborhoods have no direct interactions with other Aqueducts or Hospitals, so at population levels 6 and 12, for example, growth may be blocked by both lack of those improvements and Neighborhoods, depending on your configuration.

Each culture has 4 possible Neighborhood art designs for each era, for visual variety. I use a semi-random algorithm keyed by tile X and Y coordinates to (mostly) ensure adjacent tiles use different art while keeping the chosen art deterministic (consistent every time it is rendered).
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AI workers are triggered to build Neighborhoods when a given city reaches its population cap.
 
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Wonder Districts

Enabled via enable_wonder_districts. Wonder districts enable Wonders (both Great and Small) to be dependent on having a tile reserved for them. Wonder district art will change when you initiate and complete the Wonder:
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Additionally, if you set completed_wonder_districts_can_be_destroyed to true, well, be prepared to defend your Wonders! Setting destroyed_wonders_can_be_rebuilt to true puts destroyed Wonders back into play, such that any civ can once again build them.
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Like Standard Districts, the Wonders which required a Wonder District can be configured in default.districts_wonders_config.txt in the format:
Code:
#Wonder
name                 = The Pyramids
img_path             = Wonders.pcx
img_construct_row    = 0
img_construct_column = 0
img_row              = 0
img_column           = 1

Wonder art entries (both under construction and completed, separate slots) are configured under Art/Districts/1200/ in the files Wonders.pcx, Wonders_2.pcx, and SmallWonders.pcx:
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As with Districts configuration, you can specify default.districts_wonders_config.txt, user.districts_wonders_config.txt, and scenario.districts_wonders_config.txt files, which are checked in that order.

AI workers are triggered to build Wonder Districts in generally the same workflow as Standard Districts, based on when an AI city chooses a Wonder, triggering a worker to build a Wonder District. As with Standard Districts, Wonders are specifically "remembered" and city production set to building the Wonder as soon as the Wonder District is completed.
 
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Distribution Hubs

With so many tiles taken up by Districts, you may be wondering how to actually feed your cities or gain shields. First, it's probably a good idea to expand your city_work_radius (e.g., to 3, adding at least one more ring of workable tiles around your city) and minimum_city_separation to some higher value. Beyond that though, enter Distribution Hubs:

Enabled via enable_distribution_hub_districts. Building a "Distro Hub" makes all of the surrounding tiles unworkable by its surrounding cities and instead makes the food and shields from those tiles available to ALL cities in your civ connected by trade route, divided by distribution_hub_food_yield_divisor and distribution_hub_shield_yield_divisor.

The purpose of the divisors is to provide a mechanism to prevent distribution hubs from being too powerful, as well as a bit of realism (10 food from one distribution hub in a civ with 10 cities would effectively otherwise become 100 food!). Divisors also have no relation or effect regarding the number of cities a civ has.

For example, say you configure the following:
Code:
distribution_hub_food_yield_divisor   = 2
distribution_hub_shield_yield_divisor = 3

and you have one distribution hub which has raw yields of 2 food and 6 shields.

2 / 2 = 1 food and 6 / 3 = 2 shields. Divisor results are rounded down if not an integer (e.g., 9 / 4 = 2.25, which would become a yield of 2). Thus all of your connected cities would gain a bonus 1 food and 2 shields:
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Distribution hub food and shields are shown in the City view with green outline:
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Distribution Hub Strategy

Distribution Hubs are thus essentially "breadbaskets" and heavy mining areas far from your urban centers (think: Egypt feeding ancient Rome, Ukraine feeding the Soviet Union, the American Midwest feeding the coasts, etc.). Creating a Distribution Hub significantly minimizes the growth potential and production output of a nearby city, so should be built wisely, likely far from your urban city cores, and well defended!

Distribution Hub shields are subject to corruption penalties using the same rules as standard shields.

AI workers are triggered to build Distribution Hubs when their civ's "ideal" number of Distribution Hubs (calculated using ai_ideal_distribution_hub_count_per_100_cities) falls below the existing Distribution Hub count, assessed in the production phase of each turn. The AI determines the best potential Distribution Hub tile based on distance from the capital (farther = better) and aggregate yields of all surrounding tiles.
 
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Natural Wonders
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Enabled via enable_natural_wonders. Though not a District in the traditional sense, Natural Wonders lend themselves to implementation using the C3X Districts system behind the scenes, essentially as un-buildable, predetermined Districts. Like other Districts, however, Natural Wonders similarly may grant bonuses in shields, gold, science, culture, and food.

Natural Wonders can be configured in default.districts_natural_wonders_config.txt in the format:
Code:
#Wonder
name          = Angel Falls
terrain_type  = grassland
adjacent_to   = river
adjacency_dir = southeast
img_path      = NaturalWonders.pcx
img_row       = 0
img_column    = 0
culture_bonus = 2
science_bonus = 0
food_bonus    = 0
gold_bonus    = 0
shield_bonus  = 0

Natural Wonder art can be found under Art/Districts/1200/NaturalWonders.pcx:
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As with Districts configuration, you can specify default.districts_natural_wonders_config.txt, user.districts_natural_wonders_config.txt, and scenario.districts_natural_wonders_config.txt files, which are checked in that order.

Natural Wonders can be enabled and used independently of Districts. Natural Wonders are semi-randomly placed when a new map is generated. If a scenario is loaded (rather than a new game), Natural Wonders will not be placed but can instead be set based on your specifications (see Scenario Editing with Districts below).
 
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Other Non-Standard Districts

Aerodromes


If air_units_use_aerodrome_districts_not_cities is set to true, air units can only be built in cities with an Aerodrome in their radius, spawn on Aerodromes, and can only land on Aerodromes (or vanilla game airfields & carriers), not cities. Airlifts and Airdrops are similarly limited to Aerodromes.

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Roadmap

If I have the time, I hope to:
  1. Add a Seasonal Cycle for art (spring/summer/fall/winter), like the Day/Night Cycle. This is not strictly part of Districts, but would be fully compatible.
  2. Add support for Ports and other general Maritime Districts.
Special Thanks

@Flintlock (I'm standing on the shoulders of giants!) and others whose work made C3X possible.
 
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Tips for Configuration and Modding

As discussed, Districts were designed to be easily configurable and modifiable - Standard Districts are themselves bundled and implemented as custom districts!
That said, there are a few learning curves and things to be aware of if you are interested in crafting your own Districts. Here is how I would do so, and what to be aware of along the way.


1. Create your Worker Button

This is perhaps the least exciting step, but nonetheless important. Under \Conquests\C3X\Art\Districts\, you will find 4 files with "WorkerDistrictButtons" in the name:
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If you open up WorkerDistrictButtonsNorm.pcx, you should see this:
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The top 2 rows are the Districts buttons you may recognize and the bottom are standard Firaxis worker buttons I kept for visual reference. You should begin by replacing one of the Firaxis buttons with your own design (I'd suggest not adding to the top 2 rows, as I may use them for future C3X Districts, such as Ports).

Next, be sure to also update and add your button in the exact same pixel positions but different coloring to WorkerDistrictButtonsHighlighted.pcx (shown on mouse click) and WorkerDistrictButtonsRollover.pcx (shown on hover). WorkerDistrictButtonsAlpha.pcx serves as a backdrop to your button and you need to also ensure the white areas of it overlap with your button pixel positions, or you'll notice some strange coloration issues around the button edges.

2. Create your PCX art

District PCX art is under \Conquests\C3X_Districts\Art\Districts\1200. Inside that folder, you should find a file called _template.pcx. I'd suggest copying that and renaming it to your preferred District name.
The next part is very important: carefully consider if you want your District art to:

  1. Vary by culture
  2. Vary by era
  3. Vary by number of buildings present
If you intend for the art to vary by culture, create 5 PCX files. I'd suggest a naming convention like "<my_district>_AMER.pcx, <my_district>_EURO.pcx", etc. Your 5 files should all have exactly the same number of rows and columns we'll discuss next.
If you intend for the art to vary by era, put your ancient art in the first row, middle ages in second, industrial in third, and modern art in the fourth row. If you aren't planning to vary the art by era, just use the first (top) row.
If you intend for the art to vary by number of buildings present, for each era, from left to right, have each iteration of the art include your new building. You can see an example of this in CommercialHub_AMER.pcx:

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The first column is a Commercial Hub with no buildings, the second with a Marketplace, and the third with a Bank, and the fourth with a Stock Exchange.

Important note: CX3 Districts assumes your buildings will be prerequisites of one another, for various reasons (most obviously combinatorial: if a District had 10 possible buildings users could build in any order, it would be nearly impossible to make Districts moddable and configurable in this way, as it would be too difficult to know which column of art to show without very custom code). In this example, Stock Exchanges can only be built if a city has a Bank, Banks can only be built if it has a Marketplace, and so on.

This isn't strictly necessary (in Encampment.pcx, SAM Missile Defense is shown as if Barracks are a prerequisite, though that's technically not the case), but generally leveraging building prerequisites the game itself already enforces simplifies the art and is a good idea.


3. Add to the *.districts_config.txt file

If you've gotten this far, awesome! This is the easy part. Add an entry to user.districts_config.txt or scenario.districts_config.txt - whichever you happen to be using - similar to this:

Code:
#District
name                  = My District
tooltip               = Build My District
img_paths             = MyCustomDistrict.pcx
btn_tile_sheet_row    = 2
btn_tile_sheet_column = 0
vary_img_by_era       = 1
vary_img_by_culture   = 0
advance_prereq        = Some Tech
dependent_improvs     = "Some Building 1", "Some Building 2"
defense_bonus_percent = 0
allow_multiple        = 1
culture_bonus         = 2
science_bonus         = 0
food_bonus            = 0
gold_bonus            = 2
shield_bonus          = 0

Important note: C3X Districts assumes art are "zero-indexed" so the first art column is not one, but zero, and similarly the first art row is zero, not one. So if your button is in the third row, first column, you should have:

Code:
btn_tile_sheet_row    = 2
btn_tile_sheet_column = 0

The other fields are hopefully for the most part self-explanatory. The text fields themselves don't require quotes around words with one exception: dependent_improvs allows for comma-separated buildings. If a given dependent building has multiple words, be sure to put quotes around it. Also be very careful that you've correctly configured your PCX files in Step 2 when setting vary_img_by_era and vary_img_by_culture.

Creating Custom Wonders and Natural Wonders

Customizing Wonders and Natural Wonders is even easier.

Wonders:
  1. Copy \Conquests\C3X_Districts\Art\Districts\1200\Wonders.pcx or use a template to make a new PCX file, e.g., \Conquests\C3X_Districts\Art\Districts\1200\MyCustomWonders.pcx.
  2. Add your under construction art to one column and your completed art to another.
  3. Add an entry to user.districts_wonders_config.txt or scenario.districts_wonders_config.txt - whichever you are using - similar to:
Code:
#Wonder
name                 = My Custom Wonder
img_path             = MyCustomWonders.pcx
img_construct_row    = 0
img_construct_column = 0
img_row              = 0
img_column           = 1

Natural Wonders:
  1. Copy \Conquests\C3X_Districts\Art\Districts\1200\NaturalWonders.pcx to make a new PCX file, e.g., \Conquests\C3X_Districts\Art\Districts\1200\MyCustomNaturalWonders.pcx. Note that the size of individual Natural Wonder entries is taller than non-Natural Wonder Districts (128 pixels), so it's best to copy NaturalWonders.pcx, or at least make sure your template is the same expected proportions.
  2. Add your Natural Wonder art entry to the PCX file.
  3. Add an entry to user.districts_natural_wonders_config.txt or scenario.districts_natural_wonders_config.txt - whichever you are using - similar to:
Code:
#Wonder
name          = My Custom Natural Wonder
terrain_type  = grassland
adjacent_to   = river
adjacency_dir = southeast
img_path      = MyCustomNaturalWonders.pcx
img_row       = 0
img_column    = 0
culture_bonus = 2
science_bonus = 1
food_bonus    = 0
gold_bonus    = 0
shield_bonus  = 0

adjacent_to and adjacency_dir (the direction of the adjacent tile relative to your Natural Wonder tile) are optional. Valid terrain_type and adjacent_to values are: "desert", "plains", "grassland", "tundra", "floodplain", "hills", "mountains", "forest", "jungle", "swamp", "volcano", "coast", "sea", "ocean", and "river".

C3X Districts' Natural Wonder placement algorithm first randomly orders the Natural Wonders, then does its best to place them following your specifications, trying to find a tile that has the maximum number of adjacent tiles if you specify those. For example, if you specify adjacent_to "mountains", it will find the tile with the highest number of surrounding tiles that are mountains while not being too close to any other Natural Wonder within the minimum_natural_wonder_separation configuration setting.

Contributing Custom Districts back to C3X Districts

If you're interested in contributing custom Districts back so others may use them, that's fantastic! I (and I'm sure others) would love to see them.

In terms of bringing those in as Standard Districts in C3X Districts itself, consider first how generalizable the District is, and if it would fit in the vanilla Civ 3 game. The default C3X Districts that folks download should be somewhat generic and make sense amongst the technologies, buildings, cultures, units, and eras of the base game.

For more custom and scenario-specific Districts, I'd suggest posting them perhaps as part of a downloadable scenario.
 
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Hello!
I have some questions:
1. If I conquer a city and take it over, do I also take the Wonders and districts?
2. If I conquer a city and demolish it, do the Wonders stay there?
3. Can I rebuild a city nearby so that I can benefit from that Wonder if the Wonders still stay there or, why not, the constructions in the districts?

Thanks for your attention
 
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Hello!
I have some questions:
Hi!
1. If I conquer a city and take it over, do I also take the Wonders and districts?
Short answer: yes. Whatever Wonders the city had, just like in the regular game, you get those. Districts are like other improvements (mines, irrigation, etc.). If they remain in your territory after you take the city, then you keep the buildings in those districts as well.
2. If I conquer a city and demolish it, do the Wonders stay there?
If the specific Wonders require a Wonder district (not all do) AND the Wonder district itself has not been destroyed, then yes, the Wonders remain on their tile.
3. Can I rebuild a city nearby so that I can benefit from that Wonder if the Wonders still stay there or, why not, the constructions in the districts?
If cities_with_mutual_district_receive_wonders is true and the Wonder is within the work radius of the city you founded, then yes, it inherits the Wonder.
 
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WOW,

though im not playing civ3,
i have no idea how you achieved such a rudimentary change to civ3 structure and mudding.
this is one of the greatest modding feature that i have ever seen in all my 20 years here given the civ version game modding limitations.

this is ground breaking and i salute you.
 
Hello!
... I have a few questions:
1. Can districts be built outside the city area?
2. If the Distribution Hub can be built outside the city area, can other districts be built on the tiles around it?
3. If I build around the Distribution Hub, do the tiles lose their food bonuses, etc.?
4. Can the composition of buildings that can be built in a district be changed?
- for example, I want only the most important buildings to be built in the Districts!
I want the Library, the Barracks, the Temple/Sharine, Marketplace, to remain in the city, and in the Districts I want to build the College/Academy, the Cathedral, the Large Barracks, Mall etc. so that the basic buildings, the minimum for operation, remain in the city if a District is conquered!
5. If I activate Automaton for Woker, the game crashes... What should I do?

- Although... with the setting of Districts, maybe it will be possible to build Mountain Resorts (so people can go skiing :))!, Spa treatment resorts, etc... Why not!?
- Maybe Mineral Waters, Geysers, Sulfurous Waters, Mud Volcanoes, Hidden quicksands in the desert, Dangerous hidden Swamps, Sinkholes etc... will appear using the Natural Wonders section!
- Maybe now with the day/night option, Ninja and other units that are advantaged by darkness will "appear"... :) Who knows?

Thank you for your attention, understanding and patience!
 
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1. Can districts be built outside the city area?
Yes, districts can be built on nearly any tile. They can't be utilized by a city unless within your territory, however.

2. If the Distribution Hub can be built outside the city area, can other districts be built on the tiles around it?
Yes, though it depends on what you mean by "city area". Districts (besides distribution hubs) can only be utilized by cities where the district falls within the work radius of the city. Distribution hubs are the exception to this, and are special.

3. If I build around the Distribution Hub, do the tiles lose their food bonuses, etc.?
It depends on who you mean loses the food bonuses. The tiles around distribution hubs are still added to the distribution hub amounts that get distributed to cities in your trade network. So it is still useful to improve them.

However the city(ies) that have those distribution hubs near them are not able to work any of those tiles directly. That's the fundamental tradeoff.

4. Can the composition of buildings that can be built in a district be changed?
Well, sure. Please see documentation above. It's unclear whether you're seeking advice on how to make a custom district, or modify the existing standard ones. If you can clarify, I'd be happy to more specifically advise.

As you can see, you can specify the buildings within a district in default.districts_config.txt and so on. However, those buildings are also tied to the expected art of a given district. So if you modify the config file without changing the art - or vice versa - visually the game will be out of sync.

5. If I activate Automaton for Woker, the game crashes... What should I do?
Thank you for letting me know. I'll fix this in the next release.

- Although... with the setting of Districts, maybe it will be possible to build Mountain Resorts (so people can go skiing :))!, Spa treatment resorts, etc... Why not!?
- Maybe Mineral Waters, Geysers, Sulfurous Waters, Mud Volcanoes, Hidden quicksands in the desert, Dangerous hidden Swamps, Sinkholes etc... will appear using the Natural Wonders section!
- Maybe now with the day/night option, Ninja and other units that are advantaged by darkness will "appear"... :) Who knows?
Great ideas! Districts give you the tools to implement these on your own. Let me know if you have specific questions.

I also see you posted these same observations (requests?) in the C3X thread. No need to do so, I watch both pages.
 
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PiRamesesDistrict.png


I conquered Pi Rameses from the Egyptians, who had built a distribution hub there. As you can see, I can't work the tile itself, but I absolutely can work the tiles surrounding it. Is this a bug, or am I just not understanding how they're meant to work properly?

I'm enjoying playing it so far, with the day/night addon too
 
Hi, thanks for this great addition to the game! I have one question though, is it possible to just have part of the district options on? The config file would suggest that those can be set individually.

I'd like to only have the natural wonders, neighborhood, and distribution districts on, but it seems that it doesn't quite work when having the "enable_districts = false". E.g. I have to have the "enable_districts = true" for the natural wonders to pop up, and so on. Below is the settings where it doesn't seem to work. Am I missing something?

Code:
; Show or hide natural wonders on the map. When disabled, natural wonders will not appear on the map.
enable_natural_wonders = true

show_natural_wonder_name_on_map = true

minimum_natural_wonder_separation = 10

enable_districts = false
enable_neighborhood_districts = true
enable_wonder_districts = false
enable_distribution_hub_districts = true
enable_aerodrome_districts = false

Edit: I'm currently just removing the normal districts from the "default.districts_config.txt" to circumvent this issue with the "enable_districts = true" setting and leaving only the Neighborhood and Distribution Hub entries there, so far this seems to work fine.
 
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I conquered Pi Rameses from the Egyptians, who had built a distribution hub there. As you can see, I can't work the tile itself, but I absolutely can work the tiles surrounding it. Is this a bug, or am I just not understanding how they're meant to work properly?
Hmm, that looks like a possible bug. Thanks for sharing! In this case the distro hub you conquered looks like it is connected to the trade route (so it is "active") and thus the surrounding tiles should be unworkable. Is there any way you could share before & after save files?

I'm enjoying playing it so far, with the day/night addon too
Great!

Hi, thanks for this great addition to the game!
My pleasure!

I have one question though, is it possible to just have part of the district options on? The config file would suggest that those can be set individually.
Yes, it's possible and right, the relationship between the main C3X config file(s) and districts configs can be tricky to make sense of.

Basically,
  • enable_districts is the master yes/no check. No districts - standard or special - will work if that is false.
  • Special districts - currently neighborhoods, wonder districts, aerodromes, and distro hubs - are enabled via the C3X config files, as you see. However you can override their tooltip names, bonuses, prereqs, etc., via the *.districts_config.txt files.
  • Standard districts - basically those set via *.districts_config.txt files - can be added or removed via those files alone (enable_districts must also be true). As I mentioned in the C3X thread, user.districts_config.txt is supposed to override default.districts_config.txt, but there is a bug where this isn't working correctly at the moment. I've fixed the bug and it should work as expected in the next release. But for now you can just remove standard districts you don't want directly from the default.districts_config.txt file. Sorry it's a bit complicated.
  • Natural Wonders are the exception to all of this, and setting enable_natural_wonders = true alone should work - let me know if not
I'd like to only have the natural wonders, neighborhood, and distribution districts on, but it seems that it doesn't quite work when having the "enable_districts = false". E.g. I have to have the "enable_districts = true" for the natural wonders to pop up, and so on. Below is the settings where it doesn't seem to work. Am I missing something?
Right, I'd suggest:

custom.c3x_config.ini:
Code:
enable_natural_wonders = true

show_natural_wonder_name_on_map = true

minimum_natural_wonder_separation = 10

enable_districts = true
enable_neighborhood_districts = true
enable_wonder_districts = false
enable_distribution_hub_districts = true
enable_aerodrome_districts = false

and

default.districts_config.txt (make sure to change this to user.districts_config.txt after next release):
Code:
(empty)

Edit: I'm currently just removing the normal districts from the "default.districts_config.txt" to circumvent this issue with the "enable_districts = true" setting and leaving only the Neighborhood and Distribution Hub entries there, so far this seems to work fine.
Yep, you figured it out and that's the way to do it :)
 
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Thanks for the clarifications!

One more question popped up as I was adding some new natural wonders. Specifically I was trying to add Everglades to marsh terrain so that it would pop up next to another marsh terrain. In the settings the "terrain_type" is causing some issues. I tried to use the value "swamp" and "marsh" in there, but it doesn't seem to work. In the "adjacent_to" the "swamp" value works fine. I was just wondering what are the valid terrain types?
 
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