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:
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:
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:
If a District has food or shield bonuses, you'll also see those in the Production, Food, and Commerce sections:
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:
Pillaged Districts are shown as ruins:
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:The player decides the Holy Site would be better elsewhere, so constructs another Holy Site next to it:
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:
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:
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:
Art
As discussed, Districts visually show which buildings are present in nearby cities. However they can also show different art by era:
or even by culture, or both:
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.
Last edited:

)!, Spa treatment resorts, etc... Why not!?