C3X Districts

Is it possible to have a garbage district - a landfill?
- which will bring misfortune to the citizens, maybe some diseases and where to build in the future, incinerators, ecological landfills, treatment plants, recycling, etc.?
Which player wants to build such a district to receive misfortune, diseases and more evil ?? :confused:
 
Is it possible to have a garbage district - a landfill?
- which will bring misfortune to the citizens, maybe some diseases and where to build in the future, incinerators, ecological landfills, treatment plants, recycling, etc.?
Which player wants to build such a district to receive misfortune, diseases and more evil ?? :confused:
I agree with Civinator on this, it just doesn't sound like much fun. Also, the Recycling Center is the only vanilla building I would assume would be dependent on this, but that's way in the modern era, so there would also need to be some overriding necessity to build such a district much earlier in the game. The only one I can think of would be enabling population growth, but we already have aqueducts, hospitals, and neighborhoods, so adding yet another requirement to that doesn't seem enjoyable to me.

Do you have any plans to create a class of districts that generates a specific resource? This could be used to create plantations for luxury crops, or could be used to re-engineer how resources work in general by giving the player the ability to determine which tiles produce which organic resources.
Yes, in the next version you'll be able to (optionally) specify that a district can
  • Require a nearby city to have one or more resources in order to build the district
  • Require a tile itself have a resource to build the district
  • Generate a resource, using mostly the same options as C3X allows with buildings generating resources
 
I agree with Civinator on this, it just doesn't sound like much fun. Also, the Recycling Center is the only vanilla building I would assume would be dependent on this, but that's way in the modern era, so there would also need to be some overriding necessity to build such a district much earlier in the game. The only one I can think of would be enabling population growth, but we already have aqueducts, hospitals, and neighborhoods, so adding yet another requirement to that doesn't seem enjoyable to me.


Yes, in the next version you'll be able to (optionally) specify that a district can
  • Require a nearby city to have one or more resources in order to build the district
  • Require a tile itself have a resource to build the district
  • Generate a resource, using mostly the same options as C3X allows with buildings generating resources
Can these districts be made terrain-dependent? Would it be possible, for example, to restrict a cotton-producing district to grasslands or flood plains?
 
Can these districts be made terrain-dependent? Would it be possible, for example, to restrict a cotton-producing district to grasslands or flood plains?

Yes - example config:

Code:
#District
name                    = Cotton Plantation
...
advance_prereq          = Plantations
resource_prereqs        = Horses
resource_prereq_on_tile = Cotton
generated_resource      = Linen
dependent_improvs       = "Textile Mill"
buildable_on            = grassland,floodplain
 
Which player wants to build such a district to receive misfortune, diseases and more evil ?? :confused:
Hahahaha! I think no one wants their garbage near them... it stinks! :)
The idea is to have a district where you can build those early hygiene facilities, then purification, recycling, etc.!
The example with diseases and garbage smells is a little joke! :)

Otherwise, personally I would like the game to have elements that are not too "pleasant" as I said in another post, with disasters and natural phenomena for example...
Maybe from someone else's point of view, it doesn't seem fun, for those who want an easy and fun experience, which I like sometimes too! :)
That's why I was happy when Districts appeared, an extraordinary idea by the way, which bring a bit of a headache, because the strategy has changed...
Obviously it's just an opinion, no offense! :)
 
The only one I can think of would be enabling population growth, but we already have aqueducts, hospitals, and neighborhoods, so adding yet another requirement to that doesn't seem enjoyable to me.
Thanks for the answer! :)
From my point of view, as I told Civinator, I would like as many "unpleasant" elements as possible, for example disasters and natural phenomena, etc., precisely to avoid an easy, fun but easy linearity... which sometimes I like too, I admit! :)
The idea is to externalize this part, of prehistoric hygiene until the modern era...

I was thinking that maybe you could make a tutorial, about how to make and add various Districts... maybe that way you could "get rid" of more headaches and "crazier" ideas... :))

Thanks for your understanding and patience!
 
The idea is to have a district where you can build those early hygiene facilities, then purification, recycling, etc.!
Sure, I get it. And floating ideas like this is just fine. I can't really help though if you are not clear on whether you are asking me to do this for you, or you are asking about how to do this yourself.

If you're asking me to do anything like this, please provide much more detail so I don't need to guess what you mean. As I've said, I'm not able to work on disasters, natural phenomena, etc. right now. Also, the districts work that I release to the community will always be based on the vanilla game techs, resources, civs, and so on, because that is the most generalizable. Doing so provides examples and tools for others to make districts for more custom scenario & mod implementations.

So, if you want something like a "garbage district", you need to answer
  • What is the tech prereq?
  • What buildings would be dependent on it?
As a starting point. If not using vanilla game techs, resources, or buildings, then you'll need to make this yourself. Defining dependent buildings is critical because those ensure the AI builds the district.

I'm also not inclined to add many more districts myself than I already am working on for the next release. As others have said, more is not always better, and having too many districts options by default would crowd the map, so we have to be thoughtful about that. My goals are to enable others to make up whatever districts they want, but also to allow newbies to start with default districts and understand and enjoy them without doing too much work.

I was thinking that maybe you could make a tutorial, about how to make and add various Districts... maybe that way you could "get rid" of more headaches and "crazier" ideas... :))
Sure, I spent many hours doing exactly that. Did you read my "Tips for Configuration and Modding" section on page one?

If yes, please let me know exactly what parts are still unclear and I can update them.
 
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Very clear instafluff, thank you!
I'll reread the "Tips for Configuration and Modding" section more carefully, because initially I thought there were just a few instructions... My mistake, sorry! I'll try to make a district and if I have any questions about it, I'll ask you!

Thank you very much for your understanding!
 
Somebody should make a mod that specializes in this new C3X feature. Does the current version of C3X apply this to the original game as well?
 
Somebody should make a mod that specializes in this new C3X feature.
Welcome! I'm not sure I understand what you mean, though. Do you mean people should make scenarios using districts?

This already is a mod, in the sense that it modifies the original game using C3X.

Does the current version of C3X apply this to the original game as well?
All you need to do is download and install C3X and set enable_districts = true. Civ 3 will then include the districts feature.

Let me know if that answers your question.
 
Yes, I just found out. Also, is it possible to add custom graphics for the districts and wonders? What about assigning districts to custom buildings and advances?
 
Also, is it possible to add custom graphics for the districts and wonders?
Yes, districts are easily customizable, including art. The art files are all under \Conquests\C3X\Art\Districts\1200.

After downloading and installing C3X, take a look at the Tips for Configuration and Modding section on the first page of this thread.

What about assigning districts to custom buildings and advances?
Please see above. You can define districts as entries in a user.districts_config.txt or scenario.districts_config.txt file. If you have custom buildings and/or advances, you can do something like (from my documentation example):

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
 
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Yes - example config:

Code:
#District
name                    = Cotton Plantation
...
advance_prereq          = Plantations
resource_prereqs        = Horses
resource_prereq_on_tile = Cotton
generated_resource      = Linen
dependent_improvs       = "Textile Mill"
buildable_on            = grassland,floodplain
This is great, and seems like a way to make the district system extremely flexible for modders. Thanks so much!

A few questions. First, is it possible to make it so that these districts can't be built over any or certain resources?

Second, does the terrain tile get the bonus from the resource it produces?

Third, do custom districts that produce resources show the resource they produce on the map?
 
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It would be nice if there were some graphical changes like cities always appearing on top of irrigation graphics for example. I honestly prefer roads to say on top of forests so I can see them. The districts addon turns that off. :xtree:
 
It would be nice if there were some graphical changes like cities always appearing on top of irrigation graphics for example. I honestly prefer roads to say on top of forests so I can see them. The districts addon turns that off. :xtree:
There are granular settings for most of this. Set

draw_forests_over_roads_and_railroads = false

Edit: I'm not sure about the cities over irrigation piece, can you share a screenshot example? Irrigation can't co-exist with a city or district to my knowledge, unless there is a bug I'm not aware of.
 
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First, is it possible to make it so that these districts can't be built over any or certain resources?
Probably. Can you give me a use case or two so I can understand the rationale?
Second, does the terrain tile get the bonus from the resource it produces?
I don't quite follow this one. This is probably a simple question but want to make sure I understand it correctly, maybe with an example.
Third, do custom districts that produce resources show the resource they produce on the map?
That's a good idea. I'll try to implement that.
 
I'm not sure about the cities over irrigation piece, can you share a screenshot example? Irrigation can't co-exist with a city or district to my knowledge, unless there is a bug I'm not aware of.
When ever an irrigation is built next to a city, sometimes it will over be drawn over the city. This happens whenever an irrigation is placed in front of a city, while in back the city is drawn on top. If the irrigation and city graphics are large enough, they will overlap. There should be some screenshots of this online here on Civfanatics though, i've heard of this problem before. It would be nice if the city sprites were always drawn on on top of irrigations, much like roads are.

No, I cannot give a screenshot because the scenario editor is not letting me. (prt sc key not responding)
 
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When ever an irrigation is built next to a city, sometimes it will over be drawn over the city. This happens whenever an irrigation is placed in front of a city, while in back the city is drawn on top. If the irrigation and city graphics are large enough, they will overlap. There should be some screenshots of this online here on Civfanatics though, i've heard of this problem before. It would be nice if the city sprites were always drawn on on top of irrigations, much like roads are.
I see, so this is not directly related to districts but is something more general that is visually distracting to you. And given that I've modified forests to optionally be drawn over roads, you're asking that I take a look at the irrigation/city overlap problem and add an optional solution for that?

Maybe, let me see if I can replicate the issue. Given the way that Civ 3 renders tiles, this may not be simple, and I probably won't spend time on this soon if it would slow down my core work on districts. But let me take a look :thumbsup:
 
Progress :cowboy:...
(all AI in action)

Pictured new districts: Port (w/ Harbor & Commercial Dock), Energy Grid, Ski Resort, Park.
(and The Colossus maritime wonder)

All a work in progress. Much more to come. The AI defends ports (and heals in them) and pillages & bombards enemy ports.

And yes, Beijing is not adjacent to the coast, but is able to build a port and naval units.

1768084779412.png
 
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