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District Building Overhaul Mod v1.41

rattatatouille

Warlord
Joined
Jan 26, 2018
Messages
140
rattatatouille submitted a new resource:

District Building Overhaul Mod - Updates district buildings to provide additional yields based on tier.

Overhauls district buildings in the game to provide bonuses in addition to base building yields.

*Base building yield from Library/University/Madrasa/Research Lab lowered to 1/2/3/3 Science respectively.
* Libraries increase Science yield of all Rainforests and Woods in their city by 1.
* Universities and Madrasas now increase Science by 0.2 per pop in their city.
* Research Labs now increase Science yield by 2 per district in their city.
* Theater Square buildings now only give Great...

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rattatatouille updated District Building Overhaul Mod with a new update entry:

Updated to version 1.1

Notes for v1.1:

* Corrected Market description to include Trade Route info.
* Fixed Art Museums providing Great Artist points without a Specialist.
* Temple/Stave Church/Prasat Faith from Population buffed to 1.
* Industrial Zones now also gain adjacency bonuses from Lumber Mills.
* Districts and Buildings no longer provide Great Person Points.
* Specialist slots must be worked in order to gain Great Person Points.
* Specialist slots for most specialty districts except for Holy Site:
** 1...

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love that you now need to employ specialists to generate GPP, well done. does the citizen manager understand it and value them correctly or it still considers them crap due to the low yields they give?
 
Last edited:
Good afternoon and thank you for an excellent mod.
I like how GPP are more difficult to generate and the buildings make changes to the environment yields.
Would it be possible to make this mod compatible with another good one, real buildings upgrade? I double checked and both mods work individually, but not when I try to load them together.

Have a beautiful week!
Edward.
 
Sounds like a very interesting mod. The changes will make the choice of building certain districts in cities even more meaningful.

For future versions it could be nice if we had more branching district buildings like barracks/stables such as market/mint, multiple types of power plants etc..
 
rattatatouille updated District Building Overhaul Mod with a new update entry:

Updated to Version 1.3

Changes for v1.3:

v1.3
* Corrected Aerodrome bug that incorrectly gave Hangar bonus production for Aluminum to Iron.
* Stave Churches now grant +1 Production to Woods in its city in addition to its Production bonus to coastal resources.
* Added +10% Production bonus text to Military Academy tooltip.

v1.2
* Updated for Spring 2018 Patch.

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Man, the game should have been originally just like this. Great job!
 
rattatatouille updated District Building Overhaul Mod with a new update entry:

Updated to v1.4

Changelog:

v1.4
* Corrected bug that prevented Holy Sites from getting correct district building bonuses.
* Yields from District Specialists doubled (e.g. Campus Specialists now yield 4 Science instead of 2).
* Ikanda Specialists get +3 Production/+3 Culture.
* Royal Navy Dockyard Specialists get +6 Gold/+2 Science.
* Lavra Specialists get +4 Faith/+2 Culture.
* Increased Great Artist and Great Musician points from Theater Square specialists.
* Lavras grant one Great Work of Writing slot to...

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