District Mod

PrinceO'Persia

Chieftain
Joined
Jun 16, 2004
Messages
5
Location
Kentucky
So with the release of information about Civ7 it seems those of us that hate waiting to build districts were right. They sucked and need to be mod'd out of existence. I don't do modding so I am wondering how to go about making a change that sets districts to be only 1 turn so I can move on to buildings and keep the game pace moving. My first thought is setting districts to 1 prod unit since eliminating them is a game rewrite. How would I go about doing that?
 
I liked them (not loved them) and honestly I have trouble going back to older Civ games because how uninteresting building buildings in cities are in those games. That said, the new civ does address some problems with them. Like having clusters of buildings hundreds of kilometers from the core of your city for "adjacency reasons" and then another cluster of buildings hundreds of kilometers away from that. Well maybe not hundreds, but dozens depends on the map size you play I imagine. Now in Civ 7 urban districts have to be adjacent to each other. So no more having a university out in the boonies. Now that said, Civ 7 isn't perfect. I think it should have 3 buildings instead of 2. The urban sprawl of Civ 7 clutters the map quite a bit. It's strange seeing an antiquity era city so large.
 
So with the release of information about Civ7 it seems those of us that hate waiting to build districts were right. They sucked and need to be mod'd out of existence. I don't do modding so I am wondering how to go about making a change that sets districts to be only 1 turn so I can move on to buildings and keep the game pace moving. My first thought is setting districts to 1 prod unit since eliminating them is a game rewrite. How would I go about doing that?
Modding the cost to 1 prod for any district is easy. Minutes, if you were to ask in the mod subforum... I am not at PC right now. Your game will then not be well balanced, as you get the science yields from a campus immediately, but who cares, right?
Removing or altering district functionality would be tough, especially visually, though.

I like districts very much, but would have liked them to net more than strictly specialized places for one yield or mechanic.
 
Just because they are going to remove districts in VII it doesnt really mean they suck. I can't play other iteration because I love district in VI... But you could, you know.
 
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