[IDEA] building choice for each district

Skippyciv

Chieftain
Joined
Oct 12, 2015
Messages
21
Hello,

I already proposed a similar idea specifically for the harbor, then I decided to go deeper and imagine it for every main discricts.
The base idea is to suggest 3 types of different buildings at least for the 2nd and 3rd building of a district. T

I precise that I'm not a modder so if anybody like this idea and is motivated to make it I will offer him/her ...all my gratitude :)

I start with Harbor as it was my first idea:

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Wow, that's a part of an idea!
In fact, your post about harbor is what motivated me to something like that.:hatsoff:
Take a look at my final diagram.
Work is in progress (DEEEEEPLY IN PROGRESS). What's left is adding modifiers to my buildings and that is when some ideas from this thread my be useful and more "fresh" than what I had in mind. I'll take a read and see if I like something.
Expect unexpected (It's not much work but requires some time and laziness-fighting). Next week maybe it will be ready.

EDIT: I should blackout space district as well. It wont be changed in alpha version.
 

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Wow, that's a part of an idea!
In fact, your post about harbor is what motivated me to something like that.:hatsoff:
Take a look at my final diagram.
Work is in progress (DEEEEEPLY IN PROGRESS). What's left is adding modifiers to my buildings and that is when some ideas from this thread my be useful and more "fresh" than what I had in mind. I'll take a read and see if I like something.
Expect unexpected (It's not much work but requires some time and laziness-fighting). Next week maybe it will be ready.

EDIT: I should blackout space district as well. It wont be changed in alpha version.

Hey
Obviously I like your concept, very close from mine!
You're really ambitious, applying it to every district (aerodrom, aqueduc, holly sites, neighborhood, ...)

I tried to keep every bonuses balanced with the original buildings in order to match as much as possible with the base game.

Maybe you can pick some of my ideas to extend your mod. I can give some time if you need help. I don't know how to mod from scratch, but I try to manage with existing mods!
Let me know :)
 
You have some really nice ideas but I have some sugestions.

First, I think that percentage modifer based buildings are needed. Let's look the Stock Exchange, it gives 7 gold. The Export Facilites give one additional trade route. When you will get this building you will have trade routes that give something like 3 food and 4 production. If you make the gold conversion it's equal to 14 gold without even counting the policies or the great merchants that can improve even more the yields of the trade route. There is also the flexibility of the trade route that makes them so good. You use them in cities that need them and you can have a variety of yields . So when I see all those trade routes buildings I would immedialty place my cities as close as possible and try to get 4 trade routes per city. In order to avoid that it is important to have buildings that increase the yields with a percentage modifer. For the Stock Exchange it should be at least 50%. The idea is to make playstyles with large cities more viable since the percentage based modifers will make those cities very powerful. I think that most districts should have one of those buildings.
I would also remove the regional bonuses stacking limitation because reginal bonuses are quite weak now and instead make playstyles involving bigger cities more viable with the idea that I mentioned before.

It would be nice to have more buildings that add an adjacency bonus like the Hydroelectric Dam to make good district placing more rewarding. For exemple you could had an industrial building that gives adjacency bonus from lumbermils.

Finally improving some adjacency bonuses would be a good addition. The Theatre Square for exemple, I would give it 2 culture per adjacent wonder and 1 culture per city center or maybe instead per campus.
 
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Thank you for your reply.
In fact I tried to stay as close as possible to the vanilla building, for example, the stock exchange is exactly the same. But I agree that the vanilla bonus itself seems very weak compared to other buildings...
The percentage could be a good Idea, I wonder why CIV developers didn't used that much. So far I kept the same philosophy as they did, using raw bonus instead of percentage bonus although it encourages little cities rather than big one.
I will prepare a new revision, taking into account your comments and those of NameAlreadyUsed.
 
Hey!
New revision of this idea, taking into account ideas from Barbarigo and NamedAlreadyUsed (thank you both).
In pdf this time, easier to upload.

Adding following district personalisation:
- Aerodrome
- Aqueduct
- Neighborhood
- Holly Site :)

Modification of vanilla:
- Workshop
- Stock exchange
- Proximity bonus of Theater Square
- Placement bonus for Encampment on Hill

"Guild" renamed "Warehouse" :)

I'm still working on maintenance cost and prereqTech
What do you think of this?
 

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I love the idea. But too many different choices of building make it very difficult for the AI.
% buildings are indeed missing, and I'd like to see /pop buildings as well
 
I love the idea. But too many different choices of building make it very difficult for the AI.
% buildings are indeed missing, and I'd like to see /pop buildings as well

For AI, I don't know the impact, as I am really not an AI specialist.
In fact % bonus and /pop bonus are not implemented in the vanilla game. I don't know if it can be added easily keeping the game balance.
I tried to keep the vanilla building unmodified and created new building choices that can be situationally better, ... or not.
 
I summarized everything in an Excel File, Cost of the buildings, prereq technologies/buildings ... etc
 

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