ITT: Great Ideas you can't make with current modding tools.

deathpickle

Chieftain
Joined
May 4, 2016
Messages
10
Greed mod:
Gold purchase costs are hard coded; even merchant republics gold cost reduction, so I can't make this mod :(

Districts each give a 5% stackable reduction in gold purchase costs in it's city.
Industrial district: 10% Reduced building gold purchase costs in it's city.
Military district: 10% Reduced Military land unit and settler gold purchase costs in it's city.
Harbor district: 10% Reduced Military Sea unit gold purchase costs in it's city.
Gold district: 10% Reduced gold and tile gold purchase costs in it's city.
Culture district: 15% Reduced tile culture costs in it's city.
Faith district: 10% Reduced faith purchase costs in it's city.
Science district: 10% Reduced worker and government center building purchase costs.

Gold purchase cost reduction is set to 0% after purchasing, and recovers over 8 turns. (to reduce purchase spam).
Including an unchanged merchant republic, max reductions in gold purchase costs would be 70+%.

Reasoning:
1: Gold purchasing is very weak productively, which makes a gold-focused play style that I enjoy playing in other civs nonviable.
2: You gold purchase for the same cost in a city that has little production as one with a lot, and I find unrealistic.
3: Purchasing with gold acts as nationalized production, which is ironic, because capitalism, the poster-boy for gold generation, in civ 6 would have the most amount nationalized production, and therefore would be the most like communism. By centralizing purchase costs you undo some of this disconnection, although the best way would be to make capitalism convert money into production, but guess what? You can't do that either! There is currently no effect with that capability (to my knowledge).

Colonialism policy:
I'm pretty sure this one isn't possible, because I don't think there's any way for the game to tell which continent it gets a luxury resource from, but you might just maybe be able to do it in some sketchy roundabout way.

luxury resources improved on land not on your capital's continent provide amenities to 4 more cities, and generate 5 bonus gold. (the bonus gold part is of course possible.)

Reasoning:
1: I thought it would be cool.
2: I like colonialism, and luxury focused playstyles?
 
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