[GS] Sewer penalty

Riker13

King
Joined
Nov 9, 2001
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859
Location
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Hi all,
Is there a way of having a city penalty after a certain city population for not having a sewer?
Like zero growth or something?

Regards
Riker13 :crazyeye:
 
Create a modifier that is active when a) there is no sewer - a reverse requirement of having a sewer b) city population is above some level - similar to policies that activates when pop is 10+ etc.
An effect can be anything - not sure what kind of "penalty" you have in mind.
 
There was a Civ cant remember which one which stopped city growth unless you built an aqueduct if I remember correctly, this is what I want but with Sewers.
 
Pretty sure that was all three of the first three generations of Civ re the Aqueduct. Civ4 ditched that hard-limitation on crazy early growth in favor of the healthiness/unhealthiness system that constrained early crazy population growth.
 
Population, in Civilization VI, is controlled by a multitude of factors: it is limited by a combination of Food, Housing and Amenities.

Because it is controlled by these three game systems, I am not sure there is a direct way to limit population growth (overall) due to needing a certain building, or whatever. It is likely you can cite Food, Housing or Amenities limits individually (though I'm not sure 100%).
 
Might be possible by a combination of lua and an unbuildable building that has a severe negative Yield_Food hit. It might be necessary to use a Modifier attached to the building that has a negative Yield_Food % Change for the city rather than a direct Building_YieldChanges with a negative value. Civ6 refuses to implement negative values in certain tables, and I cannot remember whether Building_YieldChanges is one of them.

If the city population is X+ and the city has no Sewer, add the malus building to the city.
If the city population is X- and the city has the malus building, remove it.
If the city purchases or completes a Sewer, remove the malus building if there is one in the city.

This won't be a direct hard population limit, but it will act as such since the negative food hit will cause the city to start starving and lose population. Trouble is of course the Loyalty issues related to starving cities. Tho some might consider this a built-in feature of the system.
 
Umm I will need to put me thinking cap on for your suggestion but it does sound possible, when I have a bit more time I will give it a go.
Thanks LeeS.
 
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