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Urban Expansion/Renewal Mod [Idea/Request]

Discussion in 'Civ6 - Requests & Ideas' started by Mudkip1001, Sep 30, 2017.

  1. Mudkip1001

    Mudkip1001 Chieftain

    Joined:
    Sep 30, 2017
    Messages:
    4
    Gender:
    Male

    https://imgur.com/gallery/1LA3g Photos by TheWaWPro
    This City is Pretty Impressive, Right? These scenes were manipulated/created by the map editor, however wouldn't it be nice if you could create this while playing the game? The City Center shouldn't be an all encompassing 1 tile that contains Residential, Commercial, and Industrial elements; that why I love the district system in Civ 6, however aesthetically they feel like forlorn, segregated, and often far away from the City Center. The "Neighborhood" (Its really just Levitt Town styled suburbs) was a good, first step into the new idea of housing, which throughout history has been a real issue in every urban center, however it arrives to early historically and too late to help alleviate cities (there is a huge gap between it and the aqueduct). Using London as an example for years "London"(the City of London) was completely separate from the city of Westminster, however over time, the city grew around Westminster and across the Thames during the 18/19th centuries.

    The Main Idea/Mod Concept: To create a mod that allows the player to create new "city center-esque" districts that give new focus to city planning across the eras in-order to create a sense of progression from a 1 tile city of antiquity to a 12 tile city of the future. These districts could be themed around the already pre-existing district themes and give adjacency bonuses to only their respective counterparts.( all these values could vary on era)
    Merchant's Quarter: Gives +1 Gold, +.5 Great Merchant Points and +2 Housing
    Worker's Housing: Gives +1
    Production, +.5 Great Engineer Points and +2 Housing
    Artist Loft's: Gives +.5 Culture, +.5 Great Artist and/or Great Writer Points, and +1 Housing
    Red Light District: Gives +1 Amenity, +1 Gold, - 2 appeal, and a lot more if you catch da drift.
    Holy Community: Gives +3 Faith, +1 appeal,+2 Great Profit/Theologian Points, +1 housing
    Sailor's Quarters: Gives +3 Gold, -1 appeal, +1 Great Admiral Points, +1 Housing
    Farmer's Homestead: Gives +3 food, +1 Gold, and +3 Housing (This one may need a limit)

    Army Base Housing: Gives + 2 Great General Points,+1 Housing, +1 Production, and maybe could act as an extension of fort or city walls and exert zone of control or perform a range attack (idk where to begin to code this idea)
    Miner's Company Towns: +3 Production, +1 of the resource that is adjacent to, -1 appeal, + 1 housing
    Plantation/ Slave Quarters: +1 Luxury Resource that is adjacent to, -2 appeal, and + 1 housing
    Airport Hotels:+2 gold, +1 plane slot?, +1 housing, maybe exert zone of control.
    Suburbs (reality Neighborhoods), +7 Housing (idk something outrageous)
    Maybe some others relating to some custom mod ones but I think this is plenty as is.

    Balance, Utilization, and Ideas: All these values look scary, but nothing is permanent, they could change throughout the eras or only unlock at different times on both trees. For Balance, These districts could be constricted on how many you have during a certain era, or if you have a Red Light District, It cannot be built next to a Holy Community of Priests and Monks (Or could it?:rolleyes:). These districts should be very plunderable with lots of random rewards as they are outside the city's walls creating a priority to guard these districts. Also once damaged it should take a longer amount of time to fix, (Berlin Still hasn't recovered from its bombing). Maybe these districts could get adjacency bonuses from wonders or parks. If a City goes starving for sometime the populace of these districts may rebel (like the June Revolution of 1831, or Paris Commune of 1872). In order to Utilize this concept of city center districts we could try to re-use the city center it self and ctrl-c, ctrl-v it to each one. Or we could borrow the base of the neighborhood district and paste city center buildings onto it like some mod makers have been using (i.e. Paisa Towns, Qainlong's Yu Yaun, or Arrabal where the mod makers take the base of an original district and paste other base game models / new 3d models.

    3d Models, 2d Art, and Coding: I am particularly not proficient with these things, however I can learn a little bit of the basics especially when they're all these guides coming out, however I can not facilitate some of these abstract concepts on my own or do things that haven't been done before. If I could get some help, or if anyone would like to take this idea/concept I am more than willing to let you do that (just contact me first that your doing that okay) To be honest I don't really have the time nor patience to do all this however the base line is this To create a mod that allows the player to create new "city center-esque" districts, thats what I want if anything, It doesn't need the level of specification that I have posted.

    Wow You Read This Far... I know this is long winded but I just wanted to get this idea down online so that someone could take/help it become reality. Thanks for all the people who have been pioneering the 3d mods and creating guides on how to make them. Write any suggestions/ideas in the replys
    Thanks!!!!:D:D:D:D:traderoute::commerce::commerce::culture::hammers:


     
  2. Knasp

    Knasp Chieftain

    Joined:
    Sep 10, 2011
    Messages:
    119
    Interesting suggestion.

    One solution could be to replace all districts with a generic basic District (City-center?).
    The generic District would function (or look) like the city center. The basic District could then be specialised into any specific function (like the vanilla districts), adding the specific buildings while keeping the base buildings/"visuals" of the City-center district. Maybe some buildings could be built in several districts, allowing the player to choose in which district.
    For example: You could build districts with several combinations of buildings. A District with a Barracks and a Lighthouse etc.
     
  3. Mudkip1001

    Mudkip1001 Chieftain

    Joined:
    Sep 30, 2017
    Messages:
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    Gender:
    Male
    Interesting, that would be a game changer in late games... maybe for every population growth (5,10,15,20) you are allowed to build a new structure in this generic district. Adding some incentive for growing larger cities rather than more cities.
     
  4. cof125

    cof125 Chieftain

    Joined:
    Sep 14, 2014
    Messages:
    153

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