Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Happy Districts - Appeal Rebalanced
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4 Mar, 2019 @ 6:39pm
21 Mar, 2023 @ 8:44am
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Happy Districts - Appeal Rebalanced

In 1 collection by JNR
JNR's Urban Complexity
26 items
Description
Happy Districts gives or takes amenities in cities based on the Appeal of its districts. A healthy worker is a happy worker. Your people will appreciate it if you let them live and work in a beautiful environment. Also, Appeal changes from features are reworked. No more negative Appeal from floodplains, for example.

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Introduction
Interacting with the environment is a big component of the Gathering Storm expansion. Yet the original system for this, Appeal, is barely affected. This mod aims to bring Appeal out of its cultural victory niche and make it relevant for everyone.

Now includes a Civilopedia entry (in the "Urban Complexity" section at the very top under Game Concepts) with a full list of the changes so you can easily look them up inside the game.

Features
Every district now changes the city's amenities from entertainment in the following way:
Breathtaking (4): +1
Uninviting (-2): -1
Disgusting (-4): -2
Districts on floodplains receive these bonuses and penalties as if their Appeal were 1 lower than it actually is (meaning the thresholds are 5, -1, -3 respectively). Unfortunately, the Appeal of tiles itself cannot be modified individually, so this workaround was necessary. For national parks, seaside resorts, etc. this has no effect.

Changes to what influences Appeal:
  • Floodplains no longer reduce the Appeal of adjacent tiles. This was way too punishing and no longer fit the frequent occurence of floodplains in various terrains.
  • Unimproved Forests provide an extra +1 Appeal once Conervation has been researched.
  • Marshes provide +1 Appeal instead of -1 once Consersvation has been researched. Finally, you can create that Everglades National Park you always wanted!
  • Reefs provide +1 Appeal. Why was this not a thing, yet? No idea. But now it is.
  • Volcanoes provide -1 Appeal. This balances out with the +1 Appeal from the mountain on every volcano tile.
  • Geothermal Fissures provide +1 Appeal unless they are improved with a Geothermal Plant.
  • for balancing purposes, the Eiffel Tower now only raises the Appeal of all tiles in your civilization by +1. Still very good if you ask me.

As side effects, these changes effectively nerf Kongo (lots of rainforest) and Korea (mines next to Seowon). I do not consider that a bad thing.

The mod also contains a compensatory nerf to Australia. Receiving extra yields for districts based on Appeal, this mod creates a lot of synergy for the land down under. To balance this, high-appeal tiles were maded rarer for Australia:

Australian Floodplains tiles will still provide -1 Appeal and Autralian Marsh tiles will provide -2 Appeal instead of -1 (0 instead of +1 with Conservation). Everything in Australia wants to kill you, especially things living in swamps and other wetlands.

Mod Incompatibilities
- No Appeal Penalty from Features by lockstep


JNR's Mod Series




54 Comments
Yūro Akiba 24 Dec, 2024 @ 10:40am 
does this work w city lights
J28english 29 Feb, 2024 @ 4:22pm 
As an Australian, I am amused by your justification for Cutin Civ's specific appeal conditions. Yes, I have almost been bitten by the worlds most venomous spider while playing video games on my sofa...
Jet Fuel Can't Melt Steel Memes 13 Feb, 2024 @ 11:22pm 
@Cheshire Kate I assume it's similar to the justification for Australia: The rainforest is way more likely to try to kill you than your average forest.

The rainforest itself looks pretty, but actually living in one?
Cheshire Kate 10 Feb, 2024 @ 7:31am 
Why do you mention that this mod is an effective nerf to Kongo? Does it not remove the appeal penalty for rainforests? If not, why not? Seems silly, especially after conservation has been researched, for rainforest to have negative appeal
JNR  [author] 28 May, 2023 @ 10:53am 
What's your issue? Btw, the complete date of a comment *is* shown here, when not it's always the current year.
Pellean009 16 Mar, 2023 @ 8:21am 
If this is still being maintained, would you consider giving Vietnam an ability similar to Brazil to negate the appeal penalty of building districts on Jungle? Since Vietnam can only build on Forest, Jungle, or Swamp and have a jungle-biased start, it's really hard to keep districts happy with this mod.
Junky 27 Mar, 2022 @ 1:36pm 
Hey JNR, Thanks for your reply.
I found out that the civic "Recorded History" and its policy "Natural Philosophy" has to be the reason that ai got those yields.
Quantities were added like that:
+1 for city center (through Mod Eps Tweak for Science Adjacency)
+1 for 2 woods (through Mod Eps Tweak for Science Adjacency)
+3 for breathtaking Appeal
doubled because of Natural Philosophy

Because of the bonus for forests, there is a synergistic effect with the appeal that has an even more significant impact on Australia

All of that has nothing to do with your mod. My fault.
JNR  [author] 27 Mar, 2022 @ 6:11am 
this mod excludes Australia from many changes to how appeal is earned. Are you sure it was this mod giving you these high campus yields or was it just a lucky spot you would've gotten anyway? Remeber that a +10 Campus would still be a +7 Campus for non-Australian players, so I don't think it's this mod. After all, the max a single Campus can get is still +3 from Breathtaking...
Junky 27 Mar, 2022 @ 3:18am 
It kind a seeks like that Australia is a very hard opponent with this mod. Unfortunately a bit overpowered. Had some games with plus 10 Campuses at beginning. For that reason I recommend using Eps Tweak Australia to compensate for that problem if it is far to unbalanced for you.
H.Humpel 21 Jan, 2022 @ 3:02pm 
Hi JNR,
your mod has been translated into German by Junky and the translation is now part of the Civilization VI Mods - German translations mod pack.
We would be more than happy if you could refer to the language translation in your mod description.