Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Removable Districts
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Type: Mod
Mod: Gameplay
Rozmiar pliku
Zamieszczono
Zaktualizowano
21.181 MB
7 lipca 2017 o 20:18
31 marca 2020 o 12:45
Listy zmian: 9 ( zobacz )

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Removable Districts

Opis


Summary
This gameplay enhancement mod allows the removal of districts through new city projects that become available upon building that district.

NOTE:
Credit to qqqbbb for the elegant rewrite that I encorporated into this mod.
His rewrite can be found here: https://forums.civfanatics.com/resources/removable-districts.26736/

Why would I want this?
Build a holy site, but fail to generate a great prophet? No problem! Remove that holy site to reclaim use of that tile.

Lagging behind in culture, but already maxed on number of districts? Pick any district to remove and make room for that Theater Square!

Place a district on the perfect spot for a wonder you're after? Rebuild that district on another tile to make room!

How does it work?
All district types and their unique replacements can be removed through a city project that becomes available upon building that district.

Removal projects cost 1/2 of the normal cost to build a district.

Wonders cannot be removed.

Notes:
It will take 1 turn to update your yields shown after district removal, both for your city yields and great person points.

When removing neighborhoods, you are not able to decide which to remove. It seems to remove them in the same order they were placed, but saving/loading may change this order.

Find a bug? Have other feedback? Please let me know! All input is appreciated.


Check out my other mods here:

Strategic Forts (Updated 2020)
Unit Limit Enforcement (NEW 2020)
Expanded Initial Vision (Verified 2020)
Removable Resources and Features (Updated 2020)
City State Introductions Reworked (Updated 2020)


Popularne dyskusje Zobacz wszystkie (4)
5
2
27 grudnia o 6:54
How to use on existing save
👽
11
6 października o 2:04
Bug Thread
DrunkenFrenchman
7
1
23 maja o 18:37
Removable wonders
iychoi89
Komentarzy: 430
Cringe Queen Pixie 7 grudnia o 18:13 
will the AI also be able to do it? i could see how that would end in them just removing and building on repeat.
Daydreamer 17 listopada o 8:58 
The devs surely must use this mod? how its not in vanilla is disgusting
PyroTheStandingClown 6 października o 2:34 
i couldnt get the mod to function in single player so i looked at he note pad to add <AffectsSavedGames>0</AffectsSavedGames> and the note pad did not fit the description to i went and got the original one from the forms and despite having it enabled in it i can say it still doesnt seem to affect existing saves.

here is the link to qqqbbb original mod for anyone who wants to see if they can get it working in existing saves: https://forums.civfanatics.com/resources/removable-districts.26736/
jawsOnt 7 września o 12:27 
It shows as an enabled mod in the additional content area, but when I go into the game it's not listed as a mod at all in the mods section. I know it doesn't affect saved games, but I added in the removabledistricts.modinfo area the line:
<AffectsSavedGames>0</AffectsSavedGames>
but it doesn't appear to work on a saved game. Suggestions?
Awesomus 2 sierpnia o 18:17 
So i have to ask, does this mod disable achievements?
pollardwill13 23 lipca o 15:50 
What he said. Hate being unable to cancel/move WIP (wonder in progress) to a different city
Honorable Prometheus 21 lipca o 9:18 
Can you make a mod to remove wonders once built? It's really annoying when you conquer AI cities and they have built wonders in the literal worst spots. Thank youuuuu!!! :)
Kassorax 29 czerwca o 20:14 
currently not working
Ryan 22 czerwca o 12:29 
is the ai able to understand that this will removes things or does it go in a loop like build and remove and build again and again?
Ashi Boi 15 czerwca o 2:55 
Can't remove government plaza! The reason I got this mod is to remove it because I chose the wrong government building. Is this intention because op didn't know how to remove the governor promotions