Sid Meier's Civilization VI

Sid Meier's Civilization VI

472 ratings
Happy Districts - Appeal Rebalanced
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
25.854 KB
4 Mar, 2019 @ 6:39pm
21 Mar, 2023 @ 8:44am
4 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
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.

[www.paypal.com]

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




57 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.
Material Ghost 28 May, 2023 @ 7:43am 
also, JNR, thanks you for the UC series, it's a masterpiece and i play so much with this, i don't even remember how it works in vanilla XD
2023 ... Oh but you already know that
Material Ghost 28 May, 2023 @ 7:41am 
if someone know where to suggest this, please tell me here
still 2023
Material Ghost 28 May, 2023 @ 7:41am 
steam should add the year when the comments have been posted ...
we are completely lost ...
2023
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.