Sid Meier's Civilization VI

Sid Meier's Civilization VI

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District-Themed Recruiting
   
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43.141 KB
9 Mar, 2019 @ 5:50am
11 Jul, 2021 @ 5:59am
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District-Themed Recruiting

In 1 collection by JNR
JNR's Urban Complexity
26 items
Description
Unique districts provide a +20% production bonus to a particular unit type. Each district boosts the production of one or two unique types. This gives your districts more flavor and provides incentives beyond standard build orders to specialize cities in unique ways.

Now includes a Civilopedia entry (in the "Urban Complexity" section at the very top under Game Concepts) with a full list of the bonuses.

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Features
  • Most district types have unit types they give +20% production towards. The bonus is received from unique versions of these districts as well.
  • Advanced version for those with all districts added by expansions and DLC. Adds bonuses for naval units and shuffles around some other bonuses as well.
  • For a detailed list of which district which unit classes receive a production bonus from which districts, see the images above. Note: The image of the basic version is a bit outdated. Ranged units now get their bonus from Theater Squares and Melee units get theirs from Encampments instead. Further, air units were added to the Spaceport.

Recommendations
This mod should effectively buff tall cities with several districts while small cities in a wide empire are more restricted. It should therefore fit in well alongside p0kiehl's buffs to tall cities mods.

Compatibility
No known incompatibilities, and there should be none because no existing entries were modified.
The production bonus to Spies requires the Government Plaza from Rise & Fall or Gathering Storm, but the expansion itself is not required. Without it, there will simply be no production bonus available for spies.

Supports promotion classes added by Warfare Expanded. Fire Support units are paired with ranged units, Naval bombard units with Naval Ranged units, Marine units with Recon units, and Ground-Attack Aircraft with the other air units.

Known Issues
1. The production bonus is hidden, it does not appear as part of a city's production yield displayed, so it can be easy to miss. However, be assured that it still applies when the proper district is built. The bonus gets added in the end and your production progress as well as the indicator for turns left will include the bonus correctly.
Example: A city with a Theater Square has 20 production per turn. You start the production of a Swordsman. The city will still display 20 production and the respective tooltip will not show the bonus. However, the next turn you will have 24 production accumulated towards the swordsman.
2. When a district gets pillaged, its modifiers (which includes the bonuses from this mod, too) will be lost. However, these modifiers will not reappear if the district is repaired. This is a known bug with the game itself and not this mod, so unfortunately I can do nothing about it right now. Keep your districts outside of disaster zones and protect them well!


JNR's Mod Series




54 Comments
FLCL 25 Oct, 2024 @ 7:03pm 
独特的地区为特定的单位类型提供+20%的生产加成。每个地区都促进一种或两种独特类型的生产。这将赋予你的区域更多特色,并提供除了标准建造命令之外的激励机制,让玩家能够以独特的方式将城市特殊化。
特性
大多数地区类型都有单位类型,他们给予+20%的产量。奖金也来自这些地区的独特版本。
高级版本为那些所有地区增加了扩展和DLC。增加了海军单位的奖励,同时也改变了一些其他的奖励。
有关哪个地区,哪个单位类别从哪个地区获得生产奖励的详细列表,请参阅上面的图像。注意:基本版本的图像有点过时了。远程单位现在从剧场广场获得加成,而近战单位从营地获得加成。此外,航空单位被添加到太空港。
JNR  [author] 26 Sep, 2024 @ 6:53pm 
What error are you getting?
jkassavetis 26 Sep, 2024 @ 6:00pm 
I've been unable to play Sukratik's Oceans Mod since downloading your mods. I've tried turning off all of my other mods, but it still doesn't work with extra ocean resources. It's a well known mod, surely you would know about this.
JNR  [author] 9 Jul, 2023 @ 8:35am 
yes
NightKnight 7 Jul, 2023 @ 5:59am 
Does this buff the production for the AI as well?
Denver 4 Mar, 2023 @ 12:57am 
@Datastorm

Next time try a binary search: Disable 50% of your mods (Group A), and keep the other 50% enabled (Group B). If no error, then the offending mod is in Group A, and if there is still an error, then the offending mod is in Group B. Either way, you take that Group of mods with the offending mod and repeat the same process; Disable 50% (Group C) and leave 50% enabled (Group D). You can repeat this until you have 2 mods left. Confirm from the 2 left that one is definitely the offending mod (in case the process has been upset by 2 or more offending mods.) by trying to load with only that mod. Once confirmed, re-enable all other mods, leave the offending mod disabled, and test again. A failure here indicates there are more offending mods, but you can just repeat the process again significantly faster than doing it one by one. :steamthumbsup:
BrickmasterE 12 Jul, 2022 @ 6:28am 
Is this compatible with More Maritime: Seaside Sectors?
H.Humpel 13 Jan, 2022 @ 12:55pm 
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.
JNR  [author] 11 Dec, 2021 @ 3:19am 
it could be about this mod then, but it's definitely not an incompatibility with Suk's Simple UI. That's a pure AI mod that *cannot* trigger the "mod failed to load" error because it doesn't make any database changes.
Izanami 10 Dec, 2021 @ 9:44pm 
@JNR

So I removed until the issue went away. When this was removed. Then I inserted this after removing ALL other mods, and inserted one at a time until it came back. Very time consuming to see where the issue was. Wish the game had better reporting built in.