Sid Meier's Civilization VI

Sid Meier's Civilization VI

667 ratings
Project Metropolis - A Civilization 6 District & Building Extension Mod
6
10
21
2
14
4
4
6
5
4
4
2
2
3
3
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
407.990 MB
16 Mar, 2021 @ 11:22pm
2 May, 2021 @ 1:02pm
13 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Project Metropolis - A Civilization 6 District & Building Extension Mod

Description
Project Metropolis - A Civilization 6 District & Building Extension Mod

Overview:
This Mod adds a game mode that introduces 9 new minor districts (named Quarters) that function similarly to specialty districts, but doesn't require population and can build more than one in the same city. These quarters support specialty districts, while having their own powerful abilities, 2 tiers of buildings, and specialist slots.
A new unit action is added to Builder and Military Engineer that allows them to demolish quarters after the player unlocks Civil Engineering.
With the introduction of these quarters and new buildings, there is also a new strategic resource added and unit prerequisites and maintenance resources changes, improvement changes, etc.

If you enjoy playing my creations, please consider Donating a Cup of Coffee[www.patreon.com]




Quarters:
Farmers Quarter.

Quarter Buildings:
Flood Irrigation.
Food Manufacturer.

Makers Quarter.

Quarter Buildings:
Lumberyard.
Steelworks.

Prayers Quarter.

Quarter Buildings:
Altar.
Inquisition.

Traders Quarter.

Quarter Buildings:
Farmers Market.
Outlets.

Research Quarter.

Quarter Buildings:
House of Scribes.
Public School.

Commons Quarter.

Quarter Buildings:
Public Fountain.
Opera House.

Garrison.

Quarter Buildings:
Watchtower.
Panzer Factory.

Fishers Quarter.

Quarter Buildings:
Seafood Market.
Fishermans' Wharf.

Hamlet.

Quarter Buildings:
Town Hall.
Tourist Center.




New Resource and Units Tweaks:
New Resource - Steel.
No spawning on the map, steel resource can only be obtained by consuming iron and coal using Steelworks buildings.
Steel is required for Modern units such as Tank and Artillery. Oil or Niter become maintenance resources for these units. See unit changes for details.

Unit Prerequisites & Maintenance:
Re-balanced Unit District and Building requirements, strategic resource costs. For details in game descriptions.

Improvement Changes:
Removed Housing provision from Farm, Pasture, Camp, Plantation and Fishing Boat improvements.

New Unit Command:
Builder and Military Engineer units receive a new command that allows them to demolish quarters after player unlocks Civil Engineering civic. Simply stand the unit on the quarter tile, active the command, and hope you don't regret on your decision.



Here is a Detailed Description[docs.google.com].




Each quarter uses building blocks that matches civilizations city centers. (New Frontier Pass civilizations may show only default building blocks because the asset library from Firaxis is not released yet.)
Here is a look at same quarter of different cultures:






Stop Asian Hate (and any sort of hate crime should be ashamed) and support Creative Local Business [www.etsy.com] in California.
Popular Discussions View All (3)
16
13 Oct, 2023 @ 6:14am
Game Tactics using Metropolis Mode
furion1986
11
20 May, 2024 @ 2:25pm
Crash Issue
furion1986
0
16 Dec, 2023 @ 10:25am
how do you build a watch tower?
DIVA
250 Comments
InfoManiac 23 May @ 10:58pm 
this is causing my production tab to not appear
Anonymous 11 May @ 6:18pm 
I made a lite version based on this mod a year ago, w/o the unit requirements and steel to resolve the issue of AI not producing units that have quarter requirements: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3176563380

unfortunately, I dont intend to update it unless it runs into big problems
feel free to carry the torch if interested
zachoshaughnessy8 28 Apr @ 9:58pm 
this mod has been causing my games to not be able to start, i disable it and they start. tried uninstalling the mod and reinstalling to see if itd work still didnt. so sad. one of my fav mods
expensivecashew 4 Feb @ 3:45pm 
minor little thing, but next update can you fix the minor height discrepancy with the garrison walls?
Soothsayer98 27 Dec, 2024 @ 1:10pm 
I kinda wish you weren't forced to build a Garrison to spawn some military units, or at least allow us to do it when the city already has an Encampment district, but everything else about this mod is pretty good.
Rough 27 Nov, 2024 @ 6:47pm 
is this compatible with City Lights?
-1 Stability Hit 24 Sep, 2024 @ 3:11am 
fascinating. building makers quarters does remind me of HK a bit, but then you've also taken the game in a similar direction to Civ 7. I wonder if the devs saw your work? Or maybe you just sensed the direction the franchise would take? Anyway it feels almost like having early access to Civ 7 lol, so thanks.
安德森狼 13 Aug, 2024 @ 1:03am 
怕有人不知道,我补充一点,加此mod后,步兵什么的只能在兵营生产,而骑兵等只能在马厩生产,互不兼容,因此城市间士兵的训练要互相搭配着来
LulatschDEGray 26 Jul, 2024 @ 7:29am 
I don´t think the bloody steam workshop is the right place for activism of any kind. Also to anyone hoping on updates. That last one was MARCH 2021, mod´s dead guys.
johnthepatriot 20 May, 2024 @ 6:46pm 
Yeah... with the unit changes, this is a game breaking mod. The AI does not use mod assets enough to pose any threat to any civ that does happen to figure it out by chance or by elimination. I'd love to have all the districts, but the unit changes basically make this an IWIN button for the player.