Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Russie's Metropolis Alt
   
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File Size
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413.501 MB
9 Mar, 2024 @ 7:31pm
3 Aug, 2024 @ 6:12pm
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Russie's Metropolis Alt

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Description
Introduction
Original Mod: Project Metropolis - A Civilization 6 District & Building Extension Mod
This mod is based on: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2427195031

Similar to the Lite version, the unit requirements + steel are removed to resolve the issue of AI not properly producing units that previously have quarter requirements.

However, unlike the Lite version, this version heavily edited, leading to a vastly different purpose for the quarters.
- Quarter base yields and adj bonuses are removed or reduced
- Adjacency Bonus between quarters is greatly reduced
- Produce cost of Quarters related to Food and Production are reduced and kept constant for growing small cities.
-> This would also mean that these quarters are cheaper or free to build if game started after Ancient Era
- Cost of other Quarters equates to cost of unique districts
- Specialists produce much more resources per worker, and produce more for specialists working in quarter with tier 2 buildings.
- Specialists no longer produce great people points

Note that quarter buildings can only be built in the first quarter constructed. Hence only one quarter will benefit from the specialist slot and yield buff through the tier 2 buildings

The Lite version can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3176563380

Motivations:
TLDR:
Basically this version's quarters creates places for pops to work for gains, versus in the original, quarters were automated factories that chucks out resources without needing pop. It is more realistic that ghost cities with 2 pops can't be a world leading factory just because they have a lot of makers quarter.

Detailed:
In the original version + in humankind, quarters generate a lot of resources without needing population, diminishing the importance of population.

However, in civ game, there is an emphasis on getting sufficient pops to work the lands, with the focus of assigning pops to high yield lands instead sending them into district as workers. This makes it more vulnerable to RNG and makes it difficult to grow cities in unfavorable locations.

The goal of this mod is to create quarters with high yield specialist slots for workers, offering the alternative of assigning workers to work in quarters for yield rather than relying on the land.

The quarter from this mod will enable cities on low yield tiles to grow better and produce more, and opens more possibility of specializing a cities. But unlike the original mod, cities will still need population to produce. This version also helps support tall play for cities with high pop but fewer land. Regardless, good land with high yield will still help a city to grow faster and produce more.


This version is mainly made personally for me and my friends.

Descriptions:
This Mod adds 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 (except for fishers quarter). These quarters offers more specialty district adjacency bonus, 2 tiers of buildings, and high yield 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.

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Please do let me know if you find any units locked behind a district or resource, as well as any bugs. I may be unfamiliar with civ 6 modding but I will do my best to resolve these problems in my spare time.
Feel free to add me on discord: Russet3768

Credit:
Credits goes to Furion1986 for creating the original mod and the assets.
24 Comments
Anonymous  [author] 3 Aug, 2024 @ 6:28pm 
The chinese translation is now updated... Lmk if u all find anything odd with the mod and Ill do my best to accomodate (except for the button Icon in single player, that one i really dont know how to fix)
PlzDoNotPeek_03 10 Jul, 2024 @ 11:57am 
NM,Just take your time,I'm very grateful!
Anonymous  [author] 9 Jul, 2024 @ 11:24pm 
Sorry I havent had the time to come around to get that done but ill work on it this week
Anonymous  [author] 1 Jul, 2024 @ 7:50am 
Dw Ill edit the chinese translation around the upcoming weekend
PlzDoNotPeek_03 1 Jul, 2024 @ 5:17am 
Love your balanced version, because of work I can only do Chinese translations of the changed English text on weekends. (And probably don't have the energy to translate, I can just read the English version.)
Anonymous  [author] 30 Jun, 2024 @ 8:00pm 
And yeah I just realized this is my version so yes I roughly recalled I have edited the descriptions for the english text... Let me know if you find error there as well, and I will fix it

I thought I was on the metropolis lite page when I said I didnt touch anything on the txt
Anonymous  [author] 30 Jun, 2024 @ 7:58pm 
OH sorry I forgot that the original creator included a chinese text for this...

It wouldnt be accurate because I never edited the correct description of the yields and adj bonuses.... They are kind of like dialogs.. we will have to edit them mannually

Hence the yields and everything are only accurate in english and I wasn't expecting it would be used in a different language......................................

I'll consider editing it nxt wk but feel free to do it urself as well.. it is the [something]text_CN xml files ... you should be able to directly edit the description in notes
PlzDoNotPeek_03 30 Jun, 2024 @ 2:25pm 
So all I have to do is delete the other translation files and I'll see the accurate description of the yields and adj bonuses?
Anonymous  [author] 30 Jun, 2024 @ 7:09am 
I did not change any text.. they should all be in english unfortunately
PlzDoNotPeek_03 29 Jun, 2024 @ 10:12pm 
Would like to know if you changed the text of this version? Are the changes only in English or do they include other translations?