Sid Meier's Civilization VI

Sid Meier's Civilization VI

Removable Districts RaF
127 Comments
Oh fur faq zeiks man eh? 13 Oct, 2023 @ 9:56pm 
Hey I noticed that after I deleted an old district, I wasn't able to build any improvements on that ground, it was just useless ruined land. Is there a way to fix this or just something unavoidable?

Thanks.
Legodudelol9a 13 Jun, 2021 @ 12:09pm 
Can you make a mod that allows you to remove the reserve district in the same way?
Cobber 24 Sep, 2020 @ 2:30pm 
The district has to be fully built and existing before you can remove it. Wonders aren't able to be removed though as far as I can recall.
manubebec 24 Sep, 2020 @ 8:18am 
Can I abort a district/wonder building with this mod? Or the district must already exist to be removed?
chacha 11 Mar, 2020 @ 6:55am 
Hello author, thanks for your mod. This mod is the only one that works for me. However, water parks and dams cannot be removed. Can you update it?
冷夜的雨 19 Jan, 2020 @ 9:58pm 
It's a really good mod. I like it so much. But, I have a question, this mod will cause ALCAZAR lose its science addition.
Cobber 16 Oct, 2019 @ 6:42pm 
@[HMMF] Aristo" TC's version is for vanilla (base) game only and as a result wouldn't work for R&F (and now GS) and would in fact cause some pretty frustrating errors if memory serves me right if you tried to run his version with the expansion/s. I believe that the code in this version was also enhanced stability wise in general gameplay compared to TC's version, but I can't recall precisely what was changed or improved.
Aristocrat 16 Oct, 2019 @ 11:53am 
How is this different from TC's version?
Nizou 26 Aug, 2019 @ 1:48pm 
Is it working with GS, including all GS districts (a comment lower made me doubt) ?
Cobber 25 Aug, 2019 @ 6:18pm 
@Dman: It's possible that some of the files weren't properly removed when you previously tried to unsubscribe, sometimes that happens with the Workshop and how it handles that functionality, and as a result this caused it to not work how it should have for you on that previous attempt. It's good to hear that it has worked for you this time around though :steamhappy:
Dman883 25 Aug, 2019 @ 3:28pm 
Deleted. Unsubscribed and resubscribed and it's working again. Not sure what the glitch was. Thought I had tried that already. Must have done it right this time.
Rootimus 24 Aug, 2019 @ 8:32pm 
@Dman883 - works fine for me with modded civs. You might need to be more specific about which mods you're running. Perhaps check they're all compatible with the latest game patch?
Rott Tänak 7 Jul, 2019 @ 5:21pm 
is it possible to make this mod remove the goverment plaza district?
Cobber 13 Jun, 2019 @ 4:44pm 
@BENNI: Apart from being condescending with your comments, can you be more specific with your question, rather than rambling. In answer to the GS part, as far as I can tell this is working for Gathering Storm as intended except for the fact that it cannot remove canals and flood barriers at this point in time. It probably won't be updated for a little while, at least not until the Devs stop making the fairly regular updates that they have been doing since GS launched. That's because everytime the Devs release a new update it means mods like this then have to be updated or adjusted as well, if the update changed anything used in the mod. Near as I can tell, this mod has avoided that issue so far except for some small things, but then I'm not the author so I cannot say for certain if this is true, and in fact the author isn't the same person who has uploaded it here; if you read the description above you'd have read that at the end of the description.
BENNI.RoR 13 Jun, 2019 @ 10:59am 
So is this working as intended? What about Gathering Storm? No answers and the author doesn't give a flying f*ck, as usual with some people here on the workshop.
Jessy2299 27 Apr, 2019 @ 11:43am 
@Erenussocrates This is the gathering storm version...
Erenussocrates 26 Apr, 2019 @ 8:50pm 
we need the gathering storm version
Not Sure 18 Apr, 2019 @ 7:17am 
is this possible to remove districts with workers?
Jessy2299 8 Apr, 2019 @ 4:22pm 
No unfortunatly canal and barrage dont seem to be removable...
pauloel7 8 Apr, 2019 @ 12:34pm 
Can you remove canals? How? I cannot. Looks like the mod need to be updated to GS.
Jessy2299 6 Apr, 2019 @ 3:53pm 
@Cr34TorOfGODß It weird I can remove all the district unique or not vanilla or dlc one ..
Cr34Tor0fGODß 5 Apr, 2019 @ 1:59pm 
I can only remove unique district of vanilla game. Seowan, Ikanda, cothon and suguba cannot be removed.
pauloel7 2 Apr, 2019 @ 1:26pm 
I could remove Neighborhoods, but NOT Water Parks. Hi there Baradar67, could you look into it?
Gan Xodos 18 Mar, 2019 @ 12:11pm 
I noticed I can't remove districts in flooded areas in Gathering Storm in with the OG mod. Does this version allow it? Thanks!
Jessy2299 6 Mar, 2019 @ 6:06pm 
@Jay Unfortunatly the Dams and Canals are not affect by the mod for an unknow reason...
sdgabai 6 Mar, 2019 @ 12:21am 
@Modroos
you can also do process of elimination of yoinking / replacing mods [even if it means testing one mod at a time, or certain suspected combinations of mods]

there is a set of windows explorer operations that allows you to search file contents for possible conflicting function names of mods. If you need further assistance, I'm glad to be of help.
sdgabai 6 Mar, 2019 @ 12:16am 
@Modroos

check your:
C:\Users\.....\Documents\my games\Sid Meier's Civilization VI\Logs
folder for the following two files:
Database.log
Lua.log

I typically use Notepad++
I keep shortcuts to these two files at all times, and check them each time I run the game.
I find a lot of bugs from all my mods and the main game.
I track stuff down in the code, and report to the modders.
They ask me for more details, and I try to assist them where I can.

I've helped a lot of modders that way.
It's seems to be more productive than saying "fix the bug, plz"
good luck
Jay 5 Mar, 2019 @ 11:10am 
I hope you include Dams and Canals as removables too
Cobber 4 Mar, 2019 @ 3:28pm 
@Lego: The other version of this mod is only for vanilla Civ VI and I saw recently reports from people still using it saying they couldn't any longer due to the update that was done just before the launch of GS. I understand this version is not having the same issues but obviously requires the R&F and GS DLC to work properly.
Lego_Teh_Eggo 4 Mar, 2019 @ 1:56pm 
Is this still needed or does the other mod not support RaF?
Baradar67  [author] 27 Feb, 2019 @ 3:47pm 
@modroos please explain your bug, what got banned? Alcázar and monastery are tile improvements, not districts.
Modroos 26 Feb, 2019 @ 4:43am 
fix the bug plz
zon 26 Feb, 2019 @ 4:21am 
thx for the update :)
Modroos 25 Feb, 2019 @ 11:28pm 
there's a bug that the new modifier of Alcázar and monastery in GS got banned by this mod
Czarodziej Anton 23 Feb, 2019 @ 2:16am 
make mod that allows you to remove wonders
단팥 19 Feb, 2019 @ 1:15am 
oh I'll test this myself GOOD
Baradar67  [author] 18 Feb, 2019 @ 3:16pm 
Districts that can be added to a city more than once might work (neighbourhoods does) but there's no guarantee. So if it can't do canals and dams there's nothing we can do with the current mod.
FullAutoAttack 18 Feb, 2019 @ 1:39pm 
Worked fine for me
Jessy2299 18 Feb, 2019 @ 12:00pm 
The mod work except that their is 2 new district : The canal and the dam that cannot be remove.
Here are their name in data folder : DISTRICT_CANAL and DISTRICT_DAM
Baradar67  [author] 18 Feb, 2019 @ 7:19am 
Feel free to test and get back to us @It's just Kami. I haven't played Civ for a year and have a lot of other games/interests/life keeping me occupied right now. It either does or doesn't. If it does and you have multiple canals it may pick one at random or possibly uses the (reverse)-order they were built.
Heller 18 Feb, 2019 @ 7:11am 
Is it possible to remove canals with this?
Baradar67  [author] 18 Feb, 2019 @ 7:09am 
Updated, please test and report back (I don't have GS yet)
FullAutoAttack 17 Feb, 2019 @ 8:59pm 
update please
=[NK]= Col. Jack O'Neil 17 Feb, 2019 @ 3:53am 
The mod works. I'll post a screen shot if anyone needs it, but it works.
Jessy2299 16 Feb, 2019 @ 8:51pm 
Yeah right now the mod does not work it need to be reupload to be tag "compatible".
=[NK]= Col. Jack O'Neil 15 Feb, 2019 @ 2:15am 
From the patch notes - [MODDING]

Add tagging for mod compatibility. Mods not tagged as compatible with the latest build will be disabled at start-up as well as have a warning dialog displayed when they are enabled. This behavior can be disabled on a per-mod basis or completely in the options dialog. Mods can be tagged as compatible by either adding "<CompatibleVersions>2.0</CompatibleVersions>" to the properties section of the modinfo or by marking compatible versions in the project page of ModBuddy.
Dr. Rabbit 15 Feb, 2019 @ 1:46am 
@Baradar67 I think as mentioned below, you can simply upload it again with a remark on version control. In this way GS can recognize your mod as fittable version.:lunar2019wavingpig:
SkiRich 14 Feb, 2019 @ 6:44pm 
It works if you force the enable mod option before entering a save or new game. but you have to do it every game. I think if you just open the mod in the editor, save it and upload it we wont need to do this. Seems to work when enabled. Its just a pain right now. I mod for other games and I have to do that on occasion when the devs introduce version checking.
Baradar67  [author] 14 Feb, 2019 @ 6:27pm 
The way it was written it shouldn't need an update unless they have changed the way districts are listed in the game. Have you tested it? Remember it only works on unique districts.
SkiRich 14 Feb, 2019 @ 2:01pm 
Any update for GS?