Sid Meier's Civilization VI

Sid Meier's Civilization VI

Raze Districts
36 Comments
Justin 19 Aug, 2024 @ 12:46am 
probably needs an update but thanks for uploading
Imbored 23 May, 2024 @ 6:40pm 
same here but this makes natural disaters and flooding a bit threat. so i think this for people who like play with ironman settings.
i agree i use movable districts and remove districts along side this mod so i have the most control.
Venboven 31 Mar, 2023 @ 11:32am 
I personally used this mod primarily so that I could move districts from cities I captured in which the AI placed them in shit locations. So the movable districts mod was a fine replacement for me, and I assumed for at least some other people who were doing the same thing.
Imbored 31 Mar, 2023 @ 9:20am 
I dont think moving the district is the issue Venboven. This makes the game harder by making your districts destructible.
Venboven 20 Aug, 2022 @ 10:28am 
Y'all, this mod has issues. There is a MUCH better (and updated) mod out now called Movable Districts. It allows you to move a district to a new tile for a cost of 2-3 turns of production. Unfortunately, you cannot delete districts, but it is nice to be able to put the ones you have in desirable locations.
SuperNerdChe 16 Aug, 2022 @ 2:30pm 
I had to unsubscribe because everytime I caputured a city it would raze EVERTHING including wonders! This sucks because this is a cool and immersive mechanic! Please fix this if you can :)
Venboven 27 Apr, 2020 @ 1:19am 
Is it fixed yet?
sercera 19 Mar, 2020 @ 8:54pm 
ahh, well this one only works when a unit can pillage a district tile. If there are no buildings in the district, or all the buildings in the district are pillaged and then when a unit pillages that district again, it is removed from the tile/city/map/game.
So it would only work for you in your case if you somehow lost the city with your government plaza, and then you pillaged the district and then recaptured the city.
I suppose you could try to sell or even just give away your city to an AI --- it might lose loyalty even so you wouldn't necessarily have to declare war to get your city back.

This mod isn't so completely broken that you literally can't play the game with the mod enabled. However, it was broken by a patch enough so that it really changes the game in an unintended way: All districts and wonders are instantly removed from any city that is conquered by military force.
xxx78 19 Mar, 2020 @ 6:36pm 
Thanks for your reply @sercera.
I use a mod called Removable Districts 1.1.3 and it is great, but it cant remove government district :(, so I went looking and found this, but I have no idea how to make this mod work.
sercera 19 Mar, 2020 @ 5:58pm 
xxx78 you probably more likely need a mod that can remove districts by building a special city project that does that ... but maybe not, maybe your specific situation is different than it seems...
xxx78 19 Mar, 2020 @ 3:20pm 
I need this mod asap, built government district in wrong city :P
Venboven 14 Mar, 2020 @ 8:00pm 
Hopefully soon. I loved this mod when it worked. I considered it essential to the game.
sercera 12 Mar, 2020 @ 5:34pm 
AOM - great news! will be watching patiently.
AOM  [author] 12 Mar, 2020 @ 4:45pm 
Hi all, yes this mod was broken in one of the patches. We have not had time to fix it because of life. We will do our best to take a look at it. Sincere sorry for any problems it caused.
sercera 4 Feb, 2020 @ 4:01pm 
Yeah is there any way to keep districts and wonders in a city that you capture?
Funny I've been playing with this mod for months but only recently noticed that this mod causes districts and wonders to disappear in cities you conquer.
Venboven 29 Nov, 2019 @ 6:03pm 
Bro this mod is broken. Capturing a city removes all districts and wonders. Just *poof* gone. Disappear. Can't build the wonders again either. Also, nuking a city makes the game try to raze the city, and it crashes the game. So yeah, mod needs an update :/
Darknote 3 Nov, 2019 @ 10:53pm 
Also, added the <AffectsSavedGames>0</AffectsSavedGames>
in the Properties tag of the .modinfo file of the mod just incase (do this before starting up the game also).
Darknote 3 Nov, 2019 @ 10:52pm 
Confirmed what Moros said. Game crashes when nuking a city, with this mod active. I deleted the mod .lua file from its folder and restarted the game. Now me and the AI can nuke to our hearts' content.
Moros 20 Oct, 2019 @ 7:48pm 
Apadana, that I can remember. I haven't used the mod since. I know it wasn't the only one, but I remember Apadana because it was the first one.
AOM  [author] 20 Oct, 2019 @ 4:44pm 
Hi Moros, I've never had wonders destroyed when taking a city.. Which wonders are destroyed when you capture a city? I have not nuked a city with this mod in. We can test on our side to see what the issue is.
Moros 14 Oct, 2019 @ 4:46pm 
Now my game is crashing when I try to nuke a city.
Moros 13 Oct, 2019 @ 1:34pm 
This mod might be causing wonders to get destroyed when I capture a city...
Vanbombgun 7 Mar, 2019 @ 4:01pm 
No problem. Didn't realize it would have that effect. It was a huge suprise on my first gathering storm game, but it does ad realism in addition to limiting game pace a bit. I had to rebuild a campus district with library and university twice before I built a dam! Ill be smarter about district placement going forewa:steamhappy:rd.
AOM  [author] 6 Mar, 2019 @ 6:26pm 
Excellent, that's what's wanted. Floods do wipe out districts, so this adds realism to the game :) I'll add this to the notes. Thank you for pointing this out!
Vanbombgun 6 Mar, 2019 @ 5:44pm 
This mod is causing floods to wipe out my districts
AOM  [author] 16 Feb, 2019 @ 12:27pm 
Mod updated for the GS patch (so it will not cause a warning).
Rootimus 20 Jan, 2019 @ 3:40am 
@AOM - I suspect it's probably caused by the thing I usually tell other people about - that darn production queue mod. :steamfacepalm:

I haven't had any time to play Civ lately, but when I do I'll give it a try without the production queue (yay for GS having one built-in!) and report back here.
AOM  [author] 19 Jan, 2019 @ 3:59pm 
@Rootimus after updating to the RAF version of removable districts, I tried razing a holy site and after taking the city, I can still rebuild it and it is not pillaged. Are there some other circumstances that you can think of when you had that issue happen?
Heuwagen LP 19 Jan, 2019 @ 7:55am 
.ug
Rootimus 27 Aug, 2018 @ 11:52pm 
@AOM, I'm using the version linked in my previous post - it's TC's mod, but updated for R&F by someone else with his permission.
AOM  [author] 27 Aug, 2018 @ 5:56pm 
Hey @Rootimus, we use the removable districts mod and have never had this problem. I see that there are multiple removable districts mods out there, which one are you using? We are using the one posted by TC.
Venboven 27 Aug, 2018 @ 5:55pm 
Cool, this mod is a must have!
@Rootimus, just use one or the other. I'm sure they have similar features. If not, explain as to why you need both running?
Rootimus 27 Aug, 2018 @ 12:57am 
This is a nice mod, however, it seems to clash with Removable Districts . If both mods are running, the razed district can be re-built, but forever shows as damaged and cannot be repaired, nor can buildings from that district be re-built. This applies even if you place the district on a different tile.

Any chance of compatability between these two mods?
AOM  [author] 25 Aug, 2018 @ 2:54pm 
@Venboven, you can pillage an encampment by destroying it's defenses and send a unit in there. With this mod, it will also remove it from the map.
Venboven 25 Aug, 2018 @ 1:09pm 
Could you pillage an encampment? I really like the idea that you can fix a city before you take it, allowing you to have perfect district adjacency bonuses because the AI appears unable to do this time and time again. But... what if the AI builds an encampment in a shit spot and you would like to remove it. Could this be done?
sercera 1 Jun, 2018 @ 4:08pm 
Wow I can't believe this is the first time I've seen something like this in the workshop - seems like it should be (have been) a no brainer.
THanks!