Sid Meier's Civilization VI

Sid Meier's Civilization VI

District Expansion: Suburbs
75 Comments
Katsura 24 Mar @ 10:06pm 
There seems to be a weird bug where if you are playing civs/leaders that grant a free unit upon completion of a district/building, such as byzantium hippodromes or Lincoln's IZs, you get multiple copies of those units when completing a neighbourhood building.
Mavoc 7 Mar @ 11:16am 
This has an interesting bonus for Vietnam. This mod adds "fake" buildings to all the specialty districts which do nothing but improve their specialists yields. Vietnam gives a bonus to each building based on which type of feature the district is placed on. If I have 4 specialty districts and a complete neighborhood, that is an extra +12 yields.
JNR  [author] 20 Dec, 2024 @ 12:36pm 
Yes, this mod. When you build a Hospital, secondary buildings are created in all the specialty districts in the city to boost the specialist yields there. Those buildings are the problem, not the Hospital in the Neighborhood.
B3C4U5E 20 Dec, 2024 @ 8:09am 
I'm specifically asking about for this mod, not the IZ mod.
JNR  [author] 19 Dec, 2024 @ 7:09pm 
The dummy buildings appear in the districts where they increase the specialist yields. So when you build a Campus, Hammurabi gives you a free Campus building. It picks the cheapest one available. With this mod, that means the dummy building would be chosen.

Flagging it like the Government Plaza is equal to just reworking his ability because then you no longer get *any* free building in Campuses, Industrial Zones, Holy Sites, etc.
B3C4U5E 18 Dec, 2024 @ 6:37pm 
Okay, but why is Hammurabi giving it as a free building instead of an Envoy? shouldn't it be flagged like an Canal or Dam and give an Envoy instead? Or why not flag it like the Government Plaza?
JNR  [author] 18 Dec, 2024 @ 5:48pm 
It's because the only way to change specialist yields is through a building in this district. So if you build a Hospital, it actually increases science e.g. in the Industrial Zone by spawning a building there which then increases the IZ's specialist yields.

If this "dummy building" is expensive, it gets weird with a) repairs and b) abilities returning yields for production cost (e.g. Ramses). If it's cheap, abilities like Hammurabi's will pick it instead of a normal building.
B3C4U5E 18 Dec, 2024 @ 9:17am 
I'm confused on why this needs a Hammurabi rework when Neighborhoods are non-specialty districts. Shouldn't base game Hammurabi be granting an Envoy anyway?
JNR  [author] 16 Aug, 2024 @ 3:45pm 
Unfortunately this is currently the only way to change specialist yields in a district.
colins04 16 Aug, 2024 @ 3:23pm 
I'm experiencing the same bug that ChrisMartin described in an earlier comment, where the dummy buildings created by the mod can be pillaged. It's not caused by compatibility issues, since I was able to reproduce it in a test with only this mod enabled.

I also noticed that the dummy buildings still give their specialist yields while they're pillaged, meaning that not being able to repair them doesn't affect anything other than the text on the tooltip. But even though it doesn't break the specialist bonuses, it's still a problem because it means that the attacker needs to waste 3 turns pillaging the "buildings" before the district can actually be disabled. For example, I initially discovered this bug because I was trying to shut down an enemy Spaceport and noticed that I needed to bomb it 4 times before anything actually happened. It's not game-breaking, but it's still annoying, and it also makes it really easy to get a ton of yields from pillaging AI cities with light cavalry.
戏水 14 Aug, 2024 @ 7:10am 
The information about Red Cross is interesting. Thanks.
JNR  [author] 21 Jul, 2024 @ 2:01pm 
No
Purple Eyestabber 21 Jul, 2024 @ 7:47am 
Does this mod allows for putting buildings in multiple neighbourhoods?
JNR  [author] 12 Jul, 2024 @ 1:06am 
The solution is to ignore it. That warning is not dynamic, it's just custom text I wrote into the description and then marked it red to highlight it. If you have any mod changing Hammurabi to no longer grant free buildings, you're fine.
羊肉煲 12 Jul, 2024 @ 12:55am 
I have encountered with the same bug with Causual Shitter #FixTf2. Is there any solution?
ChrisMartin 26 May, 2024 @ 1:47pm 
Yes. Effective and maximum optimized? No.
For that to happen, Firaxis need to release the source files, so modders can change AI the right way.
redandblue101 26 May, 2024 @ 10:20am 
Will the AI use these and any of the new buildings in your expansion series?
Casual Shitter #FixTf2 26 May, 2024 @ 2:22am 
For some reason, even though I have the Hammurabi Tweaks mod installed and enabled, both this mod and the Industry mods still say I need a "Hammurabi rework that does not grant free buildings" Is this a bug, or is something wrong?
JNR  [author] 1 May, 2024 @ 8:07pm 
The dummies will no longer grant Ramesses a huge amount of Culture, but unfortunately reducing their cost to 0 means the Hammurabi Tweaks mod is now necessary as his ability will otherwise spawn in those dummies in the first district of a type that he builds.
Cutha 29 Feb, 2024 @ 4:55pm 
Thanks for all your mods!
I'm trying to track down MP desync issues and on civfanatics.com I've seen multiple posts about using pairs instead of ipairs for multiplayer is a source of desync problems. I noticed pairs is being used in the lua file for this mod and was wondering if the dummy buildings being created in different orders for different players may be a problem... Sorry if I'm barking up the wrong tree.
PhazezGova 23 Jan, 2024 @ 11:16pm 
@JNR Great, thank you
JNR  [author] 23 Jan, 2024 @ 5:47pm 
yes, district expansions are up to date
PhazezGova 23 Jan, 2024 @ 9:57am 
@JNR Are all your mods like this still up to date :)?
CKHomo 15 Oct, 2023 @ 6:28am 
Japanese translation is here .
MarsEco 26 Jul, 2023 @ 7:36pm 
Okay didn't realized mutual exclusivity is City Wide. And no, I have never build more than 1 neighborhood in a city WITH the buildings. If i spam them it was for Kongo and i didn't do the buildings. Overall, it was pretty hard to decipher (clearly, lol.) I think i understand like 80-85% of it now. My game isn't there yet, hopefully i can play around and understand.
JNR  [author] 24 Jul, 2023 @ 11:39am 
None of this is new, really. If you played the game before, it should be familiar from the vanilla neighborhood buildings. You were never able to build both a Farmers Market and Shopping Mall in the same city even when you had more than one Neighborhood.
JNR  [author] 24 Jul, 2023 @ 11:38am 
No you cannot build mutually exclusive buildings by having two neighborhoods in a city. Buildings are affected only very little by districts. Districts can be requirements for them and are used to locate buildings on the map, but overall buildings are a characteristic of a city more than of a district. Mutual exclusivity works on a city level, too, then.

So you need only one neighborhood for the buildings, any additional neighborhood will always just be there for housing - but with this mod, at least each building gets an effect that scales with the number of neighborhoods in the city.
MarsEco 23 Jul, 2023 @ 6:14pm 
OH I didn't see that anywhere, so at most, you would only ever want 2 MAX neighborhoods in a city correct? Otherwise you couldn't build any buildings in them, except the Transit Station (for both I assume.)
JNR  [author] 23 Jul, 2023 @ 2:26pm 
You cannot build a building multiple times in a city, no matter how many of that district are there.
MarsEco 22 Jul, 2023 @ 10:17pm 
To continue the example; if then if i built the same in the same transit station then shopping mall, again, it would double this from the other build shopping mall applied to both neighborhoods, as the other shopping mall first did. Totally out +4 Amenities for this one city... YES? (of course you can mix and match. You could have 2 neighborhoods, each with different buildings (all 6 in total), (now ignoring all Base Yields added of each being +2 and then +1 to EVERY WORKING CITIZEN in EVERY DISTRICT in this city,) between those 2 neighborhoods, +2 yields from each of the 6 buildings, again because 2 neighborhood districts... AM I GETTING THIS?
MarsEco 22 Jul, 2023 @ 10:17pm 
When you say; "The Special Bonus from a Building is scaled (compounded) by the number of Neighborhoods", you mean just that, the Base District itself is what doubles or triples it yes? SO example: If, after building the transit station in 1 of 2 neighborhoods I have built (the other neighborhood has 0 buildings,) I then build a Shopping Mall. The Special yield would give +2 Entertainment Amenities in this city, caused by the building itself, applied to both its' own district and then from the other neighborhood district. IS THAT CORRECT?
JNR  [author] 28 Jun, 2023 @ 4:24pm 
I don't think it's an incompatibility, maybe the Pillage=0 setting just doesn't work as intended.
ChrisMartin 28 Jun, 2023 @ 1:42pm 
I was grasping to what could be the reason, so my best guess was Removable Districts. But a quick test by starting a new game in Atomic era (without said mod), didn't have any different outcome. So any of my other 49 mods could be the culprit. :)
I'll keep looking.
JNR  [author] 28 Jun, 2023 @ 12:22pm 
Does the issue disappear without that mod? Otherwise I don't really see how that incompatibility would happen.
ChrisMartin 28 Jun, 2023 @ 10:26am 
I'm pretty sure this is due to conflict with Removable Districts (970184582)
Can it be fixed with adjusting load order?
JNR  [author] 28 Apr, 2023 @ 12:56pm 
They should be marked as unpillageable, will check at next opportunity.
ChrisMartin 28 Apr, 2023 @ 1:08am 
I'm running a lot of mods, so I don't know if my findings are conflict to other mod(s), intended behaviour or a bug.
Building the Suburbs (Hospital, etc), leads to "dummy" building in other districts, lets say Campus. If that districts gets pillaged (by enemy or natural disaster), you repair the buildings within. But you have no option to repair the Suburb "buildings" within Campus or Neighborhood, so those "buildings" stays as pillaged for the rest of the game.
I've checked the logs, but can't see any obvious problems reported there regarding this mod. But I could be wrong.
JNR  [author] 3 Dec, 2022 @ 2:31pm 
you'll need either the Industry Expansion or my "Community Patch" mod. Both change the ability from "unit from every IZ building" to "unit from IZ buildings on a list" (with the list being all normal buildings before power plants). That way, no dummy buildings trigger the ability anymore. Dummy buildings are required to increase specialist yields, in this case the Recycling Plant places a "secret" building in all other districts that has no effects other than "+1 production to specialist in this district". The IZ's dummy will trigger Lincoln's ability without the above mentioned fixes.
daniel1vicentevieira 3 Dec, 2022 @ 12:28pm 
with the new Leader pack, there seems to be some unwanted behavior wth this mod. Abraham Lincon gives free melee units when building industrial zones and its buildings, but it is also getting units from the residential district's buildings. I noticed these buildings produce changes in all districts, so it may be the reason he is getting units from them, these changes apply to the industrial zone.
anyway, loved the mod and the rest of the urban complexity pack, good job :)
Susarie 20 Nov, 2022 @ 10:40am 
Hey I have a question. If I play with some of ur mods some buggs are ruining my game. First of all I play them online with 2-5 friends and not all Mods are from u JNR(buggs came after adding ur mods). The first bugg is that u cant build wonders because in MP games u get the pop for the wonders which u get in offline games and cant close them so u are stuck there. The second is like the first but u get stuck in trade menus with AIs or other Human Players so u cant close them. The last one is that somehow random a HUUUUGEEEEE shield is spawning on the map and is swinging from left to right. Its the wooden shiel from some anthient troops. Are theise bugs known and are there any fixes for them? Still great mods btw. Would love 2 play with them without bugs :D
Renouf 13 Nov, 2022 @ 8:41pm 
I'm not sure how to buff it and keep it a Shopping Mall thematically. I would've said something like specialists generate GPP for their respective district, which is very strong but it HAS to be to compete with the pure yield you can get when your city can't starve.
Or stay with the food angle but have it exist as an alternative: +1 gold to specialists, +1/2 food to improved tiles in this city? That way you choose between weaning your city off working tiles entirely (market) or empowering the workers (mall) but keeping them around.
3rd option - why wouldn't someone go specialists? Maybe you've maxed out your IZ slots and you're working a bunch of productive mines with Ruhr, just hoarding hammers to wonder spam or 1-turn district projects. It would be cool if the Mall buffed projects somehow, that would tie into the GPP suggestion. Maybe a flat +100% production to projects, or if you complete a project it 'completes' it twice,or hell maybe you can buy district projects with gold?
Renouf 13 Nov, 2022 @ 8:38pm 
Turning the Neighbourhood into a district that boost specialists is pure genius, having a lot of fun with this in my games. Breathes new life into the lategame, where once Food Markets unlock you can go all-in on specialists since they make enough food to sustain themselves.
The only downside is I've never found a reason to go Shopping Mall over Food Market, the +1 gold is just not enough of a draw vs having all your specialists be self-sustaining. Once you have an Industrial Zone and your Wincon district up, specialists are always going to be better than working tiles, so why wouldn't you max them out with Food Market?
JNR  [author] 12 Sep, 2022 @ 1:19pm 
this mod does use scripts to place dummy buildings which then end up increasing the specialist yields in all the districts, so it's possible that this might cause desyncs, unfortunately. I barely play MP though so I can't really help with this.
madladthad 11 Sep, 2022 @ 5:39pm 
also, does the recommendation of the slowest machine running the game work? seems smart, but I'm not sure
madladthad 11 Sep, 2022 @ 5:33pm 
So let me preface this by saying that I haven't played since last year. Is this mod multiplayer compatible? A mod in our playset was causing desync, and it was narrowed down to this one(aqueduct expansion still works) And I was wondering if anyone knew a fix for it. There are three people in our games two with 32gb ram, one with 16, I, with 32 am hosting, if that makes a difference. It is a LAN game, with a few other mods, none of which influence neighborhoods. The person with 16 gb RAM gets desynced every round. If it isn't this mod, is there any sort of fix I could do to deter this from happening?
pauloel7 14 May, 2022 @ 11:04am 
there are two localization problems
jastrzabek3 8 May, 2022 @ 12:52am 
do your mods increase the number of districts for urban buildings?
UncivilizedGuy 24 Mar, 2022 @ 11:54am 
I totally get the mountain adjacency bonus. But still I still think it would be cool to have modern observatories in the game. When the game was first released I created an observatory building for the campus and an exclamation point appeared above the nearest mountain. Apparently the developers had that in an early design and nixxed it.
JNR  [author] 24 Mar, 2022 @ 2:39am 
Campuses are meant to be placed next to mountains, making separate observatories a bit unnecessary. Generally, people would just go up on a natural elevation to observe the stars. The Mayans are famous for their manmade observatories and have them represented ingame as a unique district. They built those because Yucatán is pretty flat, and consequently their unique district does not get mountain adjacency - that would be redundant. I believe that modern research equipment is sufficiently covered by the Laboratory and Institute of Technology buildings in the Campus Expansion.
UncivilizedGuy 23 Mar, 2022 @ 7:06pm 
Your mods are spectacular JNR. Thanks for the hard work. The game feels truly complete now. (except there is still no observatory building, I don't know why I'm hung up on this)