Sid Meier's Civilization VI

Sid Meier's Civilization VI

Leugi's Garden District
69 Comments
Yung-Mahn 27 Jan @ 7:15pm 
Fyi: Even though this isn't said anywhere, this mod also changes the requirements for the Eiffel Tower to an adjacent garden, not just the biosphere. Both descriptions of the wonders are changed to reflect this as well, so it may conflict with the text from other mods that change those wonders.
Bob 22 Jun, 2024 @ 2:37pm 
@NuDDen Oh! Thank you, I didn't realize it was integrated now. Very cool
NuDDen 22 Jun, 2024 @ 11:22am 
@Bob U can do it. Just enable it when starting a new game.
Bob 21 Jun, 2024 @ 5:03pm 
What happened to the mod that allowed placing both a garden and a preserve in the same city? Was that ever a thing? Asking for sanity's sake
Gray Pockets 28 Mar, 2024 @ 6:50pm 
I have created an extension mod: Leugi's Garden District - Cooks
* Gardens start with a Pavillion for games beginning in the Renaissance Era or later

@Leugi feel free to include any of this in your mod if its to your liking.
Gray Pockets 25 Feb, 2024 @ 12:09pm 
Nope. Works just fine.
returned 25 Feb, 2024 @ 1:21am 
I don't know why but the mod stopped working? Has anyone else had this happen?
Fury of the Tempest 3 Feb, 2024 @ 9:15am 
Why doesn't the Garden give you a culture bomb like the Preserve? It weakens the district significantly
MarsEco 20 Oct, 2023 @ 1:11pm 
Is there any mod (i can't seem to find one by you) that introduces Policy Cards or (added) Government Bonuses to the Preserve/Garden and their buildings?

If there isnt, cards that would give you a Production Bonus (like a 20% bonus) to the district & buildings (like the 30% you get for Encampments/Harbors & their buildings.) If not that, something that increases the District's Housing of +1 to something (like just doubling it +2,) if you like. OR +1 Amenity based on every 2 adj Features (not burnt - Forest/Jungle/Marsh/Oasis/Geo Fissure/Vol Soil/Reef/Kelp.) OR a card that would give Resources adj to the district(either one) Double their yield bonus (still unimproved) AND give +1 Local Amenity to just that city for each unimproved Luxury Resource next to it.
MarsEco 20 Oct, 2023 @ 12:31pm 
Besides that, been having some great games with your mods. Though, idk why the AI prioritizes Garden much more than other districts, and rarely ever see the Preserves. Just an observation.

Though I will say, I never do that City Projects. They are waaay too expensive imo, compared to the other districts throughout the whole game. Might be something to tweak for the Garden and Preserve projects.
MarsEco 20 Oct, 2023 @ 12:28pm 
I don't think you're updating your mods, but if you are could you make a simple change? Could you add the Neutral Tiles culture-bomb and +1 House to the base-district, like you have with your sister-mod for Preserves?
Gerand Darthmore 30 Aug, 2023 @ 4:37am 
This mod is broken. Can't even start a game
numbvox 12 Aug, 2023 @ 1:54pm 
I would endorse this mod, but one small change really destroys it for me. While it's not clearly defined, with this mod you CANNOT create Naturalists for National Parks without building a Garden and Conservatory. I love everything else about this mod, but I find that one change needless and egregious, enough so that it really spoils the rest of the mod for me.
Kilkakon 12 Aug, 2023 @ 6:43am 
Had a lot of fun with this one :)
Sapphire Bullets 19 Jul, 2023 @ 4:14pm 
Does the "Can build on features" feature activate without Breathtaking beauty? Because that's one of my favourite features of the Preserve rework.
CypRyan 9 May, 2023 @ 3:27am 
HI @Leugi, I would like to add support for this district for CypRyan's Wide & Tall Mod, if you allow. Is there a way for me to access the building icons in high res as png or something, so I can modify it for a Tall Extension?
NuDDen 23 Apr, 2023 @ 10:58am 
It indeed fixed my problem! Thank you!!!
@Leugi Can u pls update the Mod with the fix?
NuDDen 23 Apr, 2023 @ 10:43am 
@Rocinante Nice find! Hopefully this will fix the missing description for the Garden district.
Rocinante 23 Apr, 2023 @ 8:40am 
Hi Leugi, I just wanted to let you know that the ID of the District Expansion: Spirituality mod has changed so your compatibility file no longer works and the Garden District description does not appear in game



For those who have the same problem, just replace the old ID present in the GardenDistrict.modfile file

<Criteria>JNRHolySite</Criteria>
<Exclude mod_id="1bd6e042-25c3-4584-9bc3-66f1ce3bd249" action_id="Text" />
<File>Text/Garden_Compatibility_JNR_HolySite.sql</File>

with the new ID from the DE mod: Spirituality

<Criteria>JNRHolySite</Criteria>
<Exclude mod_id="1047a269-38a8-4cee-b70a-a7681015eed7" action_id="Text" />
<File>Text/Garden_Compatibility_JNR_HolySite.sql</File>
snipergotme 9 Apr, 2023 @ 1:29am 
"Allows their city to purchase Naturalists with Faith"
Cities can anyway purchase Naturalists with faith right? Please don't tell me cities cannot purchase naturalists without the Garden district now.
arkantos21 31 Mar, 2023 @ 5:21pm 
please italian translate.
NuDDen 21 Mar, 2023 @ 2:57am 
@Leugi Any idea why I got no District Descriptions when I subscribed to ur Preserve AND Garden District?
Clash 18 Mar, 2023 @ 5:02pm 
Played both a single player and multiplayer save with this and the preserve mod. Everything seemed to work perfectly. Really nice additions to the game, thank you very much! :meepstarry:
norph 5 Mar, 2023 @ 11:47am 
Looks like AI does not build this district at all. Or am i the only one with this issue?
leokittenman 4 Mar, 2023 @ 4:26am 
Any plans on making this compatable with the wide and tall mod?
早乙女らんま 3 Mar, 2023 @ 7:27am 
Has this mod been translated into Chinese?
If not, I hope I can help
MarsEco 2 Mar, 2023 @ 5:30am 
Also, any thought on the ability to Power the 2nd tier buildings? For whatever yield output you think the building should give like more Tourism or Diplo Favor respectively...
MarsEco 2 Mar, 2023 @ 5:28am 
Reasons. 1.) You have Projects which is refreshing. 2.) No Spy Missions, which is find as half the base game districts do not. 3.) Policy Cards help/needed for the game's scaling and mid-game settling. 4.) The Production one based on the similar is because like Encampments & Harbors, your Preserve & Gardens are 2 sides of the same coin. It fits well. 5.) The second late-mid-game card incorporates some of that old housing it use to have, adds the currency yields (gold & faith) that aren't part of the Districts base yield, and adds a way to get amenities if you skip improving Luxuries and don't build Entertainment/Waterparks that are more Water and (low appeal) Jungle areas, plus mostly built for warmongers.
MarsEco 2 Mar, 2023 @ 5:28am 
That same mod from Social Mechanic, did this, as an example and this is a quote:

"Green Spaces: Economic Policy. Obtained from the Recorded History civic. +100% Preserve district adjacency bonuses.
Conservation: Economic Policy. Obtained from the Conservation civic. Replaces Scripture and Green Spaces. +100% Holy Site and Preserve district adjacency bonuses."

Suggestion: 1.) An Economic Policy. Does not Expire. 30% more Production towards Preserves and Garden AND their buildings, obtained at Theology or later at Civil Service. {This next one was inspired by the policy card "Public Transportation"} 2.) An Economic Policy. Does not Expire. Preserves and Gardens with Charming Appeal receive +3 Gold & +3 Faith & +1 Amenity. Preserves and Gardens with Breathtaking Appeal receive double these yields (+6 Gold & +6 Faith & +2 Amenities.) All Preserves and Gardens receive +1 Housing.
Mister Ramen 2 Mar, 2023 @ 5:05am 
I'm experiencing the same issues as @NuDDen. Is this maybe a mod conflict?
MarsEco 2 Mar, 2023 @ 4:50am 
So there a mod I was using before for Preserves called, "Social Mechanic's Preserve District Rework". Two other things (beyond GPP and Yields and Adjacency) they do are: 1. Citizen Slots (I wouldn't say necessary or best for the themes of your mods,) and 2. Policy Cards. Either to existing ones or adding new ones.

This would be nice to have in your mod. There is a card that makes Encampment and Harbor Districts and their Buildings lower production to craft. There are cards that increase adj of districts by 100%. Doing something like this would help them be more mass used. The production base, especially for the buildings is already too high, imo, so something to produce them a little faster? Later something that maybe doubles the district tile yield? (Obviously one that does the two 50% more yields for buildings wouldn't really work.
바닐라라떼 2 Mar, 2023 @ 2:04am 
But how do I get these bears??
Junky 1 Mar, 2023 @ 11:32am 
This mod was translated into German language. You can find the Translation Mod Pack here:
Deutsche Übersetzung für Civilization VI Mods
@Leugi: It is highly appreciated if you could link the translation into your mod description here on steam. Thanks very much for your work.
Shevvek 28 Feb, 2023 @ 5:09pm 
Would you consider adding compatibility for JNR's Policy Pack mods? Some of them mention Preserves and would make sense with Gardens as well.
eothainanos 28 Feb, 2023 @ 5:00pm 
is it possible to share links to previous versions of this mod? I was able to play with it and was enjoying it but since the 2/26 update I can no longer load my game or make new games with this mod enabled. Also please let me know if there's any info I can share, I am not sure how to find the error messages it just says to check mods from what I can tell
NuDDen 28 Feb, 2023 @ 3:37am 
Another question: I am using both Mods: Preserve and Garden ... The Preserve Mod alone is working without any problems. When I enable the Garden Mod as well then both Districts have no Description anymore ... @Leugi u have an idea why?
NuDDen 27 Feb, 2023 @ 4:12am 
Does anyone tested this Mod in MP? I sadly get desyncs .... :(
MarsEco 26 Feb, 2023 @ 7:35pm 
@weraptor Leugi actually has another set of mods, for Monopolies Game Mod, but one of them just changes Rock Bands into Celebrities, cosmetically, but he actually changes it so Celebrities are bought with Gold instead of Faith (i think the Naturalists too, but i might be wrong) AND if you still wanna use Faith to purchase, they gave that ability to Cristo the Redentor Wonder. Have a look.
weraptor 26 Feb, 2023 @ 4:41am 
Would be cool if the Conservatory allowed Naturalists to be purchased with gold as it gives gold on adjacency and to further make it distinct from the Preserve. Although that might cause balance issues.
MarsEco 25 Feb, 2023 @ 5:07pm 
Other consideration, if you had not thought about it: Did you consider if the 2nd buildings, Sanctuary and Conservatory might get a bonus from being Powered? They are buildings that could and would use electricity. Electric Fences for the animals and other things, and Climate Control needs Electricity in the Conservatory...

Just a thought, could product bonus Tourism or Diplomatic Favor or Influence Points or something else while powered. Just food for thought, as they say.

I love your mods, just want to help them reach their full potential! :)

TIP: The Marsh Feature like you said was accidentally omitted from the description, as well as, the Adjacency to certain Districts, might you list the tech/civic that the District and Buildings might unlock? I assume the same as your Preserve and Buildings, but I suppose they could be different like the Entertainment District VS the WaterPark District.
MarsEco 25 Feb, 2023 @ 5:00pm 
And to be thorough: Theatre Squares, Holy Sites, & Campuses get Major (+2) given from the Garden (and not the Preserve.) AND not the Commercial Hub...?

Question: Does it give a minor adj to all other districts that get yields?

Suggestion: I personally would add that Commercial Hub Major (+2) adjacency. (I understand the Industrial Zones & Harbors are too 'industrious" for the adjacency.)
MarsEco 25 Feb, 2023 @ 4:41pm 
Okay, so that's ~11% EACH of the production into the Project PER type. That is how Carnival and Theatre Sq Performances work. Those Projects yield 5 x 11% and 3 x 11% based on the total number of types of Great People Points in the Project.

Alternatively, Single Great People type Point Projects yield 22% of the Production Total from the Project... but there is one other, the Occult Project, which as 3 types (not Great Works related) and they get 16.7% for each Great Person type.

Suggestion: Because the Your Projects are 2 types of Great People and not 1 or 3+. Might I suggest Your Project yield that 16.7% like the Occult Research Project? As I feel that would be more worth while.

A question/suggestion: Does your mod add any yields to Domestic and International Trade Routes? It is a Specialty District and I really think it should, as it doesn't in the base game. (This was very over looked by Firaxis.)
beedham95 25 Feb, 2023 @ 1:21pm 
@Leugi Think I come across a bug, when completing the Garden Landscaping project my fauna was not getting the plus 15 lifespan like I could on my preserve district.
Leugi  [author] 25 Feb, 2023 @ 7:03am 
@MarsEco: the project provides the same amount of points as the Carnival. Also yeah the Garden provides a major adjacency to Theater Squares, Holy Sites and Campuses, forgot to mention it.

And yeah, marshes are included but I forgot to mention it as well.
civisterrae 25 Feb, 2023 @ 6:49am 
@Leugi thanks for enabling preserve + garden in the same city, you are a saint!
NuDDen 25 Feb, 2023 @ 3:09am 
Still got the Database Errors:
[Database] ERROR: UNIQUE constraint failed: IconTextureAtlases.Name , IconTextureAtlases.IconSize
[2285576.676] [Database] ERROR: UNIQUE constraint failed: IconTextureAtlases.Name , IconTextureAtlases.IconSize
[Database] ERROR: UNIQUE constraint failed: IconTextureAtlases.Name , IconTextureAtlases.IconSize
[2285642.528] [Database] ERROR: UNIQUE constraint failed: IconTextureAtlases.Name , IconTextureAtlases.IconSize
MarsEco 24 Feb, 2023 @ 9:06pm 
3rd question (SORRY): Since you designed this to be adjacent to the city (if you want it to,) do it give any Minor, Standard, or Major Adj Bonuses to Districts? (Like Commercial Hub/Harbor or Theatre Square...) And if so, does the Preserve Mod give any Adj Bonuses to Districts? (Like Holy Site or Campus...)

Yes, i know it would be redundant to have 2 of the same yield and GPP generating districts, but your picture shows it surrounded by districts so i was just wondering. :)
MarsEco 24 Feb, 2023 @ 8:57pm 
2nd question: what is the % (percentage) breakdown for the City Projects in both mods? Like, what % of Prod. becomes both kinds of Great Person Points... (As, i know, in the base game, they vary between the Projects.)
MarsEco 24 Feb, 2023 @ 8:54pm 
The district looks amazing btw.
MarsEco 24 Feb, 2023 @ 8:54pm 
Quick questions: The Garden and Preserve Districts can go on those 3 Features, but not Marsh (or was that just left out of the description?) I was just curious why not on Marshes (as they are so similar to Floodplains...) Same with Volcanic Soil, i assume you cannot place it on that then? (Not on Geothermal Fissures makes sense.)