Sid Meier's Civilization VI

Sid Meier's Civilization VI

Redistricting
128 Comments
Kobolo 3 Sep, 2023 @ 10:14pm 
Does it work now?
Zarce 22 Apr, 2022 @ 9:06pm 
ABANDONED
_Augustus_Caesar 11 Apr, 2021 @ 6:35am 
Please update
3Feathers 14 Jan, 2019 @ 4:21am 
I ask you to fix the mod, Im really sad that it doesnt work and i wish it work
Dray Prescot 13 Dec, 2018 @ 11:01pm 
Is there any way to remove an old District so you can build a new (type of) District
BLÀde 16 Feb, 2018 @ 4:48am 
unsubscribing from this one than :P
pottsie01 15 Feb, 2018 @ 7:30am 
Have posted an updated version of this mod that works with rise and fall or the latest patch
BLÀde 13 Feb, 2018 @ 8:17pm 
V why don't you post an updated version yourself than this mod is obviously dead.
pottsie01 13 Feb, 2018 @ 7:55pm 
Figure out the problems form the latest patch. The way trade works was changed and had one other problem, all are easy fixes if you are willing to do it yourself. You can message me to get further details of what to do
BLÀde 9 Feb, 2018 @ 10:09pm 
V - mod is dead
Vynster 9 Feb, 2018 @ 8:53am 
what happened
BLÀde 8 Feb, 2018 @ 9:18pm 
well that sux
Myene 7 Feb, 2018 @ 5:00pm 
Sadly had never worked for me, and broke in the recent patch.
Zeronix 29 Jan, 2018 @ 9:12am 
this mod is simply amazing, and better than many of the DLC's we have gotten so far. Keep up the amazing work!
BLÀde 16 Nov, 2017 @ 7:17pm 
@ makuchluk what mods i'm using this fine with over 20 other mods including both resources mods.
macluk 16 Nov, 2017 @ 9:16am 
Nah the mod is not compatible with some mods... And it's not any of the mods changing rules on districts (at least none of those i have enabled).
At least the game works if it's the only mod enabled... but yeah... not much fun with just 1 mod :)
BLÀde 7 Nov, 2017 @ 11:42pm 
@ Digihuman i'm using it fine with them mods?
alexanderyou 7 Nov, 2017 @ 2:02pm 
@Digihuman it was designed alongside resourceful, but look at the last update. Mod author has been MIA with no announcement for like 2 months, I think this mod and all the others he made are effectively dead.
Digihuman 7 Nov, 2017 @ 1:55pm 
Any plans on making this compatible with"Resourceful" and "Sukritact's Resources"? There's good stuff in those and it'd be nice if thr districts compensated.
BLÀde 21 Oct, 2017 @ 4:41am 
this is no longer compatible with production queue
BLÀde 16 Oct, 2017 @ 7:36am 
it's working fine for me with latest update/dlc
Ronchi 13 Sep, 2017 @ 3:42am 
Ananse, is there a plan to update this after the new patch ?
diazalicia1910 15 Aug, 2017 @ 4:09am 
Very amazing, thank you very much
Fatsack 30 Jul, 2017 @ 9:15am 
go into the mods modpack.info and change the dependencies to references
borisinborough 30 Jul, 2017 @ 3:38am 
Superb mod. Any news on an update, so it works with the current patch? Allow me to echo the Air Force base bug too. Keep up the excellent work.
Tessalator 29 Jul, 2017 @ 5:50am 
Great mod. Integration with Resourceful would be helpful, especially since it's in your modpack. Built too many districts next to ruby or maple forgetting they don't improve.
[GFL] Skineemikee 28 Jul, 2017 @ 2:57pm 
mod needs updating before it can be used in current patch
Fatsack 28 Jul, 2017 @ 12:33pm 
There is a problem with references in mods introduced by the 2017 summer patch. It's saying the techs and districts and policies etc. do not exist in their respective folders.
ubik 28 Jul, 2017 @ 11:21am 
@Fatsack: ditto

Had to disable this mod because of the crash issue. Which of then makes city-state basemod and related mods require to be disabled as well.
Fatsack 28 Jul, 2017 @ 12:44am 
This mod makes your game crash to main menu
Alex 21 Jul, 2017 @ 8:46pm 
the Air Force Base seems not to be able to build planes , can someone teach me how to fix it ??
nice mod by the way.
Bala 7 Jul, 2017 @ 1:18am 
great mod. I'm enjoying myself greatly, but i gotta ask: why no love for bananas? all the other food related bonus resources get buildings or districts that get an advantage from them, but bananas are strangely never considered. the same goes for deer, though at least those give adjacency bonuses for butchers quarter. what's up with the banana discrimination?
Olafr_the_Viking 24 Jun, 2017 @ 11:02pm 
Just had a crash to desktop when finishing building of a bakery in the Miller's quarter. I have notived that the icon for bread is also bugged out. Is this a known error, and are there known fixes?
Fascism Expert 12 Jun, 2017 @ 12:37pm 
Great mod, but one thing that I am noticing is that the AI only builds the early growth or production districts first. They never build campuses, commercial hubs, or other districts, so I end up several eras ahead even on higher difficulties.
Library of Alexandria 10 Jun, 2017 @ 3:45pm 
Could you please release a direct download? Thanks!
skaz88 24 May, 2017 @ 6:19pm 
You might want to ask Leugi or Sukritact for art help, they're making unique district art.
Baleur 15 May, 2017 @ 3:08pm 
Im sorry, i love the effort, but no new art, no interest from me.
Half the fun of new districts would be new art across the lands.
Subtiliter 15 May, 2017 @ 8:40am 
Piggybacking on what @Commander Onion said, it seems that the Unique American Air Force Base Improvement is in fact not counting as an Aerodrome for any air units. From my uninformed digging around in the game files, it seems like the issue is in the unit definitions rather than the district. In units.xml, in the UnitType entry for "UNIT_BIPLANE", there is a "PrereqDistrict="DISTRICT_AERODROME"" entry. This is the same for all air units.
alexanderyou 14 May, 2017 @ 12:32pm 
They do by default
alexanderyou 10 May, 2017 @ 2:11pm 
Also it would be pretty interesting if the districts gave a bonus to all related improvements worked by the city, so production districts would give +1 hammer to either lumber mills, mines, or quarries, growth +1 food to fishing boats, farms, or pastures, etc. It would give a bit more reason to specialize each city, and would make it so even if you can't get the adjacencies great, if you can make a lot of the improvement you'll still get a decent bonus.
alexanderyou 10 May, 2017 @ 1:33pm 
Do the growth districts not trigger any of the "build a district" eurekas? The production ones do trigger them for me, but not the growth ones which is weird.
alexanderyou 3 May, 2017 @ 6:55pm 
Another thing that makes miller districts worse than other growth districts is that both the fishery and butcher unlock their first building on the same tech that unlocks the district, while the water mill is at two techs later. Butcher gets everything in animal husbandry, which can be researcehd at the start of the game. Fishery gets everything in fishing, which takes two techs to get. Miller gets one thing at first, and then after 3 techs it gets the first building, which also doesn't give a citizen slot (unless the description is wrong).

Please buff miller district, right now it is complete trash and is rarely worth building even if you have a bunch of rice/wheat nearby.
alexanderyou 25 Apr, 2017 @ 8:25am 
When the growth districts are most useful is early game, and the tech for them to be built on hills is rather late game. I said them not being able to be built on forest/jungle as a minus since if you have to clear them you're losing out on the production/food bonus they give, making it so a miller's district surrounded by farms gives much less output than a butcher's district surrounded by camps/pastures.
Sirisma™ 25 Apr, 2017 @ 2:40am 
"farms cannot be built on hills"
That is incorrect. There is a tech requirement to do so.
"cannot be built on forest/jungle"
Although technically correct there is nothing stopping you from clearing it first.
alexanderyou 23 Apr, 2017 @ 11:47am 
I think the miller's district is currently the weakest growth district, as there are fewer farmable resources than pasture/camp ones, farms cannot be built on hills, and cannot be built on forest/jungle so they have much lower overall resource yield.

I think either they should get +2 bonus instead of +1 from farms, or they should get adjacency bonus from plantations too.
HiddenSage 21 Apr, 2017 @ 7:01pm 
QUestion I didn't see in the previous comments-- how do these no districts work with the Japanese UU? Those extra adjacency bonuses would REALLY add up with some of the adjacency buffs in this mod, from what I can see.
skaz88 20 Apr, 2017 @ 3:06pm 
Has the invisible culinary district bug been fixed?
AIVA_casl 19 Apr, 2017 @ 6:34pm 
It could be the very best mod that I had downloaded so far, but the district in-game look kinda empty or bore, I will really enjoy if it has a more unique look, maybe at the beggining only the district and the constructions later on, or maybe first the constructions and it will be more unique, because with each construction, it would look different...just saying, one of my favourite mods so far...:steamhappy:
SertyDermat167 16 Apr, 2017 @ 7:29pm 
Is it possible to make the AI build less of your distric or at less wait? In the begin, they only build butcher quarter and lose a distric slot right at the begin. Also, check if the city-state can, also, avoid buliding the first distric and completely scrap their diffirent personality.

But good mod, it add someting very cool to the game, more diversity... to you, and sometime to other.