Russie’s Metropolis Alt

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Author: Anonymous

Last revision: 12 Mar at 12:02 UTC

File size: 413.5 MB

On Steam Workshop

Description:
Introduction

Original Mod: Project Metropolis – A Civilization 6 District & Building Extension Mod
This mod is based on: https://steamcommunity.com/sharedfiles/filedetails/?id=2427195031

Similar to the Lite version, the unit requirements + steel are removed to resolve the issue of AI not properly producing units that previously have quarter requirements.

However, unlike the Lite version, this version heavily edited, leading to a vastly different purpose for the quarters.
– Produce cost of Quarters related to Food and Product are reduce and kept constant for growing small cities.
– This would also mean that these quarters are cheaper or free to build if game started after Ancient Era
– Cost of other Quarters equates to unique districts
– Quarter base yields and adj bonuses are removed or halved
– Adjacency Bonus between quarters are heavily reduced
– Specialists produce much more resources per worker, and produce more when tier 2 buildings are built.
– Specialists no longer produce great people points

The Lite version can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=3176563380

Motivations:
TLDR:

Basically this version’s quarters creates places for pops to work for gains, versus in the original, quarters were automated factories that chucks out resources without needing pop. It is more realistic that ghost cities with 2 pops can’t be a world leading factory just because they have a lot of makers quarter.

Detailed:

In the original version + in humankind, quarters generate a lot of resources without needing population, diminishing the importance of population.

However, in civ game, there is an emphasis on getting sufficient pops to work the lands, placing an emphasis of assigning pops to high yield lands instead sending them into district as workers. This makes it more vulnerable to RNG and makes it difficult to grow cities in unfavorable locations.

The goal of this mod is to create quarters with high yield specialist slots for workers, offering the alternative of assigning workers to work in quarters for yield rather than relying on the land.

The quarter from this mod will enable cities on low yield tiles to grow better and produce more, and opens more possibility of specializing a cities. But unlike the original mod, cities will still need population to produce. This version also helps support tall play for cities with high pop but fewer land. Regardless, good land with high yield will still help a city to grow faster and produce more.

This version is mainly made personally for me and my friends.

Descriptions:

This Mod adds 9 new minor districts (named Quarters) that function similarly to specialty districts, but doesn’t require population and can build more than one in the same city (except for fishers quarter). These quarters support specialty districts, while having their own powerful abilities, 2 tiers of buildings, and high yield specialist slots. A new unit action is added to Builder and Military Engineer that allows them to demolish quarters after the player unlocks Civil Engineering.

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Please do let me know if you find any units locked behind a district or resource, as well as any bugs. I may be unfamiliar with civ 6 modding but I will do my best to resolve these problems in my spare time.
Feel free to add me on discord: Russet3768

Credit:

Credits goes to Furion1986 for creating the original mod and the assets.