District Expansion: Suburbs

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Author: JNR

Last revision: 15 Aug, 2024 at 21:30 UTC (2)

File size: 69.19 MB

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Description:

New specialist-focused building choices for the Neighborhood. Three slots with two choices each, buildable in any order. Boost all specialists in the city and give bonuses per Neighborhood.

Did I say "final district expansion" before? Well, oops. I hope you don’t mind that I did another 🙂

A total of five new buildings expand the Neighborhood into a district worth building, especially when you are planning a really big city that not only needs the Housing but should also benefit a bit more from having so many people living there. Great for tall play.

Also changed the designated color of the Neighborhood from green to grey, to highlight that it is no longer associated with any particular yield and for the extra portion suburban conformism.

Alternative download from Civ Fanatics.[forums.civfanatics.com]

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Features
  • Reworked the existing buildings in the Neighborhood (see below for details).
  • 5 new buildings added: Transit Station, Recycling Plant, Hospital, Modern Art Gallery, Meditation Hall (see below for details).
  • After the Transit Station has been built, there are three choices between two buildings each, and these can be built in any order, in a break from the typical linear pattern of other districts.
  • Unique 3d art and icons for all these buildings.
  • Novelty feature where specialist yields are for the first time boosted by something other than just the building(s) in their own district.
  • Adds Specialist slots and yields to the Neighborhood itself.

Building Details

All buildings except for the Transit Station provide +2 of their base yield directly and +1 of their base yield to all specialists in the whole city, including the Neighborhood (double values for Gold). Beyond that, each building has a special bonus that scales with the number of Neighborhoods built in the city and which requires the city to be powered.

The Transit Station unlocks together with the Neighborhood in the Industrial era, all other buildings unlock throughout the Modern era – three on the Tech tree, three on the Civics tree.

All buildings except for the Transit Station and Recycling Plant consume 2 Power per turn. The Transit Station has a Maintenance of 1, all other buildings cost 3 Gold per turn, meaning a fully developed Neighborhood will cost 10 Gold per turn just like any other fully developed 4-tier district.

  • 1 – Transit Station: +0.1 to all yields per Citizen in the city.
  • 2A – Food Market: Yield: Food. Special: +1 Food to domestic Trade Routes from its city.
  • 2A – Shopping Mall: Yield: Gold. Special: +1 Amenity.
  • 2B – Recycling Plant: Yield: Production. Special: +1 Power.
  • 2B – Hospital: Yield: Science. Special: +1 Housing.
  • 2C – Modern Art Gallery: Yield: Culture. 1 Great Work of Art slot (automatically themed). Special: +1 Tourism.
  • 2C – Meditation Hall: Yield: Faith. Special: +1 Loyalty. If the city is fully loyal, Neighborhoods reduce enemy Spy strength on their own and all adjacent tiles by 1 instead.
Compatibility and Recommendations

Requires Gathering Storm. Other DLC supported but not required.

Compatible with all Urban Complexity mods, including Progressive Specialist Yields (The Transit Station will provide an extra +1 Food and +1 Production to Specialists in the Neighborhood with both mods active, which makes up for the lack of base specialist yield in the district).

Compatible with Leugi’s Caravans & Pilgrims. Shopping Mall and Food Market are cleaned up, becoming a mix of only the most important bonuses from each mod. Check out the update notes or ingame descriptions for details.

This mod is of course not compatible with other mods fundamentally changing the Neighborhood district.

Q:Why does the Hospital have a Swiss flag?
A: The actual Red Cross is a strongly protected symbol, and for good reason. It provides special priviledge to its bearers under international law. Diluting that meaning (e.g. by misusing it as a generic symbol for "health") increasing the risk of harm to doctors and other medical aid workers in conflicts. That is why video games (just like pharmacies, first aid kits, etc.) usually use alternative symbols. I found that a green cross didn’t blend well with the other colors and a caduceus staff was too finely detailed. I settled for inverted colors (which just so happen to be the Swiss flag) because that is the symbol used on the Medic unit’s bag in the game already, so at least it’s all consistent.

JNR’s Mod Series





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Required DLC:

These DLC should be installed in order to use this item.


Sid Meier's Civilizationu00ae VI: Gathering Storm
Revisions:

Old revisions of this mod are available below. Click the link to download.