Sid Meier's Civilization VI

Sid Meier's Civilization VI

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District Expansion: Suburbs
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69.188 MB
30 Nov, 2021 @ 10:51am
15 Aug @ 2:30pm
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District Expansion: Suburbs

In 3 collections by JNR
JNR's Urban Complexity
26 items
JNR's District Expansions
13 items
JNR's Playlist (Gameplay-only)
114 items
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]

[www.paypal.com]

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




Popular Discussions View All (1)
0
20 Feb, 2023 @ 5:10pm
Icons issues
GJC
71 Comments
JNR  [author] 5 hours ago 
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 @ 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 @ 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 @ 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 @ 3:45pm 
Unfortunately this is currently the only way to change specialist yields in a district.
Colin102004 16 Aug @ 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 @ 7:10am 
The information about Red Cross is interesting. Thanks.
JNR  [author] 21 Jul @ 2:01pm 
No
Purple Eyestabber 21 Jul @ 7:47am 
Does this mod allows for putting buildings in multiple neighbourhoods?
JNR  [author] 12 Jul @ 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.