Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Removable Districts
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Type: Mod
Mod: Gameplay
文件大小
发表于
更新日期
21.181 MB
2017 年 7 月 7 日 下午 8:18
2020 年 3 月 31 日 下午 12:45
9 项改动说明 ( 查看 )

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Removable Districts

描述


Summary
This gameplay enhancement mod allows the removal of districts through new city projects that become available upon building that district.

NOTE:
Credit to qqqbbb for the elegant rewrite that I encorporated into this mod.
His rewrite can be found here: https://forums.civfanatics.com/resources/removable-districts.26736/

Why would I want this?
Build a holy site, but fail to generate a great prophet? No problem! Remove that holy site to reclaim use of that tile.

Lagging behind in culture, but already maxed on number of districts? Pick any district to remove and make room for that Theater Square!

Place a district on the perfect spot for a wonder you're after? Rebuild that district on another tile to make room!

How does it work?
All district types and their unique replacements can be removed through a city project that becomes available upon building that district.

Removal projects cost 1/2 of the normal cost to build a district.

Wonders cannot be removed.

Notes:
It will take 1 turn to update your yields shown after district removal, both for your city yields and great person points.

When removing neighborhoods, you are not able to decide which to remove. It seems to remove them in the same order they were placed, but saving/loading may change this order.

Find a bug? Have other feedback? Please let me know! All input is appreciated.


Check out my other mods here:

Strategic Forts (Updated 2020)
Unit Limit Enforcement (NEW 2020)
Expanded Initial Vision (Verified 2020)
Removable Resources and Features (Updated 2020)
City State Introductions Reworked (Updated 2020)


热门讨论 查看全部(4)
11
3
2 月 7 日 下午 3:24
How to use on existing save
👽
11
2024 年 10 月 6 日 上午 2:04
Bug Thread
DrunkenFrenchman
7
1
2024 年 5 月 23 日 下午 6:37
Removable wonders
iychoi89
435 条留言
jungke 10 月 31 日 上午 1:30 
此留言正在等待我们的自动内容检查系统分析。在我们证实其内容无害之前(例如试图窃取信息的钓鱼站点链接),留言将暂时隐藏。
PropofolPapi 10 月 25 日 上午 4:08 
still broke, after 5 years.
Archon 3 月 25 日 上午 6:24 
Does this make unfinished districts removable? Would be really good for accidental placements and such, especially if it only costs the same amount of production you already put into the district. Is the production cost just the total cost of building the district?
bunny 2 月 18 日 下午 11:07 
Can't remove Diplomatic Quarter
MeniliteZ 1 月 29 日 上午 7:27 
"will the AI also be able to do it? i could see how that would end in them just removing and building on repeat."

I have this question too.
Looks like an awesome mod, but if it cripples the AI, I can't be using it.
Voltron 1 月 10 日 下午 5:58 
The only ♥♥♥♥♥♥♥ idiot is the user "warheads". Despite the ignorant comment, I installed this anyway after reading more comments and the "Popular Discussion": "How to use on existing save". The mod worked flawlessly. Process:
In Civ6, went to Main Menu *DO NOT open your save until told at the very end*, installed the mod by going into the "more" route...I don't remember the exact options, but poke around a little you'll figure out it. After it's installed, shut down the game back to Desktop. I would recommend to exit out of the game anyway and go into the Steam Workshop and install mod that route and skip that potential for error.
follow the instructions in the "Popular Discussions".
Open the game. Load your save...
Voila. No problem at all.
Ignorant people are the source of much of their own problems. Then they're given a megaphone like the internet to broadcast their ignorance. My only recommendation: Stop breeding.
warheads 1 月 5 日 下午 10:01 
♥♥♥♥♥♥♥ mod dont use it
XIAO 1 月 5 日 上午 7:47 
MOD就是可以让你悔棋,比如说可以把圣地删除,空出来位置拍一个学院
Queen Goblina 2024 年 12 月 7 日 下午 6:13 
will the AI also be able to do it? i could see how that would end in them just removing and building on repeat.
Bluesky95 2024 年 11 月 17 日 上午 8:58 
The devs surely must use this mod? how its not in vanilla is disgusting