District Cost Mod
Preview
🔍 Analysis
- 👍 0.0% endorsement rate
- 🏆 #256 of 800 Civ Mod mods in this game by downloads
📋 About This Mod
Simple mod that changes district cost to scale based on the number of identical districts already built rather than with science progress and relative number compared to other civs. The idea is that (1) scientific improvements shouldn't make districts more expensive to build and (2) there is currently no disadvantage to going wide rather than tall. This provides at least a district cost increase to going wide. This is completely experimental--I don't know if it will turn out to be a good idea or not. With v0. 3, Base district cost is now multiplied by the era of the tech or civic required to produce it; Costs increase per copy at the rate of 5/12 original base cost for 1 per city districts (i.e, 25 hammers a copy for most districts), and half that for multiple per city districts (i.e., neighborhoods). * Special districts now cost and increase at 2/3 the rate of the base districts, instead of the default 1/2. With the new formulas applied to the base districts (they're applied by SQL updates with formulas, so should also work with district mods), the current version gives: Code:
📊 Mod Details
- Game
- Civilization 6 Mods
- Author
- PlotinusRedux
- Version
- N/A
- Downloads
- 1,771
- Endorsements
- 0
- Category
- Civ Mod
🔧 How to Install Civ 6 Mods
Download from CivFanatics, extract, and place in the game's mods folder.
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