新手玩家

- 贡献度
- 0
- 金元
- 180
- 积分
- 18
- 精华
- 0
- 注册时间
- 2018-11-9
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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/r ... le-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.
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