This mod component makes a number of changes to the base game districts, revamps the trade system based on districts, and adds 25+ new districts to the game:
14 generically available districts, and an ever-increasing number of Unique Districts available to one or more civilizations.
- Butchers' Quarter - Bonus' to Pastures/Camps
- Millers' Quarter - Bonus' to farms and farmed resources
- Fishery - Bonus' to sea resources
- Masons' Quarter - Bonus' to Marble, Stone and Gypsum
- Smiths' Quarter - Focused on Production with bonus' to Copper, Iron and Mercury
- Forestry Quarter - Bonus' to Woods and Lumber Mills
- Cantina Quarter - provides bonuses to Tea, Coffee, Incense, Wine and Tobacco
- Cullinary Quarter - Bonus' to Truffles, Sugar, Bananas, Cocoa, Salt, Citrus
- Textiles Quarter - Bonus' to Silk, Dyes, Cotton and Furs
- Jewelers' Quarter - Bonus' to Pearls, Jade, Amber, Silver, Diamonds and Ivory
- Government Center - Generates Faith and other yields
- Medical Center - Late Game district providing Housing and Growth to your empire
- Boardwalk - Produces Gold and Culture, built on water
- Naval Base - Has zone of control and an Attack (no buildings for it yet)
12 New Unique Districts: American Air Force Base, Australian Waterfront, Aztec Ceremonial Center, Chinese Silk Filature, Egyptian Nome, English Stannary, French Marche, Indian Gaushala, Japanese Zenso-Chi, Norwegian Gord, Spanish Plaza, Sumerian Eanna.
~60+ new buildings, including buildings for (almost) all of the new districts, with unique abilities and icons. And more on the way.
All districts now have a COST and a PRODUCT for trade going both ways. Generally speaking, a district will try to sell whatever it makes on both incoming and outgoing routes.
Credit to Ananse for the awesome original mod.
Icons for Bread, Sausage and Anchovies dont appear anywhere but the trade screen between civilizations, and no clue why.
Should work with most mods but mods with additional buildings or Districts have to be careful as names could be the same in both mods.