Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Building Expansion (Light Edition)
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3 May, 2020 @ 9:24pm
2 Jan, 2021 @ 4:32am
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Building Expansion (Light Edition)

In 1 collection by JNR
JNR's Urban Complexity
26 items
Description
This mod makes basic district buildings more interesting by adding a unique twist on how they grant their yield, but without adding new building choices like the "full" District Expansions. Some buildings will give yield based on population, others a percentage bonus. See below for details.

This mod is for:

- when you are bored with how some buildings just give you +x of their yield and that's it, without any special interaction attached, and you want them all to be as interesting as the Harbor buildings (who doesn't love Shipyards?).

- when you wish that developing a city tall carries a bonus to just spamming lower level structures in many cities.

- when you are playing with the District Expansions from the Urban Complexity series and want buildings from the other districts to be up to par in terms of how much yield they can provide.

- when you want base buildings to be more interesting but do not want mods adding building choices out of fear that the AI will not be able to make the correct choices.

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Full List of Changes
    Campus
  • Library: +1 Science per era since it was built or repaired.
  • University: +0.2 Science per citizen.
  • Research Lab: Base Science extends to all cities within 6 tiles. +5% Science in this city. Bonus doubled if the city is powered.
    Theater Square
  • Amphitheater: +0.2 Culture per citizen.
  • Art Museum: +1 Culture per Promotion of a Governor established in this city.
  • Archaeology Museum: +3 Culture to all Antiquity Sites and Shipwrecks in this city.
  • Broadcast Center: Base Culture extends to all cities within 6 tiles. +5% Culture in this city. Bonus doubled if the city is powered. Now has 2 Great Work of Music slots instead of 1. Is now required to build Rock Bands.
    Holy Site
  • Temple: +0.2 Faith per citizen.
    Industrial Zone
  • Workshop: +0.2 Production per citizen.
  • Factory: Production equal to the adjacency of the Industrial Zone.
  • Power Plants: +10% Production in this city if city is successfully powered.
  • Coal Power Plants now provide a bit of Production to all cities within 6 tiles as well, instead of Production based on adjacency.
  • Coal Power Plants reduce Appeal by 2 on all tiles in the city. Oil Power Plants reduce Appeal by 1.
    Commercial Hub
  • Bank: +0.4 Gold per citizen.
  • Stock Exchange: Base Gold extends to all cities within 6 tiles. +5% Gold in this city. Bonus doubled if the city is powered.
    Entertainment
  • Arena: +1 Culture to Horses (Aztec Tlachtli gets +1 Culture to Quarries instead). No more Tourism with Conservation but now has 1 Great Work of Music slot.
  • Ferris Wheel: +1 Gold to all tiles in this city with Breathtaking Appeal.
    Encapment
  • Armory: +1 Production to Strategic Resources.
  • Military Academy: Land units trained in this city start with a free promotion.
    Harbor
  • Seaport: Naval units trained in this city start with a free promotion.
    Aerodrome
  • Hangar: The only military building in the Aerodrome now. Gets the XP bonus from Airport and provides 2 air unit slots instead of 1. Air units trained in this city start with a free promotion.
  • Airport: Now a civilian building in the Aerodrome. +1 Trade Route capacity. +25% Tourism from this city to civilizations in the modern era or beyond.
  • Buildings not listed are buildings which I think are interesting enough with their existing special bonus already.
  • Unless otherwise noted, the changes apply to the unique versions of these buildings, too.
  • Policies boosting building yields now give +1 of their yield (+2 if Gold) per building instead of a +50% bonus, once for high adjacency and once for high population.
  • Overall, make sure to check the descriptions ingame for details.

Compatibility and Recommendations

Requires Gathering Storm.

This mod is of course not compatible with other mods fundamentally changing the base buildings. Civilization reworks changing unique buildings should work, but might not update the description properly. Compatibility for Civilizations Expanded is included, however.

Compatible with Rule with Faith.

I highly recommend using this mod together with the District Expansions (this mod will only change buildings not included in such an Expansion active at the same time) and also the other mods from my Urban Complexity series.


JNR's Mod Series




74 Comments
sjoerd 9 Jul @ 6:04am 
the mod seems to make unique buildings worse
sjoerd 9 Jul @ 5:51am 
this mod makes the prasat from the khmer much worse, is this intended?
JNR  [author] 12 Jun @ 3:32pm 
Savannah had an issue with Great Explorers, should be fixed now.
h.j.haller 12 Jun @ 12:04pm 
i think i found it the game crash everytime i had after i bought the anthology pack your savannah mod cause it
h.j.haller 12 Jun @ 8:14am 
hey JNR can you check some off your mods i bought today the Anthology Pack game keeps crashing with your mods enabled
Nizou 1 Mar, 2023 @ 7:28am 
Yeah it crashes, but now I remember in order to play with some friends who have on GS we deactivated every DLC in cluding Aztec my bad. I'll reactivate it and it should work well
JNR  [author] 28 Feb, 2023 @ 3:32pm 
does it crash when you try to start a game? Are you using an Aztec rework mod or why do you not have a Tlachtli in your game?
Nizou 28 Feb, 2023 @ 7:51am 
Got a little bug in Database.log (no info found in Lua and Modding) :
[2561620.031] [Gameplay] ERROR: Invalid Reference on Building_GreatWorks.BuildingType - "BUILDING_TLACHTLI" does not exist in Buildings
[2561620.031] [Gameplay] ERROR: Invalid Reference on BuildingModifiers.BuildingType - "BUILDING_TLACHTLI" does not exist in Buildings[|/spoiler]
joeoeti 21 Nov, 2022 @ 11:39am 
The description of the Ottoman Grand Bazaar and of the Battery Power Station from Renewable Complexity are broken with this mod. They work normally as intended otherwise. Fine mod nevertheless.
Lucius, the Heavenly Dragon 23 Oct, 2022 @ 6:56am 
Hello JNR, playing as the Ottomans with this mod causes the Civlopedia Description of the Grand Bazaar to break. I'm unsure if this has any Gameplay effect, but I will let you know when I get to the Renaissance if this also breaks the effects of the building.