Building Expansion (Light Edition)

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Author: JNR

Last revision: 2 Jan, 2021 at 12:32 UTC (2)

File size: 99.33 KB

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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.

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:

Urban Complexity Mod Series

Go to Collection

Urban Complexity is a series – work in progress – which aims to provide more depth to building and developing your cities while striking a balance between authentic flavor and enjoyable gameplay. Features range from simple tweaks to general values to completely new buildings to choose from in your districts.

With Urban Complexity mods, choosing what to build is no longer just a chore where you tick items of a set build order. Instead, proper consideration of your local environment and factors such as adjacencies, available terrain, other districts present in the city, etc. shall pay off greatly. Tall cities where every building choice was made carefully will be more competitive and a viable alternative to carpeting the lands with minimally developed settlements.

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Revisions:

Old revisions of this mod are available below. Click the link to download.