Modern Building Expansion

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Author: HktkNban

Last revision: 24 Dec, 2023 at 03:52 UTC (2)

File size: 4.88 MB

On Steam Workshop

Description:

Add buildings that will appear in the late game from the Industrial Era to the Information Era. It includes new buildings in the City Center and 4th tier buildings in the Specialty district. Each building has a powerful effect but requires large amounts of Power and Population and should be built in a large, well-developed city.

This mod was originally created as an extension module for Colony and Empire, but can also be used standalone.

Each building does not have a 3D model due to corner-cutting, so there is no pressure on the asset limit and the operation is highly stable. The icons are borrowed mainly from the SimCity series.

List of Buildings

Currently, the following buildings are included.

[City Center]
– Sewage Treatment Plant: Unlocked by Sanitation. +50% Population growth rate if the city is Powered.
– Waste-to-Energy Plant: Unlocked by Synthetic Materials. Provides +2 Power for every 10 population (maximum +10 Power).
– Police Station: Unlocked by Radio. +8 Loyalty per turn. +2 Amenities if the city is at maximum Loyalty.

[Aqueduct]
– Water Purification Plant: Unlocked by Sanitation. +10% Food if the city is Powered.

[Encampment]
– Military Research Institute: Unlocked by Combined Arms. Gain Science equal to 25% of the unit’s cost when a military unit is created in this city. Strategic Resource Stockpiles increased +10 (on Standard Speed).

[Harbor]
– Container Terminal: Unlocked by Synthetic Materials. +1 Food, +1 Production, and +2 Gold on all Ocean tiles for this city. +2 Food, +2 Gold for the origin and destination of international Trade Routes to this city.

[Holy Site]
– Haunted Attraction: Unlocked by Cultural Heritage. +10 Tourism. +100% religious pressure from this city to adjacent cities. +1 Faith per specialty district in this city.

[Campus]
– Aerospace Laboratory: Unlocked by Satellites. Only works if the city is Powered. +20% Science in this city. +50% Production toward Space Race projects.

[Theater Square]
– Telecom Facilities: Unlocked by Telecommunications. Only works if the city is Powered. +20% Culture in this city. +10% Tourism output of the entire civilization if the Population of this city is more than 30.

[Commercial Hub]
– Megacorporation HQ: Unlocked by Computers. Only works if the city is Powered. +20% Gold in this city. +10 Tourism for every 10 Population of the city (maximum +40).

[Industrial Zone]
– Nuclear Fuel Factory: Unlocked by Nuclear Fusion. Only works if the city is Powered. +2 Uranium per turn. +50% Production toward Nuclear Devices.

[Aerodrome]
– International Airport: Unlocked by Globalization. +4 air unit slot in Aerodrome district. If the city is Powered and has 30 Population or higher, +10% Tourism output from international Trade Routes of your civilization.

[Entertainment Complex]
Resort Hotel: Unlocked by Globalization. If the city is Powered and has 30 Population or higher, +25% Tourism output from this city to civilizations in the Modern era or beyond.

[Water Entertainment Complex]
Cruise Ship Terminal: Unlocked by Globalization. Same effect as a Resort Hotel.

[Other changes]
– Sewer: Prerequisite for a Sewage Treatment Plant. Unlocked by Urbanization, not by Sanitation.

Compatibility

Coastal/Waterfront Speciality Districts: If this mod is enabled, the corresponding building will be added to each district.
JNR’s District Expansions: If this mod is enabled, the corresponding building will be added to the prerequisites.
More Maritime: Seaside Sectors: If this mod is enabled, "Military Research Institutes (Coastal)" will be added.

Supported Languages

– Japanese
– English (partially automatically translated)
– German (included in the German translations for various Civilization VI mods)

Changelog

2023/12/24:
– Police Station: Now requires 1 Power. Changed Amenity bonus. "+2 Amenities if the city is at maximum Loyalty" -> "+1 Amenity if the city is at maximum Loyalty. +1 Amenity additionally when Powered"
– Container Terminal: Now requires 2 Power.
– International Airport: Aircraft slots reduced from 4 to 2. The unlock requirement was changed from Globalization to Guidance System.
– International Airport (Offshore): Newly added. Activated by using the "Coastal/Waterfront Speciality Districts" mod.
– Military Research Institute (Coastal): Newly added. Activated by using the "More Maritime: Seaside Sectors" mod.

Disclaimer

Please use this mod at your own risk as it may contain unforeseen glitches or bugs.
If you report bugs in the comments, I will fix them to the best of my ability.

Download
Required DLC:

These DLC should be installed in order to use this item.


Sid Meier's Civilizationu00ae VI: Gathering Storm
Revisions:

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