Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Industrial Improvements GS
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
36.916 KB
29 Jun, 2018 @ 1:39am
23 Jun, 2021 @ 1:54am
9 Change Notes ( view )

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Industrial Improvements GS

Description
Industrial Zone buildings increase production output from the city improvements.
City plot improvements contribute to Industrial Zone adjacency bonuses.

Main Goals of this Mod:
1. Make Industrial Zone worth building;
2. Discourage chopping resources (including woods);
3. Increase overall output of production in later game.

Main principle:
Production does not come from nothing. You need resources, infrastructure and labour for anything to produce.

Detailed modifications:

1. Workshop increase production output only for "light industries": +1 for Pastures and Camps.
Also +1 food for Pastures and Plantations.
2. Factories add production for "heavy industries": +1 production for Lumber Mills, Mines and Quarries. +2 for Oil Wells and Offshore Oil Rigs.
3. [REMOVED] Power Plants add another production layer on top same as Factories.
4. Lumber Mills, Pastures, Camps, Plantations, Mines and Quarries contribute +1 production each for Industrial Zone adjacency.
[NEW] Oil Wells and Rigs contribute +2 each.

Note_1: only Mines on resources get additional production from buildings - "empty" Mines on hills get nothing.
Note_2: naturally only worked improvements generate yields. You will need to assign citizens for this.

Relevant Civilopedia entries updated.

This mod is extensively tested and is fully compatible with any game version (on Windows) including GS expansion.
You will need to start a fresh game for all modifiers to function as intended.
Popular Discussions View All (1)
0
20 Jun, 2019 @ 12:14pm
Bug fix
DB
38 Comments
Lone Wolf 4 Sep, 2024 @ 11:41am 
Does this mod affect the player only, or A.I. as well?
Nbyrd291 14 Nov, 2021 @ 12:21pm 
Were the adjacencies from camps, plantations, etc. removed?
FearSunn  [author] 23 Jun, 2021 @ 1:55am 
German translation added.
Junky 8 Jun, 2021 @ 1:20pm 
Hey FearSunn,
I made a german translation for this mod:
https://1drv.ms/u/s!Ah67PnZDpIHVilHKqSrnjgaC2apk?e=0gU1tU
FearSunn  [author] 21 Oct, 2019 @ 8:23am 
Updated. Please see description for details.
DB  [author] 7 Oct, 2019 @ 10:10am 
Hi 704480437,

FearSunn made this mod 15 months ago... back before the patches that made Industrial Zones decent districts, so that's why there are some redundancies (e.g. the lumber mill getting a double adjacency bonus).

Kind regards,
DB
Zackham 5 Oct, 2019 @ 2:02pm 
It's my first time using a game play balance mod. These are my first thought after using your industrial zone. I may make and upload a mod in the future, but currently I'm lazy. So don't blame me "Why you have so many problems, go make your own mod" LOL. It's not a request asking you to do what I'm saying. Feel free to ignore it or if you are interested, take it as a reference.
Zackham 5 Oct, 2019 @ 1:53pm 
So my overall conclusion is: no modding on district base, reduce price of workshop or add 2~4 output, make factory and power plant stack once more.
Zackham 5 Oct, 2019 @ 1:53pm 
I feel that the base district is okay. Workshop does not match its cost if you look at basic buildings like library, granary and watermill. You can see that the cost should be approximately 30*output/turn. So 120 cost of current workshop is fair enough, or add 2~4 situational output. Considering that factories gives production to multiple cities, a 3-city factory matches its cost, which is approximately the average situation without intentional arrangement ( in my overall game experience ). The key point is that they make it can not stack anymore, so building more that 1 factory is meaningless. Coal power plant is fairly powerful if you realize that you can combine dam+aqueduct together with +100% industrial adjacency. It's easy to build a +10~+14 (can stack to 20+ if you are crazy enough and truly want to do this) coal power plant. Other power plant can be same powerful as factory where the key point is non-stacking.
Zackham 5 Oct, 2019 @ 1:51pm 
I don't think adding more adjacency for industrial zone is a good idea. It already have a lot of source of adjacency bonuses.
It already have adjacency from lumber mill, so your adding makes it repeated and redundantly powerful.
Adding plantation to production resource make it a little bit wired and anti-intuitive, because all plantations in the game actually grow food and luxury -- why banana and orange give bonus to production? When we design some game rule, we have to consider both game numerical balance and its reality representation.
Finally, you give pastures and camps bonus from inside buildings, so adding camps and pastures to adjacency makes it repeated.
Too many source from adjacency make it meaningless to make a choice of location. Location doesn't matter any more because almost anywhere is the same. Lumber mills and mines are everywhere at all. That also makes factory and power plant OP.