Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Renewable Energy Complexity
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27.469 MB
19 Feb, 2019 @ 11:59am
1 May, 2024 @ 8:12pm
15 Change Notes ( view )
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Renewable Energy Complexity

In 5 collections by JNR
JNR's Climate Balance
14 items
JNR's Urban Complexity
26 items
JNR's Playlist (Gameplay-only)
116 items
Play with Project 6T
28 items
Ultimate Maritime Modpack
41 items
Description
Renewable Energy Complexity makes everything about renewable energy in the late eras more engaging and rewarding. Receive more green electricity with smart placement of improvements and transfer that green electricity to other cities (or even other civilizations).

Update: As of Juli 2020, this mod has received an overhaul and bonuses from improvements have been streamlined. Some things have been renamed. The Battery Power Station now has an actual 3D model on the map!

The building model was made by Firaxis and has simply been cut content but part of the game files so far, all credit goes to their artists for it!

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Introduction
Gathering Storm is all about interacting with the environment. The final stage of this is switching over to renewable energies. Yet, there is very little environment interaction about them. Solar on flat, wind on hills, and a single improvement does not even provide enough power for a single building.

This mod makes these improvements more interesting. Each improvement starts out weak but is unlocked earlier and can generate more power than before with new technologies and the right placement. Two new battery storage buildings allow you to transfer "Renewable Battery Charges" gained from these tech upgrades and placement bonuses.

Features
New Buildings: a Substation to "collect" local renewable energy (built in the city center) and a Power Station, a power plant which distributes the energy to all cities within six tiles and provides production, science, and culture to those cities a well. The Power Station has to be built in the Industrial Zone and is mutually exclusive with other power plants. If you already have another power plant built, you can convert it with a project the same way the traditional power plants can be converted into each other,.

To compensate for increased power available from renewable energy improvements, Reina the Financier now only provides +1 extra Power to these improvements in the city she is stationed in (only with the respective promotion, of course). She also provides 1 extra Renewable Battery Charge from each of these improvements and buildings.

Here are the changes to improvements and buildings in detail. They all provide +1 Science, +1 Production, and +1 Gold by default now.

GEOTHERMAL POWER
Default Power: 2

Unlocks with: Synthetic Materials
+1 Power with: Offworld Mission
New placement options: can also be built on Volcanic Soil*
Extra Bonus from good placement: +1 Power, +1 Production, and +2 Gold if built on Geothermal Fissure

WIND FARM
Default Power: 2
Unlocks with: Synthetic Materials
+1 Power with: Composites
Extra Bonus from good placement: +1 Power and +2 Gold if built next to coast

OFFSHORE WIND FARM
Default Power: 2
Unlocks with: Composites
+1 Power with: Predictive Systems
New placement options: can also be built on Ocean (requires Seasteads technology)
Extra Bonus from good placement: +1 Power and +2 Gold if built on Ocean
Seasteads receive +1 Gold for every adjacent Offshore Wind Farm

SOLAR FARM
Default Power: 1
Unlocks with: Satellites
+1 Power with: Predictive Systems
New placement options: can also be built on Snow (Tundra and Snow placement require Advanced Power Cells technology)
Extra Bonus from good placement: +1 Power and +1 Gold if built on Grasslands or Plains; +2 Power and Gold if built on Desert

HYDROELECTRIC DAM
Default Power: 4
Unlocks with: Electricity
+3 Power with: Computers
Yield changes: +3 Production; Maintenance increased to 2 Gold

*Unfortunately, "next to volcano" was not possible, so I chose Volcanic Soil as the next best option.

Recommendations:
I recommend supplementing this mod with more tweaks to climate change so that switching to renewable energy later in the game actually becomes a necessity of survival. Climate Balance is a collection of mods (also available as a bundle) which offers everything around climate change, from more flooding and disasters to slower climate change as such.
If you're interested in more Complexity mods, look here.


JNR's Mod Series




Popular Discussions View All (4)
14
12 Jul, 2020 @ 3:29pm
Synthetic Technocracy
pauloel7
5
31 Dec, 2022 @ 9:54am
Battery substation not working
Knecht Ruprecht
1
10 Nov, 2019 @ 2:27am
Affects Saved Games Should be YES
DB
310 Comments
JNR  [author] 9 Jul @ 7:03pm 
Converted power equals total power provided by an improvement minus what is listed as "default power" here in the description.
ChrisMartin 8 Jul @ 6:20am 
It convert every extra energy provided by improvement placing, level of tech and use of Governor So its very hard to give exact numbers, since a bunch of conditions need to be in place to max out.
Melvorus 8 Jul @ 5:41am 
how much energy does the substation actually convert at max?
It says "some" but I would like a more quantative statement if possible.
ChrisMartin 29 May @ 1:45am 
@Molten Ice: I've haven't seen AI do it in any of my games.
@nhwhiting: If you have improvements or Dam producing bonus-energy within the range of a Battery Substation, that energy will go into Battery resource. To later be used by a Battery Power Station, to power a city.
nhwhiting 28 May @ 2:40pm 
How do the Battery Substations work?
Molten Ice 18 May @ 7:39am 
Does anyone know if the AI actually builds battery substations and makes use of the renewable battery charges?
がうる・ぐら 10 Feb @ 6:43pm 
Is it possible to modify it to make it compatible with BBG please, I don't want to have to choose between two great mods!:steamfacepalm:
bacooga 22 Dec, 2024 @ 8:00pm 
INCOMPATIBLE WITH BBG >:(((((((((((:steamsad:
Cowbian 15 Dec, 2024 @ 12:43pm 
I wish this mod was compatible w bbg, game won't even start if you have them both on :(
Nochilll 31 Oct, 2024 @ 4:22am 
Love it. Would however love to ee one more feature. Some kind of energy relay to actually be able to build an energy grid. Nothing fancy, but industrial zones have limited placement away from cities and when building more rural cities i eventually run into issues