Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Production Cost Rework
   
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Type: Mod
Mod: Gameplay
File Size
Posted
12.128 KB
13 Apr, 2019 @ 5:21pm
1 Change Note ( view )

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Production Cost Rework

Description
This mod prevents district & building construction times from becoming ridiculously long in the later parts of the game.

Gives most districts a base production cost of 100, increasing by 4 production for each district of the same type that is built. Dams have a base cost of 250, neighbourhoods 500, and canals 700. Spaceport is unchanged (1800). Unique districts have halved base cost and halved cost increase.

Tier 1 buildings (like library) have a production cost of 125, tier 2 buildings (like university) have a cost of 250, and tier 3 buildings (like research lab) have a cost of 500. Exceptions are oil power plant and nuclear power plant, which cost 600 and 700 production.

Medieval walls cost 120 production and renaissance walls cost 180 production (150 for Tsikhe).
11 Comments
ropestring3 15 Jun, 2023 @ 6:10pm 
also does this neighborhood cost apply to kongo, cuz if so massive penalty
ropestring3 15 Jun, 2023 @ 6:10pm 
why r neighborhood so expensive
ropestring3 3 May, 2022 @ 8:46am 
does the cost increase with # of districts built or placed?
Remove Sniper from TF2  [author] 29 Apr, 2021 @ 1:12pm 
they are just changes to base values so they scale with speed
blue M 29 Apr, 2021 @ 12:43pm 
Does the value differ by the game speed or are they kept the same?
Remove Sniper from TF2  [author] 23 Aug, 2020 @ 3:34pm 
it should.
LOBO 23 Aug, 2020 @ 1:54pm 
Is it working with New Frontier Pass?
Remove Sniper from TF2  [author] 15 Apr, 2019 @ 3:55pm 
I have played a few games with the mod and find build times to be fine. What do you mean buildings are not worth constructing? If buildings are very fast to build, then you get the problem of quickly running out of stuff to build due to district limit (apart from pumping units). If you thing buildings are barely worth building then maybe a mod making buildings better would be the answer.
JNR 15 Apr, 2019 @ 3:42pm 
building cost was originally based on when it unlocks instead of power to ensure that building times roughly follow your increasing production throughout the game. Temples are cheaper than factories because by the time you unlock a temple you have much fewer production than by the time you unlock a factory. It's part of the core gameplay loop.

Buildings already struggle from barely being worthy of constructing. I like the approach of tuning down district cost, but the changes to buildings don't seem supportive of a smooth gameplay experience at all and kind of counteract the original purpose of keeping production cost reasonable.
Remove Sniper from TF2  [author] 15 Apr, 2019 @ 1:13pm 
Temples take 250 production, like all tier 2 buildings. Unmodded temple takes 120 production to build. So it is correct that build time is doubled in the casse of the temple.

Temple is quite cheap in the unmodded game because it unlocks early (clasical era) compared to the other tier 2 buildings, like the university and bank. I don't think that cost should depend on when it is unlocked, but on how good it is. And the temple is on par with other tier 2 buildings, so therefore should cost similarly.