Sid Meier's Civilization VI

Sid Meier's Civilization VI

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District Expansion: Industry
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35.887 MB
20 Feb, 2021 @ 10:55am
15 Aug, 2024 @ 4:37pm
27 Change Notes ( view )
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District Expansion: Industry

In 3 collections by JNR
JNR's Urban Complexity
26 items
JNR's District Expansions
13 items
JNR's Playlist (Gameplay-only)
116 items
Description
New production-focused building choices for the Industrial Zone. Adds a total of 4 new buildings and reworks the existing buildings as well, now stretching over 4 (!) tiers instead of 3. Further 6 buildings in a new tier are added with the Corporations mode active.

The new bonuses provide each city with a multitude of ways to earn Production, using both population and geography.

Credit to Merrick for helping out with the Wind Mill model.

Alternative download from Civ Fanatics.[forums.civfanatics.com]

[www.paypal.com]

Features
  • Reworked the existing buildings in Industrial Zone (see below for details). Industrial Zone now unlocks at Construction. Original Water Mill in City Center is renamed to "Irrigation Wheel".
  • 4 new buildings added: Water Mill, Wind Mill, Manufactory, Chemical Plant, and Logistics Center (see below for details).
  • Unique 3d art and icons for all these buildings.
  • Adjacencies have been adjusted. "Green districts" now only provide +1 Production to Industrial Zones, while Lumber Mills and Mines provide a standard adjacency bonus again. Harbors now provide a standard adjacency bonus as well, improving production in coastal cities.
  • All Power Plants now provide Production to all cities in their radius. No more necessity to build Coal Power Plants just to get more local Production.
  • Adjusted some Eurekas to include the new buildings.
  • New and reworked policies (see below for details).
  • 4 new Great Engineers: Archimedes, Li Bing, Ma Jun (all Classical Era), and Martine de Bertereau (Renaissance Era). Imhotep moved to Classical Era (with adjustment to the Production granted). James Watt reworked. See picture for detailed effects.
  • Major additions with Corporations mode active: specialize your Factories and Chemical Plants to create new products with unique bonuses - but also penalties! Also, Industrial Zones get +1 Production from adjacent Industries and +2 Production from adjacent Corporations.

Details
  • 1 - Water Mill: Requires IZ to be built on River. IZ receives +1 Production to its base yield. +1 Production per District in this city built next to a River. Cheaper than the Wind Mill. Unlocks at Construction.
  • 1 - Wind Mill: IZ receives +1 Production to its base yield if built on Hills. IZ receives +1 Production to its base yield if built next to Coast. Unlocks at Apprenticeship.
  • 2 - Workshop: +1 Production per Governor Promotion in this city. Unlocks at Mass Production.
  • 2 - Manufactory: One more Specialist slot than usual, and +1 Production to Specialists. Unlocks at Mass Production.
  • 3 - Factory: +0.3 Production per Citizen. Unlocks at Industrialization.
  • 3 - Chemical Plant: +5% Production in this city for every unique Strategic Resource in its territory. Unlocks at Refining.
  • 4 - Logistics Center: Production equal to the adjacency of this district. Strategic Resource stockpile cap +20. Unlocks at Combustion.
  • 4 - Coal Power Plant: +3 Production to all cities within 6 tiles. -2 Appeal on all tiles in this city.
  • 4 - Oil Power Plant: +4 Production to all cities within 6 tiles. -1 Appeal on all tiles in this city.
  • 4 - Nuclear Power Plant: +5 Production to all cities within 6 tiles.

The Electronics Factory now replaces the Logistics Center.

Extra buildings with Corporations mode active:
  • Machines Factory: creates Machines product: +1 Production on all tiles in city where slotted. Costs 30 Iron.
  • Electronics Factory: creates Electronic Gadgets product: +5% Science, Culture, Faith in city where slotted. BUT: enemy Spies perform 2 levels higher there.
  • Souvenirs Factory: creates Souvenirs product: +25% Tourism in city where slotted. BUT: -1 Amenity and further -1 Amenity per district adjacent to a Wonder.
  • Fertilizer Plant: creates Fertilizer product: +2 Food on all Farm tiles in city where slotted. Costs 30 Niter.
  • Pharmaceutical Plant: creates Pharmaceuticals product: +0.5 Food per citizen and +1 Favor per Airport and tier 3 Commercial Hub and Harbor building in city where slotted. BUT: -0.5 Gold per citizen.
  • Polymer Plant: creates Plastic Goods product: +10 Gold to every Neighborhood in city where slotted. BUT: -2 Appeal in the whole city.
  • 4 - Keiretsu: renamed Japanese UB. No longer provides Science or Culture but +25% Production towards Projects instead.
IMPORTANT WARNING: For now, I added 36 objects for each product. The project will remain available if they have all been produced, but no more products will be generated. Likewise, if you finish the project but do not have an available product slot in any city, the created product will be lost immediately and permanently .

Policies
  • Standardized Measurements (Civil Engineering): Production to Industrial Zone buildings if adjacency is at least +5 and +1 Production to Industrial Zone buildings if population is at least 15.
  • Lean Manufacturing (Globalization): updates Standardized Measurements, Production granted based on building tier.

Compatibility and Recommendations

Requires Gathering Storm and Rise & Fall to download (because art assets from both are used), but Rise & Fall is not required to be active to play with the mod. Other DLC supported but not required.

This mod is compatible with JFD's Rule with Faith, P0kiehl's Civilizations Expanded, and CIVITAS' City States Expanded (CSE). The new buildings will receive the respective bonuses.

Compatible with all my other mods (including the Dojo).

If you want tier 4 buildings to receive bonuses from city states, you need CSE and activate the Ethiopia-style city state bonuses of that mod (via game mode option).

Compatible with any Specialists mod.

This mod is of course not compatible with other mods fundamentally changing the Industrial Zone.


JNR's Mod Series




Popular Discussions View All (3)
4
10 Jul, 2024 @ 6:16am
The May 1st update has made this sadly unusable with Harmony in Diversity
TideTactics
3
26 Jun @ 6:25am
Hi! Compatibility with Sukritact's Egypt Rework?
jermapilled
0
1 Apr, 2024 @ 6:34pm
Li Bing Use special characters that cant be readed and become XX
Malcry
271 Comments
Nightmare576 24 Mar @ 7:20pm 
I gotta get better at making mods. I wish we could keep the regional effects from the factories
无铭 17 Mar @ 8:06pm 
Bug with steamy Victoria is still here , only vanilla buildings can get the 10% production bonus
JNR  [author] 16 Mar @ 10:30am 
For example this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2292979207

Any mod that changes Hammurabi to no longer get free buildings works.
josealejandrogonzalezg 13 Mar @ 7:08pm 
I tryied today but it said i need "Hammurabi Rework", what is that?
blacktail122 2 Mar @ 5:06pm 
Doenst work with CIVITAS City-States
Nightmare576 26 Feb @ 11:00am 
Is there a version that keeps the old adjacencies? I might just try to edit it myself lol
arima4 18 Feb @ 12:19pm 
when i have created a keiretsu building, why doesn't the building appear and an exclamation mark appear in the industrial building?
Nightmare576 4 Feb @ 9:14pm 
I tried out this mod for the last civ 6 challenge, was not disappointed. Well, except for when I saw that you changed Steamy Victoria's bonus to only the first 3 IZ buildings.
S-Mechno 17 Dec, 2024 @ 11:55am 
Can i download translation for ur mods?
Nandybear 18 Oct, 2024 @ 10:55pm 
@Jeor Mormont "the old bear"

You could easily make a swap building mod. It's all in projects.xml, expansion1_projects.xml and expansion2_projects.xml. It's built in for changing power plants around, and ya as JNR mentioned it clutters things up, but ya it's SUPER easy. I'd recommend going and looking in them files to get a feel for it, but you can also look at mine to see how I made it into a mod. If you've never modded Civ, all you need is extremely basic SQL knowledge (in this case, you can get real complicated) and/or XML, but it's all easy enough to rip it out of other mods etc.
Anywho here's my code https://pastebin.com/4RvG4MnT