Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Modern Building Expansion
   
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5.111 MB
5 Apr, 2022 @ 6:48am
23 Dec, 2023 @ 7:52pm
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Modern Building Expansion

In 1 collection by HktkNban
Play with Colony and Empire
10 items
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.
Popular Discussions View All (1)
2
14 Feb, 2024 @ 8:58am
Urban Complex Compatibility
TheColdHands
26 Comments
1454935198 1 Feb @ 6:13am 
为原版的区域添加了4级建筑,效果更强,激活条件多为25人口。
兼容性:有jnr区域扩展时,正确限制建筑的前置条件。
缺点:现代太后期了,3级建筑是大多数玩家游玩时长的极限了,只有新手期的时候愿意玩到未来时代。
Nightmare576 16 Jul, 2024 @ 7:35pm 
instead of haunted house attraction, Holy sites should get Megachurches, which provide gold based on the district's faith adjacency, as well as 2 faith and 2 gold (2x that much when powered)
-50% tourism from rock bands in that city, unless the band has the religous rock bonus.
something like that idk
🌟𝑴𝓪𝓻𝓮𝓶𝓸🍡 10 May, 2024 @ 9:08am 
いいね ありがとうございます:lovelyeye:
呆毛一朵朵 21 Mar, 2024 @ 6:31am 
did it have Chinese version?
Shinchoku Koru 24 Nov, 2023 @ 9:19am 
I love how some of these texture were ripped right out of simcity! XD
Blink#51514 10 Sep, 2022 @ 5:11am 
did it have Chinese version?
Jccali1214 27 Jul, 2022 @ 1:25pm 
What a great idea! All the buildings are wonderful editions
HktkNban  [author] 25 Jul, 2022 @ 2:59pm 
AI players also construct all buildings. There are no special buildings that only humans can use.
💚 Гоблин 💚 25 Jul, 2022 @ 10:54am 
Does this mod WORKS WITH AI????
PhazezGova 24 Jul, 2022 @ 11:10am 
I'd really like to try it, but I'm afraid it's too OP?