Sid Meier's Civilization VI

Sid Meier's Civilization VI

Industrial Improvements GS
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.
Arcadian 13 Aug, 2019 @ 12:11pm 
It doesn't show a warning for me.
FearSunn  [author] 26 Jul, 2019 @ 9:58am 
It is compatible with current game version. I've probably forgot to update compatibility flag. Ignore warnings.
Nizou 25 Jul, 2019 @ 9:37am 
As i've read, this is GS-compatible. Why the game shows a compatibility warning, and is it June 2019 update compatible ?
Arcadian 19 Jul, 2019 @ 7:02am 
The industrial zone is already worth building if you plan your city carefully and don't just throw it out by a couple of mines. But this mod has an interesting way of handling production that gives it a little more depth. Not sure if it's balanced though.
FearSunn  [author] 21 Jun, 2019 @ 9:55pm 
Thanks DB for update! Now compatible with latest patch.
Shakie666 18 Jun, 2019 @ 12:14pm 
Unfortunately today's update broke this mod.

Also, though they do still give the bonuses, the tooltips for the factory and the power plants don't show the bonuses they give to lumber mills and stuff.
abel1717 26 Feb, 2019 @ 2:24pm 
After playing my first complete game with GS, I have realized that this mod is vital. The game emphasizes in climate and too little in the industry—which transformed the world. This mod not only improves the gameplay, but it adds immersion and realism. Great Job!
Jessy2299 25 Feb, 2019 @ 5:57pm 
Hey, I use this mod here : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1660936201
It add a new kind of power plants. Is their a way to add the bonus gave by this mod to the power plants, to that new power plant too ?
帕累托 21 Feb, 2019 @ 11:45pm 
thx
RoyalMuffin 21 Feb, 2019 @ 3:47pm 
Great Mod!!
najizhimo 19 Feb, 2019 @ 5:39am 
thx for update
FearSunn  [author] 19 Feb, 2019 @ 2:11am 
Update uploaded. Now compatible with GS.
Consider supporting me otherwise this mod might not be updated next time. Thank you!
Jessy2299 17 Feb, 2019 @ 6:44pm 
Cant wait to see the update this is a must have !
星野アイ 16 Feb, 2019 @ 4:53am 
等大佬更新好!:steamhappy:
Baumwollaugenjohann 15 Feb, 2019 @ 10:40am 
:cozybethesda:
FearSunn  [author] 15 Feb, 2019 @ 10:39am 
Update pending. Changes are massive. Will take some time. Be patient.
Baumwollaugenjohann 15 Feb, 2019 @ 10:31am 
An update is indeed needed :steamsad:
帕累托 14 Feb, 2019 @ 8:43pm 
plz upgrade
plz
QAQ
i lv ur md so mch
Kid Viking 23 Sep, 2018 @ 4:20pm 
I really love this! The theory and execution make a LOT of sense. I'm only concerned that the Industrial Zone adjacency bonuses seem to make the German Civilization building, the Hansa, a lot less impressive by comparison. Almost irrelevant. What really made the Hansa special were those bonuses from all types of resoures. Just an observation. I wouldn't even have mentioned it if I hadn't accidentally started a game with Frederick recently. Thanks!
星野アイ 21 Aug, 2018 @ 8:14am 
很棒!
FearSunn  [author] 24 Jul, 2018 @ 1:14am 
Updated. Workshop nerfed. Now Mines, Quarries and LumberMills get NO production boost from Workshop. Camps and Pastures get +1 production. Pastures and Plantations +1 food.
Livius civis tergestinus 20 Jul, 2018 @ 11:34pm 
Good work !
FearSunn  [author] 16 Jul, 2018 @ 8:12am 
Yep. Workshop seems too strong too early. I'll collect feedback and will see how to balance things further.
billymoosehead 16 Jul, 2018 @ 7:49am 
This is a great mod. Very clear coding too. A few thoughts:
- Industrial Zone . Adjacency is too strong, and makes Lumbermills too powerful given they give both adjacency and then get boosted by IZ buildings. Keep IZ with existing adjacencies (+1 mines & quarries, +0.5 other districts), and instead make lumber mills +0.5 adjacency and add a +2 adjacency from Harbours (Harbours already give +2 adjacency to Commercial Hubs).
- Workshop . +1 additional production per resource that early is a bit strong. Perhaps just +1 gold for pastures, camps and bonus resources, and an additional +1 food for camps. If you want to buff the Workshop further, maybe give it +1 housing.
- Factories, Powerplants . Having these buildings add additional production to Mills, Mines and Quarries is a good idea. Perhaps add +1 Housing and +1 Amenity to these buildings' local and regional bonuses.
FearSunn  [author] 6 Jul, 2018 @ 11:31pm 
Neon, your suggestions are sound and valid. My intention is to dial things down a little bit on the next update. For example Workshop will not increase production for "heavy" industries such as Mines, Quarries and Lumber Mills (you will need Factory for this). Therefore I am a little bit reluctant to exclude camps and plantations as you suggested. Note that these improvements get nothing from other IZ buildings later on.
Then I am totally ok with "half decent" cities getting production boost from IZ. This is how things work in real life: build a factory and some small city becomes important. This is ok, imho.
And I am very reluctant nerfing Lumber Mills in any way. I personally hate chopping. Woods seem to be the main target for chopping unfortunately. Therefore I am using any occasion to increase Lumber Mill importance.
NeonValley 6 Jul, 2018 @ 10:19pm 
My first impressions are that it might be a little extreme. It's great that it encourages conservation of natural resources for long term use and good city construction, but it also kind of means that most half decently placed cities will get a massive boost from an industrial district. I feel like maybe the camps and plantations could do with not receiving the bonuses as they are more gold oriented and often on luxury resources (so people aren't harvesting them). The other thing is that it seems to me that it is too easy to get +6 adjacency bonuses - I would consider making it so that lumber mills do not contribute - I think the other bonuses they get are sufficient. I'll definitely be experimenting with this mod more though, these are just my initial thoughts from half a game with it. It's a great idea and I also like that it distinguishes between empty mines vs mining a resource.
FearSunn  [author] 3 Jul, 2018 @ 5:14am 
Just have in mind this is initial upload and things might be tweaked down the road.
Any suggestions and feedback are welcome!
campy70 2 Jul, 2018 @ 1:36pm 
this sounds great. industry buildings give so little, i usually build everything on the coast with Harbours to get good production