Sid Meier's Civilization VI

Sid Meier's Civilization VI

Building Expansion (Light Edition)
71 Comments
sjoerd 9 Jul, 2024 @ 6:04am 
the mod seems to make unique buildings worse
sjoerd 9 Jul, 2024 @ 5:51am 
this mod makes the prasat from the khmer much worse, is this intended?
JNR  [author] 12 Jun, 2024 @ 3:32pm 
Savannah had an issue with Great Explorers, should be fixed now.
h.j.haller 12 Jun, 2024 @ 12:04pm 
i think i found it the game crash everytime i had after i bought the anthology pack your savannah mod cause it
h.j.haller 12 Jun, 2024 @ 8:14am 
hey JNR can you check some off your mods i bought today the Anthology Pack game keeps crashing with your mods enabled
Nizou 1 Mar, 2023 @ 7:28am 
Yeah it crashes, but now I remember in order to play with some friends who have on GS we deactivated every DLC in cluding Aztec my bad. I'll reactivate it and it should work well
JNR  [author] 28 Feb, 2023 @ 3:32pm 
does it crash when you try to start a game? Are you using an Aztec rework mod or why do you not have a Tlachtli in your game?
Nizou 28 Feb, 2023 @ 7:51am 
Got a little bug in Database.log (no info found in Lua and Modding) :
[2561620.031] [Gameplay] ERROR: Invalid Reference on Building_GreatWorks.BuildingType - "BUILDING_TLACHTLI" does not exist in Buildings
[2561620.031] [Gameplay] ERROR: Invalid Reference on BuildingModifiers.BuildingType - "BUILDING_TLACHTLI" does not exist in Buildings[|/spoiler]
joeoeti 21 Nov, 2022 @ 11:39am 
The description of the Ottoman Grand Bazaar and of the Battery Power Station from Renewable Complexity are broken with this mod. They work normally as intended otherwise. Fine mod nevertheless.
Lucius, the Heavenly Dragon 23 Oct, 2022 @ 6:56am 
Hello JNR, playing as the Ottomans with this mod causes the Civlopedia Description of the Grand Bazaar to break. I'm unsure if this has any Gameplay effect, but I will let you know when I get to the Renaissance if this also breaks the effects of the building.
H.Humpel 26 Jan, 2022 @ 2:35pm 
Hi JNR,
your mod has been translated into German by Junky and the translation is now part of the Civilization VI Mods - German translations mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
JNR  [author] 15 Jul, 2021 @ 3:54pm 
they won't conflict, but you can disable it as it is redundant then, yes.
ChiYiuWong 30 Jun, 2021 @ 10:40pm 
If I have installed all the modules of the D:E, do I still need to install this module? Will they conflict with each other?
Ruper1407 27 Apr, 2021 @ 8:50pm 
@JNR Hey this mod overrides the recent khmer temple (prasat?) update and it doesnt do anything special... Please update :3
Royal Raven 16 Feb, 2021 @ 3:33pm 
@JNR I have this issue in the Grand Bazaar Description:
https://i.imgur.com/Dri2PqW.jpg

It might be related to Civilizations Expanded mod.

Also here is my mod list:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1337796922
JNR  [author] 22 Jan, 2021 @ 6:55pm 
oh, will fix that. Military Expansion is compatible with Civilizations Expanded as well, but that was added after launch so I guess I just forgot to update the description there.
Grêy 22 Jan, 2021 @ 3:14pm 
omg, its in like all of them but military, which is the one i happened to check for compatibility.....
literally needed to check 1 more.
JNR  [author] 21 Jan, 2021 @ 10:57pm 
they are compatible, as their descriptions tell as well.
Grêy 21 Jan, 2021 @ 10:49pm 
so am i right to assume that the special inclusion that this is compatable with civs expanded means the larger overhauls are not?
JNR  [author] 16 Nov, 2020 @ 9:18am 
should be fixed now, Madrasa description updated as well for the changes to it in Civilizations Expanded.
Burokunshado 16 Nov, 2020 @ 4:25am 
I can confirm that the 'Civilizations Expanded' latest update as of Nov 16th does clash with 'Building Expansion (Light Edition)'.
DaHaider 15 Nov, 2020 @ 11:23pm 
okay, could be 15 Nov too - close timing but possible
DaHaider 15 Nov, 2020 @ 11:20pm 
Same here, but i think it was the Nov 16 update. Worked fine 12 hours ago
rcj32 15 Nov, 2020 @ 4:49pm 
Wondering if the Nov 15 update to Civilizations Expanded broke compatibility with this mod? Works fine with either mod disabled but if both are enabled I’ve started getting a mod load error
jsnider193 2 Nov, 2020 @ 12:35am 
INFO = able to play again .. thanx
Royal Raven 1 Nov, 2020 @ 3:02pm 
I guess me not having the Byzantium dlc was an issue, lol. I might grab it next week.
Royal Raven 1 Nov, 2020 @ 3:00pm 
Thank you, glad I could help.
JNR  [author] 1 Nov, 2020 @ 2:51pm 
ah, got it, fix incoming asap.
Royal Raven 1 Nov, 2020 @ 2:18pm 
Here you go, I think its the last one generated:
https://pastebin.com/1qPBEkt8
JNR  [author] 1 Nov, 2020 @ 1:35pm 
do you have the database log too, please?
Royal Raven 1 Nov, 2020 @ 12:50pm 
I have all content, except the Gauls and Byzantium. I did not buy FP, but bought some of them separate.
Royal Raven 1 Nov, 2020 @ 12:46pm 
I am having issues even after the update fix. I am trying to start a new game. I even unsub to mod and resubbed.
Here is my mod list:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1337796922

Here is my log files:
Lua.log
https://pastebin.com/4ZNd1hgN

Modding.log
https://pastebin.com/ppK83SHu
jsnider193 1 Nov, 2020 @ 7:26am 
great thanx for the quick fix .. now back to beating the commie hordes and the zombies (fun mod that one)
JNR  [author] 1 Nov, 2020 @ 2:51am 
ok thanks, updated it and everything should work now.
jsnider193 1 Nov, 2020 @ 1:47am 
Tested with Light alone and new game will not start .. get the mod issue screen. Loaded light and just your districts (UC stuff) and same result as with just light.


So appears civ vi has a gastric attack with the light mod.
jsnider193 1 Nov, 2020 @ 1:09am 
Can no longer load a game was playing after the update to this mod. was playing fine yesterday with the mod mix. Update installed and can no longer load the save game.

Took this out and started a new game ... able to play. Reactivated this mod and tried start a new game and it failed. Have not tried it alone as it was all working with all the other mods before the update so pretty sure something went wrong fer me in the change. I will try it by itself but really hoping just made a simple whoopsie error here.
JNR  [author] 31 Oct, 2020 @ 8:04am 
@snackerfork: just fixed it, together with some other stuff
JNR  [author] 26 Oct, 2020 @ 8:57am 
Gathering Storm is the only dlc you need.
Teamson 26 Oct, 2020 @ 8:43am 
"Requires Gathering Storm." - so without the dlcs i cant use this? :(
JNR  [author] 18 Oct, 2020 @ 3:46am 
very certain that this mod is not responsible for that. Check mods which do anything with units themselves.
Dante.Enoshima 17 Oct, 2020 @ 10:37pm 
Idk if this mod's the culprit, but it kinda made a weird "bug to me". Once i built an encampment, If i train any military unit, the unit's model will only show up 1 ( if not using R.E.D mod, usually it's 4 models for swordsman, but it just showed up 1 instead ).

Can this be fixed? or this is a mod conflict? Let me know if you need more info.
snackerfork 14 Oct, 2020 @ 6:18pm 
When playing with Rule with Faith, the text for the changed RWF policies is missing.
Red Key 25 Sep, 2020 @ 4:51pm 
Hi JNR,
This mod looks great. I was thinking of making something similar to make the boring +X buildings more interesting, but then found your mod. I have a couple ideas and was wondering if you would consider adding them...

Market: include the gold to bonus resource tiles I see you put in "District Expansion: Commerce" and add +1 housing plus another +1 housing if a trading post is present. This will make it more on par with lighthouse.

Factory: +1 Production to specialists in this district, maybe an additional specialist slot on top of the normal one. I want this district to require specialists working it to get the most out of it.
The Big Red Cheese 16 Aug, 2020 @ 5:47pm 
I axed you on another page and you never answered, but do you have plans to add new buildings to the Holy Site, theatre and/or industrial zone? Because those are the districts that I was most excited to see you update.
gmnowels 10 Aug, 2020 @ 2:26pm 
😰 wants @JNR 's hard drive 😋
Junky 8 Aug, 2020 @ 11:20am 
Ooh. It seems that your hard drive is interesting for me ;)
JNR  [author] 8 Aug, 2020 @ 10:12am 
thematically, increasing specialist yields fits *all* buildings, but that's more something for a separate specialist mod. Not saying that I do already have such a mod ready on my hard drive... but neither am I saying that I do *not* already have such a mod ready on my hard drive ;)
Junky 8 Aug, 2020 @ 9:05am 
I have an idea that i want to share with you.
How would it be to improve specialists when building a university.
If a city has a university all specialists would get +1 more of their special yield type.
For me it sounds good and more like in reality. You educate or train people to be better in their job and get more out of someones work.
For sure, just if it is possible.
gmnowels 24 Jul, 2020 @ 5:47pm 
I play taLL with YnAMP's Enormous Terra Map. This works great, It is even compatible with 'p0kiehl's Better Encampment'. :steamhappy: ✌Peace out, man.
Royal Raven 9 Jul, 2020 @ 12:47pm 
You know what is funny, this whole time with vanilla game, I thought Airport was a civilian building that helped tourism.