Sid Meier's Civilization VI

Sid Meier's Civilization VI

District Expansion: Industry
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
ahmedaboulenein 30 Sep, 2024 @ 6:46am 
It's not, if anyone else is wondering. Or at least it doesn't have a compatibility file for it in the mod compatibility folder, but it might be compatible out of the box, idk.
ahmedaboulenein 27 Sep, 2024 @ 10:52am 
Is it compatible with the Set-Ma'at from Sukritact's Egypt Rework?
爱衣酱大胜利 15 Aug, 2024 @ 9:48pm 
After the update, the previous saves are not good....
Jeor Mormont "the old bear" 3 Jul, 2024 @ 3:49pm 
yes it is still good value but doesnt allow for silliness such as a 5000+ production city, which is fine lol but i was a little sad after planning it all out :D
JNR  [author] 22 Jun, 2024 @ 2:44pm 
@zedudedaniel: which CIVITAS mod?

@Jeor Mormont: projects to switch between building options are possible but would clutter the construction menu a lot, so I didn't make them.

Will check for Magnus, I think now he simply stacks the regional yields of the power plants and Logistics Yard, which is still good value imho.

Battery Power Station is from Renewable Energy Complexity, its description should have all info.
Jeor Mormont "the old bear" 20 Jun, 2024 @ 3:25pm 
i also cant seem to find an ingame explanation for the battery power station although by the looks of it is a 10% production modifier
Jeor Mormont "the old bear" 20 Jun, 2024 @ 11:48am 
and is it intended behavior that i cannot recurit tycoons from workshops or is that a mod conflict? i basically subscribe to all opf your mods but also a few more others (that shouldnt touch your stuff but ofc there is a chance)
Jeor Mormont "the old bear" 20 Jun, 2024 @ 10:52am 
god i love your mods man. but there are two things i run into that are a bit unclear to me and i hope i dont embarrass myself here:
1) i assume its technically impossible to implement a method for switching between the building options (since i havent seen any other mod implement somehting like this either)? for exampel for switching between the factory and chemical plant or the different last level corporations buildings- ive been using a remove district mod for that but its a bit clunky


2) how does the production stacking interact with magnus. do factories and chemical plants radiate their bonus like vanilla? ive always assumed they do but when i checked my magnus city that didnt seem to be the case

Anyway, i cant play vanilla without your mods. great work
zedudedaniel 29 May, 2024 @ 9:36am 
Any update on a fix with Civitas compatibility? Civitas' mod maker said nothing changed for their mod so it's something on UC's end. Thank you!
JNR  [author] 27 May, 2024 @ 3:04am 
That's not a dynamic warning, it's just a description text I manually added. It will always be like that.
Casual Shitter #FixTf2 26 May, 2024 @ 11:17pm 
Does this mod have a hard time recognizing the Hammurabi Tweak mod? Cause I have the tweak installed, but this [b/] is still saying I need to install Hammurabi rework.
zedudedaniel 26 May, 2024 @ 9:39am 
I've looked a bit deeper into it and it seems to be an incompatibility with Civitas City States. Both that mod, and UC, separately work, but with both of them I cant start a new game. Sorry for the cardinal sin of not checking mod compatibility first ;-;
zedudedaniel 25 May, 2024 @ 2:33pm 
Hey JNR I'm having a similar issue to Pineapple Lord since the last update, I employed both of your fixes but neither allowed me to load my save. I can't even start a new game with UC turned on. Both this Industrial and the Suburbs mod have a red label on them saying that they require a mod to remove Hammurabi's free Tier 1 building despite also running the UC Hammurabi fix. Please help! Thank you!
sdp0et 22 May, 2024 @ 12:06am 
The industrial zone is one a river. as is the city center
JNR  [author] 21 May, 2024 @ 5:41pm 
is the industrial zone next to a river?
sdp0et 21 May, 2024 @ 2:37pm 
I can't build a water mill in the industrial zone because it requires a mill race. I don't have mill race available in industrial zone or city center. I've checked the buildings in my city to see if something else I built is mutually exclusive with it and don't see any mention of it.
nwilke10 3 May, 2024 @ 11:28pm 
And then reverting the save to the turn before the sabatoge, which was only 1 turn to complete fix the issue
nwilke10 3 May, 2024 @ 11:27pm 
NVM, think I fixed it. I changed DISTRICT_INDUSTRIAL_ZONE to DISTRICT_CITY_CENTER due to it getting bugged have a spy sabatoging production in the industrial zone and not having the Mill Race repairable will in the Industrial zone was my issue
nwilke10 3 May, 2024 @ 11:02pm 
And after, looking, I have version 25
nwilke10 3 May, 2024 @ 11:00pm 
Do you mean reverting DISTRICT_INDUSTRIAL_ZONE to DISTRICT_CITY_CENTER as my files already say Industrial zones and have the same issue as The Pineapple Lord?
The Pineapple Lord 3 May, 2024 @ 4:39pm 
Sweet it worked! Thanks a lot JNR! You're a lifesaver!
JNR  [author] 3 May, 2024 @ 8:50am 
Try this:
Go to Steam\steamapps\workshop\content\289070\2402394695\Data\UC_PRD_Buildings.sql
(open with any text editor) and change DISTRICT_CITY_CENTER to DISTRICT_INDUSTRIAL_ZONE in line 32. That's reverting the only change of this update.

If that's not enough, go back up one folder, open UC_Expansion_Industry.modinfo (again with any text editor) and change the version in line 2 back from 26 to 25.
The Pineapple Lord 3 May, 2024 @ 6:33am 
Maybe a download for the previous versions would be extremely amazing. Thanks again in advance.
The Pineapple Lord 3 May, 2024 @ 6:31am 
The new update sadly broke my current save, is there anyway to revert back to the older version of the mod or is my marathon run dead in the water?
This mod and the military district mod are the only two mods that were updated since yesterday for me.
JNR  [author] 3 May, 2024 @ 1:53am 
Moved the Mill Race back to the city center to avoid the issue with the spy sabotage. It's already marked as unpillageable but apparently the spy mission ignores that.
JNR  [author] 2 May, 2024 @ 11:29pm 
It's not an automatic warning but custom text. I wrote that and marked it red, that's it. It won't go away. Just activate the Hammurabi mod and you're fine.
JQuasar 2 May, 2024 @ 10:07pm 
Added the Ham rework mod and it doesn't work still? Only mods Ive touched before games wont load. Still says need ham rework that does not give free buildings in red, even though I have the mod literally enabled...
willvette 2 May, 2024 @ 12:33am 
Can't repair after being sabotaged due to being unable to repair "mill race", it's been a few turns already. Either make "mill race" immune to "Sabotage Production" or be repairable when pillaged.
JNR  [author] 1 May, 2024 @ 8:18pm 
The dummy will no longer grant Ramesses a huge amount of Culture, but unfortunately reducing their cost to 0 means the Hammurabi Tweaks mod is now necessary as his ability will otherwise spawn in those dummies in the first district of a type that he builds.
sofron.alx 16 Apr, 2024 @ 4:38am 
Do you have translation to russian?
JNR  [author] 13 Apr, 2024 @ 2:53pm 
Will have a look
JNR  [author] 5 Apr, 2024 @ 3:27pm 
working on it, yes
DeltaV 5 Apr, 2024 @ 2:20pm 
There is a bug in which effects that give 10% of a building's cost as a yield such as Ayatthuya suzerain bonus and Mbari worship building grant absurdly too much of that yield which essentially breaks the game leading to 1 turn civics and unlimited resources. Abraham Lincoln special ability is also broken granting units on completion of most districts and buildings. Any way to fix this?
JNR  [author] 24 Mar, 2024 @ 7:09am 
That's an unfortunate limitation of the effect giving extra yields to great works: it doesn't stack for a given yield type.
Kalervola 24 Mar, 2024 @ 6:22am 
The Great person Ma Jun gives +4 Production for each Great Work of Writing in City.

I built the Mausoleum at Halicarnassus and tested if one could get +8 Production for each Great Work of Writing in a City. Turned out you can't. The latter of the charges was waisted.
Nandybear 3 Mar, 2024 @ 10:25am 
Mill Race. I deleted my other comments but in case you seen em: the industrial zone wasn't on a river, I got confused, the city was. It's all good, creating an IZ on a river auto gives it and I can then build water mills.
JNR  [author] 2 Mar, 2024 @ 4:44am 
What is "it"?
Nandybear 2 Mar, 2024 @ 4:31am 
I've got it in my build menu but my game is modded. I only got here through googling, it's not bothering me or owt, just thought I should report.
JNR  [author] 22 Feb, 2024 @ 3:40am 
No more Mill Race in the build menu!
JNR  [author] 15 Feb, 2024 @ 8:54pm 
Do you have all DLC? Maybe try repairing your game files.