Infrastructure: Expanding and enhancing buildings and districts

korn469

Warlord
Joined
Aug 27, 2001
Messages
190
I am seeking help, ideas, and collaborators for a mod that will expand and enhance both districts and buildings. I am looking to increase strategic choices in the game by greatly increasing the number of mutually exclusive buildings available in a district. By preventing players from building everything, it will encourage them to try to match their buildings to their game situation.

I plan on implementing this mod in various stages and when it's in its final phase my goal for the mod is for it to be the preferred way to play Civ 6. I want it to be on the must have/must use mod list.

Here's how I plan on developing it:

Phase I: Planning phase. In this phase, I will seek feedback about the preliminary ideas I am presenting here. Also, I am not an artist, and I hope to find somebody who would like to become involved with this mod who is an artist. I don't think this mod will take a coder, but it may, so hopefully we can find a coder if required. This phase will end when the buildings all have all their traits assigned to them.

Phase II: Implementation phase. In this phase the mod will make the changes to all the districts and buildings, as well as adding all the new buildings. Preliminary art creation will happen during the phase (or substitution art if I cannot find an artist to collaborate on the mod).

Phase III: Polishing phase. Playtest. Implement final art. Make balance changes as needed.

Phase IV: Maintenance phase. Will update the mod as new patches and expansions come out, will continue to playtest and make changes as needed.

I will keep these first two posts updated until we're ready to put it up for download and then I will start a mod thread for it.
 
Reserved pending update

District: Aerodrome
Hanger - (Tier I) +25% combat experience for air units trained in this city. +2 air unit slots in Aerodrome district. +2 Production.
Early Warning Radar - (Tier II, mutually exclusive) Can see any units without stealth within 8 hexes around on a standard map. Grants +5 strength to units involved in air warfare within its sight range, requires radio
Weather Radar - (Tier II mutually exclusive) Grants +1 gold to all worked tiles within 6 hexes, requires radio
Regional Terminal - (Tier III mutually exclusive) Grants +1 tourism and +1 gold to all worked tiles within 2 hexes, requires flight
Air freight terminal - (Tier III mutually exclusive) Grants +1 trade routes and city can form a trading post with any city with an aerodrome. +3 production, requires flight
International Terminal - (Tier IV mutually exclusive) Grants +1 tourism to any item with tourism in a 6 hex range, requires advanced flight
Air Force Base - (Tier IV mutually exclusive) +50% combat experience for air units trained in this city. +2 air unit slots in the district. +1 great general, requires advanced flight

District: Aqueduct
Sewer - (Tier I) +2 Housing
Reservoir - (Tier II, mutually exclusive) +2 Housing, district must be adjacent to a lake or a river, requires sewer
Desalination plant - (Tier II, mutually exclusive) +2 Housing, requires electricity, district must be adjacent to the coast, requires sewer
Water Treatment Plant - (Tier III, mutually exclusive) +1 amenity, +1 food
Landfill - (Tier III, mutually exclusive) +1 amenity, +1 production
Industrial Water Tower - (Tier IV, mutually exclusive) +2 production to mines, quarries, oil wells, and industrial districts within 6 hexes, requires sewer
Irrigation canals - (Tier IV, mutually exclusive) +2 food to farms within 6 hexes, requires sewer

District: Campus
Library - no change
University - no change
Research Lab - no change
Observatory - (Tier IV, mutually exclusive) +4 science, +1 citizen slot, +1 Great Scientist ppt, maintenance 2 gpt, requires scientific theory, no building requirement,
Public School - (Tier IV, mutually exclusive) +2 science, +2 culture, +1 citizen slot, maintenance 2 gpt, requires industrialization, no building requirement
Data Center - (Tier V) +1 science for every data center in the civ, +1 citizen slot, +2 Great Scientists ppt, maintenance 5 gpt, requires telecommunications, requires research lab

District: City Center
Granary
Monument
Ancient Wall
Medieval Walls
Renaissance Walls
Court House
Police Station
Hospital
Post office - Creates a trading post for every city in the civ that has a post office. 2 gpt. Requires printing. No building requirement.
City Park - +2 Amenities, -1 Housing, maintenance 1 gpt, requires ?

District: Commercial Hub
Market
Bank
Stock Exchange
Warehouse
Advertising Firm
Shipping Firm
Railroad
Airline
==========================
possibilities, might not be feasible
Telecom Firm
Human Resources Office
Retailer
Insurance Company
Tech Company
Mining Company
Food and Beverage Company
Manufacturing Company
Oil Company
Electric Utility
==========================

District: Encampment
Barracks (Tier I, mutually exclusive)
Stable (Tier I, mutually exclusive)
Armory
Military Academy
SAM Site
Bunker
Artillery firing range
training site?
==========================
Might be better as projects to add abilities to units stationed in encampment with a training site
Jungle Warfare School
Desert Warfare School
Artic Warfare School
Mountain Warfare School
Airborne School
Maneuver Warfare School
Amphibious Warfare School
==========================

District: Entertainment Complex
Arena
Tavern
Dance Hall
Zoo
Stadium
Radio Station
Movie Theater
Restaurant

District: Harbor
Lighthouse
Shipyard
Seaport
Drydock
Naval Air Station
Container Terminal
Passenger Terminal

District: Holy Site
Shrine
Temple
Worship Buildings
Food Bank
Homeless Shelter
Seminary School/Hawza
Religious Broadcaster

District: Industrial Zone
Workshop
Factory
Power Plant
Blacksmith
Brick Yard
Cement Plant
==========================
possibilities, might not be feasible
Textile Mill
Paper Mill
Steel Furnace
Oil Refinery
Automotive Factory
Tool and Die Mill
Computer chip foundry
==========================

District: Neighborhood (available with either currency, engineering or construction. Neighborhood district provides +1 housing)
Village - (Tier I) +1 Housing
Town - (Tier II) +1 Housing, requires village
Suburb - (Tier III) +2 Housing, requires town, requires combustion
Shopping Center - (Tier IV, mutually exclusive), +2 gold, +1 amenity, requires plastics, requires suburbs
Grocery Store - (Tier IV, mutually exclusive) +2 food, +1 amenity, requires plastics, requires suburbs
Condos - (Tier IV, mutually exclusive) +3 housing requires plastics, requires suburbs
Residential Skyscraper - (Tier V, mutually exclusive) +5 housing, requires suburbs, requires steel
Commercial Skyscraper - (Tier V, mutually exclusive) +5 gpt, requires suburbs, requires steel

District: Spaceport
Launch pad
Vehicle Assembly Building
Mission Control

District: Theater Square
Amphitheater
Art Museum
Archaeological Museum
Opera
Theater/Playhouse
Newspaper
Publisher
Broadcast Center
 
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I wish I was good at nodding or I would help... I also want to do a project like your except for warfare. Unfortunately warfare is plain and many concepts can be added to warfare and the concepts behind combat and strategy.
 
Chrisgatt, Thanks for the compliment. I have a long way to go to get this even to an alpha state. However, I can always use play testers if nothing else. I have ideas for what each of the new buildings do, I just haven't wrote them all down yet because of work and school
 
Well, Brainstorming wise, I would ask do you want to be able to pick at each upgrade stage, or create a more "branching Path" upgrade line

Using Harbor, for example. Say you go Harbor, Lighthouse, Seaport. Then choose between Production and Commercial Docks. Production Adds hammer to each water tile, Commercial, money. From there, Production branches to Military Dock ( hammers when building units,Harbor now bombards, like Encampment) and Research, Commercial branches to Sightseeing (culture) Trade (extra trade route, trade route bonus)
 
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