Modern Buildings Guide - Gameplay + Visual incl. Cultural Variations

Most buildings have regional, and sometimes civ-specific, styles. But the bonuses associated with the buildings remain the same across all civs unless affected by an ability.
Sorry, maybe I was not specific.
Let's take this as example:
America
And Russia
I am looking at these basic Brown-ish buildings, their style fells very similar. Rooftops are almost the same. That yellow seems to be a team color.
Quing
We still have these brown buildings, but here the rooftops are different.
No doubt there are major differences for palace, city hall etc.

All-in-all I am comparing this to Civ6, and their regional differences in architecture were more noticeable and appealing
Even taking into account overall cartoonish style of civ6
 
America and Russia
I am looking at these basic Brown-ish buildings, their style fells very similar. Rooftops are almost the same. That yellow seems to be a team color.

Qing
We still have these brown buildings, but here the rooftops are different.
No doubt there are major differences for palace, city hall etc.

All-in-all I am comparing this to Civ6, and their regional differences in architecture were more noticeable and appealing
Even taking into account overall cartoonish style of civ6
Yeah, America and Russia are using the same architecture set. All the shared districts as well as filler housing is using the same models with the same copper-plated roof type.
They only differ in the palace/city center and unique quarters.

Qing, meanwhile, uses the same building set as Meiji and Siam (now confirmed).
The filler housing is based on Japanese buildings, shared districts usually get generic buildings with green-glazed roof tiles.
 
The filler housinJapanese buildings, shared districts usually get generic buildings with green-glazed roof tiles.

In Ming and Qing China, green-glazed roof tiles usually implied that the building's status was not as high as that of a royal institution (which would use yellow-glazed tiles) or as low as that of a commoner's house (which would use dark, black, or red-glazed tiles depending on the region). Many religious complexes and aristocratic mansions would use green tiles.

I think it is a nice choice, as it differentiates various generic gameplay buildings from the filler buildings without making everything yellow and look like the Forbidden City.
 
In Ming and Qing China, green-glazed roof tiles usually implied that the building's status was not as high as that of a royal institution (which would use yellow-glazed tiles) or as low as that of a commoner's house (which would use dark, black, or red-glazed tiles depending on the region). Many religious complexes and aristocratic mansions would use green tiles.

I think it is a nice choice, as it differentiates various generic gameplay buildings from the filler buildings without making everything yellow and look like the Forbidden City.
It does look fairly odd on what are clearly Japanese cities and modern Japanese tiles, though.
Modern Era buildings all use Japanese-style tiles for their roof textures:
While Ming and Han (and all the Oceanian, South-East and South Asian cultures sharing the same architectural style) use the traditional alternating pattern of over and under-tiles:

You can even see the effect on Dougou Onsen where they actually replaced the copper-plated (https://raingod.com/photos/asia/jap...e-shrines/photos/japanese-shrines-005-960.jpg) portions of the roof with the same green-glazed tile texture, left the rest of the roof as it is in real life.

Overall, I don't think it's really an intentional design aimed at Qing. The textures and designs are there for Meiji, their application outside of Meiji appears purely coincidental (or resource-based, like reusing the same textures for Qing and Siamese unique districts rather than giving Qing the Ming texture and creating a fish-scale tile texture for Siamese wonder, etc.).
 
A bit unrelated but based on these and what the devs said it seems like most adjacencies are just for Wonders. Yeah there are mountains and resources sprinkled in but I don't get why wonders are pretty much the core things to build every city around. I would understand if each wonder provided unqiue adjacencies or if it was limited to providing culture or happiness yields but I was hoping for more complexity in the city planning department unless i'm missing something which is likely
 
A bit unrelated but based on these and what the devs said it seems like most adjacencies are just for Wonders. Yeah there are mountains and resources sprinkled in but I don't get why wonders are pretty much the core things to build every city around. I would understand if each wonder provided unqiue adjacencies or if it was limited to providing culture or happiness yields but I was hoping for more complexity in the city planning department unless i'm missing something which is likely
So, each type of yield has an adjacency type.

Food and Gold buildings will always have adjacency from navigable rivers and coasts.

Science and Production buildings will always have adjacency from resources.

Culture and Happiness buildings will always have adjacency from mountains and natural wonders.

Adjacency to World Wonders is something that all buildings with an adjacency bonus have, and it supplements their usual adjacency bonus. That way you might turn a +5Food building on a peninsula into a +6Food building by adding a wonder next to it. With 2 Specialists, it goes from +20Food to +24Food.
 
Yeah, America and Russia are using the same architecture set. All the shared districts as well as filler housing is using the same models with the same copper-plated roof type.
They only differ in the palace/city center and unique quarters.

Qing, meanwhile, uses the same building set as Meiji and Siam (now confirmed).
The filler housing is based on Japanese buildings, shared districts usually get generic buildings with green-glazed roof tiles.
So does this mean we have three regional building styles (modern age), two mentioned earlier + last one from Mexico?
 
Adjacency to World Wonders is something that all buildings with an adjacency bonus have, and it supplements their usual adjacency bonus.
Makes sense, I just feel the adjacencies for wonders is arbitrary. If the House of Wisdom gave bonuses to Science buildings I'd get it or The Palacio de Bella Artes gave bonuses to Culture buildings. I get wanting to give people choices on where to build stuff but I feel like it should still take some stratedgy for planning out where things go.
 
Finally updated with stuff from the latest stream. We barely saw any building tooltips (let me know if you spotted more!) but I put in the adjacencies based on assumptions given that we now know them to be quite formulaic and predictable.
 
I have this - it says it also adds food to "uncultivated rural tiles" which makes no sense to me..
1737171492397.png


Also, finally saw the Lighthouse from Antiquity in PotatoMcWhiskey's video - last I checked you didn't have this.
(No surprises)
1737171187869.png
 
I have this - it says it also adds food to "uncultivated rural tiles" which makes no sense to me..
View attachment 715540

Also, finally saw the Lighthouse from Antiquity in PotatoMcWhiskey's video - last I checked you didn't have this.
(No surprises)
View attachment 715539
Maybe “uncultivated” rural tiles are the “expedition bases” that go on mountains or snow.
 
I have this - it says it also adds food to "uncultivated rural tiles" which makes no sense to me..
View attachment 715540

Also, finally saw the Lighthouse from Antiquity in PotatoMcWhiskey's video - last I checked you didn't have this.
(No surprises)
View attachment 715539
Honestly? the whole "uncultivated" thing just didn't fit the space I have, lol. It's gonna be super niche, I think, just applying to natural wonders and I guess also mountains for the Inca. No idea why it's suddenly a thing here and not for earlier Warehouses though. Already spotted the Lighthouse but I need to re-do the whole ancient chart anyway to properly update it and I'm also waiting to get a look at the Villa's bonuses.
 
Honestly? the whole "uncultivated" thing just didn't fit the space I have, lol. It's gonna be super niche, I think, just applying to natural wonders and I guess also mountains for the Inca. No idea why it's suddenly a thing here and not for earlier Warehouses though. Already spotted the Lighthouse but I need to re-do the whole ancient chart anyway to properly update it and I'm also waiting to get a look at the Villa's bonuses.
1737174283969.jpeg
 
Unrelated but how do Villas produce Influence, I feel like the yields for some of these buildings were completely randomized
It's a vacation home for some rich person who entertains their guests in luxury for diplomatic favors.
 
Sheet is updated with all gameplay info. Modern Fortifications visuals currently bugged, showing ancient walls instead. No AI with the Southern style built a Radio Station in my game, will add a pic once I find it.
 
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