Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Basic Buildings
   
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Type: Mod
Mod: Gameplay
File Size
Posted
34.952 KB
6 Aug, 2019 @ 8:55pm
1 Change Note ( view )
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Basic Buildings

In 1 collection by CR
Extended Gameplay
2 items
Description
This mod is intended to be used with my "War is Harder" mod to balance out a few things, but can be used on its own as well.

Adds several new buildings and projects.

Ferry (Sailing): +2 gold, +1 housing, requires city on river; good way for early civs to earn some money.

Hospital (Education): +1 science, +1 housing; gets additional growth, housing and science bonuses after creating national healthcare system via project that unlocks with Mobilization civic. Useful way to earn science in cities that don't have a campus and gain a little extra housing.

Post Office (Printing): +1 loyalty (converts to culture at full loyalty), +1 gold, +1 science; gets additional yields after establishing national postal system via project that unlocks with Economics tech. Useful way to get extra loyalty in border cities.

Recycling Center (Plastics): +1 production, +1 housing; enables Recycling project which marginally reduces co2 levels (about 1/25th as effective as carbon recapture). Useful way to add a small amount of production in cities that have low production yield access / don't have an industrial zone.

Subway (Chemistry): Bonus production, culture and science yields that increase with power, +3 housing, +2 entertainment, great people points, requires 1 power, requires Neighborhood. A useful way to grow city size and gain some general yields.

Fiber Optic Network (Satellites): +1 loyalty (converts to culture at full loyalty), medium culture, gold and science yields, increased when powered. Gets additional bonus after establishing national Internet. Requires 1 power. Useful in border cities to gain loyalty and a required prerequisite for the powerful new Industrial Zone buildings.

Data Center (Telecommunications): Large science, culture and gold bonuses, great person points. Requires Fiber Optic Network, Industrial Zone and can not be built with a Distribution Hub. Requires 4 power. Regional range of 6. Enables creation of national Internet via project. Useful for pivoting an industrial city to culture and science yields late in the game.

Distribution Hub (Robotics): Large production bonuses, great person points. Requires Fiber Optic Network, Industrial Zone and can not be built with a Data Center. Requires 4 power. Regional range of 6. Useful for gaining a significant production bonus late in the game.
11 Comments
H.Humpel 13 Jan, 2022 @ 1:02pm 
Hi carterrosenberg,
your mod has been translated into German 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.
Erenussocrates 8 Sep, 2021 @ 4:08am 
I thought there was hospital in base game after the update?
Black Rose 2 Apr, 2021 @ 12:05pm 
Nice one. I will give this one a try on my next playthrough. Just came to think about this one; police station; increases loyalty by +1 (+2?), Amenites by +1, reduces offensive spy operations chance of success by a few percentage points.
Madisonian 16 Jan, 2021 @ 2:03pm 
If you're like me and hate that the 4 included Projects don't have icons, add these 4 lines of code to the Basic_Buildings_Icons.xml file within the IconDefinitions tag:

<Row Name="ICON_PROJECT_RECYCLING" Atlas="ICON_ATLAS_PROJECTS" Index="14"/>
<Row Name="ICON_PROJECT_POSTAL_SYSTEM" Atlas="ICON_ATLAS_PROJECTS" Index="13"/>
<Row Name="ICON_PROJECT_HEALTHCARE_SYSTEM" Atlas="ICON_ATLAS_PROJECTS" Index="16"/>
<Row Name="ICON_PROJECT_CREATE_INTERNET" Atlas="ICON_ATLAS_PROJECTS" Index="16"/>

I used Campus icon for Health and Internet, Commercial Hub icon for Recycling, and Industrial icon for Postal.
Austin001 5 Sep, 2019 @ 6:35pm 
Only problem so far is that Rome gets the ferry when making a new city instead of a monument
GroBoiD 13 Aug, 2019 @ 6:49am 
Looks interesting, ill give it a ry
zman982 8 Aug, 2019 @ 6:00am 
Thanks for making this carterrosenberg. I've been looking for mods that added buildings to the game since the ones I were using hasn't been updated to be compatible with GS. Not sure what you have planned in the future but I'm definitely looking forward to it.
CR  [author] 7 Aug, 2019 @ 2:30pm 
Thanks for the notes JNR! I was definitely admiring your mods and I've had a few similar ideas on the renewable power changes (to round out my new power hungry buildings) so I am keen to try those out in particular!
Ultimately my goal is to modify the multi-yield buildings so that they provide modifier bonuses to particular districts, which seems like a better route to go to avoid the England boost and to create some interesting combos, and it more closely matches with how the buildings effects would change as the city grew. Some other ideas like having the Post Office focus on improving trade routes seem like they could be good.
Mostly the Data Center is if you need to catch up in Technology, maybe pivot is too strong of a phrasing there, it is worth making at least one so you can do the national Internet project.
And once I have these fine tuned a bit, adding a similar round of fourth tier buildings for some of the other zones, eg Skyscrapers for Commercial Hubs.
JNR 7 Aug, 2019 @ 12:42pm 
interesting building choices.
Two things I noticed while designing new buildings myself that you might also want to look into:
1. when a building grants multiple yield types from being powered, they *all* get boosted by +4 for England. Might make some of them way too powerful for that civ.
2. about: "useful for pivoting an industrial city to culture and science yields late in the game." - you'd want the opposite late in the game. Especially for science victory you need to pivot from science to production to finish the projects.
Juhtry 7 Aug, 2019 @ 8:33am 
Your mod pack is very well made good job!