Sid Meier's Civilization VI

Sid Meier's Civilization VI

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National Projects: Satellites
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28 Oct, 2019 @ 8:51pm
26 Jun, 2023 @ 8:28am
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National Projects: Satellites

In 3 collections by JNR
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Description
Your civilization can into space but there's nothing interesting? Launch satellites that do more than just advance the science victory! This mod adds eight new projects in the Spaceport which offer a broad variety of empire-wide bonuses. Spy on your enemies from high above, or broadcast the message of your cultural superiority to all corners of the world. Space now has something to offer for everyone beyond just unveiling the map.

The goal of this mod is to add more content to the later eras without adding even more micromanagement. Instead, the Satellites must only be built once for the entire empire and provide their bonuses in all your cities at once.

Requires Gathering Storm.

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Unlocking Satellites
To unlock the projects, you must research the "Satellites" technology and finish the "Launch Earth Satellite" project. Finishing that project also provides a eureka boost to the "Satellites" technology now (why wasn't that a thing already?!).

Further, each Satellite has a building requirement related to its theme. These buildings do not have to be built in the city where the Satellite is launched. Instead, you need to have a certain number of them (three, except for the Government Plaza) across your whole empire. Basically, the Satellites are some kind of national wonder.

The Satellites are also boosted by the production bonuses for the Space Race. Great People giving production directly to space projects were adjusted to make it less likely to have their boost be overkill. The production they grant has been split into several charges, making them more flexible

List of Satellites
Earth Satellite:
The original Satellite project.
Required for Science Victory and to unlock all further Satellites.
Boosts "Satellites Technology.
No longer unveils the map. Instead provides a one-time boost to Great Scientists and Great Engineers.
Observation Satellite:
Unveils the map, making this an optional feature which those who do not want to have the whole map shown (for example because of playing on weaker hardware) while still allowing players to pursue the Science Victory regardless.
Espionage Satellite:
Requires having a Tier 3 Government Plaza building in your empire.
Increases your diplomatic visibility with all other civilizations and makes your spies stronger offensively.
Military Satellite:
Requires having three Military Academies in your empire.
+10 anti-air strength for all units with such capability.
Navigation Satellite:
Requires having three Seaports in your empire.
+1 movement for naval and embarked units and intercontinental trade routes (both domestic and international) gain extra yields.
Weather Satellite:
Requires having three Research Labs in your empire.
+1 Food on all improvements with a Food yield. Rewards a Diplomatic Victory Point.
Broadcast Satellite:
Requires having three Broadcast Centers in your empire.
Repeatable (cost scales up every time it is produced).
Increases empire-wide Tourism by 5%.
Communication Satellite:
Requires having three Stock Exchanges in your empire.
Repeatable (cost scales up every time it is produced).
Grants 2 envoys.
Solar Power Satellite:
Requires having three Power Plants (any type) in your empire.
Requires having launched the Mars Colony project.
Repeatable.
Grants +9 free Power from solar sources in the city where completed.

Known Issues
  • The eureka for the "Satellites" technology gained from launching the Earth Satellites refers to a great person even though none was used in the process. This is unfortunately hardcoded, and for example Phoenicia's writing boost has the same problem.


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110 Comments
leftbehind 10 Dec @ 12:08pm 
Could we get a "Survey" satellite that finds new resource locations? For example, it could detect new oil or metal resources.

Also, maybe a satellite relating to climate change - it could potentially unlock city projects to remove buildings that make lots of CO2 or something?

Also, what about launching components for an International Space Station? Maybe a few one-time components to get the basic station operational: Command module, power module, docking station, robot arm. And once those are done, repeatable units such as habitation module, science module, cargo module.

Could maybe even extend to include space tourism?
rogerlimtg 24 Nov @ 8:11am 
anyone know a way to edit the XML files so only one of the tier 3 gov buildings are needed? I want to ry this for an occ. I tried editing it but it made it so that they mod was incompatible
CruJones33 14 Nov @ 3:47pm 
Will this apply to current games?
JNR  [author] 10 Nov @ 2:04pm 
Using both together won't make the game crash but thematically it doesn't really make sense to do so. I recommend just picking one or the other.
Ryan 10 Nov @ 9:47am 
@JNR is it compatible with satelite units mod?
Jet 5 Nov @ 9:44pm 
Nevermind; just realised you also need the Satellites tech for them.
Jet 4 Nov @ 11:47pm 
I'm having a glitch where, after launching the Earth Satellite, none of the other satellite options are available. I have verified I have the mod enabled, and I've made sure I had the requirements for some of the other satellites; but they will never show up.
maxima.origin 8 Jul @ 9:46am 
JNR Is there a way to change solar power satellite's power to battery charges
JNR  [author] 3 Jul @ 1:39pm 
Did you already establish a Mars colony? Also, it has a later tech unlock.
Daragh! 3 Jul @ 10:05am 
Hey, can you help me. I never get the option to do solar satellite (I always get all the rest) . In my current game I have about ten cities each with completed industrial zones, so it's not the building requirements. Any suggestions?