Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Progressive Power Consumption
   
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2.540 MB
May 20, 2019 @ 7:21am
Aug 13, 2024 @ 5:34pm
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Progressive Power Consumption

In 3 collections by JNR
JNR's Urban Complexity
26 items
JNR's Playlist (Gameplay-only)
116 items
Play with Project 6T
28 items
Description
Power Up! - Progressive Power Consumption overhauls everything around Power. Providing electricity to your cities will be a lot more important, but the rewards will be bigger as well. Power requirements start slightly lower than usual but increase as you progress on the tech tree.

With this mod, your city development no longer ends several eras early. Instead, you have to carefully plan when you're ready to construct the next building. Cities will continue to grow more powerful all the way into the Future Era! But beware of becoming too greedy - if you're not able to provide the power required, the resulting blackouts will make your citizens very angry. The more advanced your civ is, the angrier they will be.

While all victory paths benefit a lot from advanced culture, late-game technology does not yet have the prominence it deserves, mainly unlocking just new units. With this mod, great benefits await those who are competitive in science, regardless of victory type pursued.

The mod also buffs tall play by making late-game buildings more powerful and creating a flat Power demand for every city.

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Compatibility
Requires Gathering Storm. Using this mod together with Renewable Energy Complexity for improved renewable energies as well the ability o transfer renewable energy between cities is highly recommended. For the whole Urban Complexity mod series, see the box at the bottom of this page.

Features
  • Late-game buildings demand more and more power as you progress.
  • Late-game buildings provide their yields (+2 for most, +3 for Gold, etc.) for per Power required, meaning that their yields keep increasing as you progress. Get the new tech fast!
  • Aerodrome buildings are part of the system as well, with Hangars and Aiports now demanding Power but also providing Production and Gold respectively.
  • Late-game buildings give extra Great Person points of their type (Airport gives Great Engineer point) when powered.
  • Neighborhoods and Aqueducts require 1 Power after researching Computers but also provide +2 Production if powered.
  • Penalties for insufficient power: Amenity deduction which becomes larger as you progress. -75% Great Person points after researching Computers or entering the Information era. Don't let the brain drain hit you! Power Plants are even more important strategic targets in a war now.
  • The AI gets a bit of free Power in every city to make up for their incapability to plan ahead around the mechanics added.
For more details see the ingame Civilopedia entry at the top of the "General Concepts" section under "Urban Complexity" (see screenshots of Civilopedia on where to find it).


JNR's Mod Series




85 Comments
Siliparion Dec 11, 2024 @ 3:36am 
My late game capital at 38 pop (and therefore a lot of districts/buildings) requires around 50 power. This isn't a complaint: it means I actually have to think about power now instead of just plopping a couple wind farms and calling it a day.

I'm using all of Urban Complexity mods, as well as your policy packs, which means I have to think about using fossil fuels at first (and even Refineries to increase Coal/Oil/Uranium extraction) then having to make a few colonies in the snow or tundra solely designed to produce renewable batteries.

As your buildings (especially with your specialist mod) are more powerful it makes having enormous cities very rewarding... if you can power them up. And thinking about how to do that is very interesting.

Anyway the point of that post was to say I really enjoy this mod.
Simon Sullivan Oct 16, 2024 @ 6:02pm 
I'm excited to try this mod - quick question - will these power requirements apply to late-stage buildings added by other mods? Now, I don't think I have any district mods except yours/JNR, but I want to make sure.

I'm also tempted to drop in tall&wide and from what I can see they should play nice together, but is there anything you know will cause issues?
JNR  [author] Aug 2, 2024 @ 3:42am 
Those entries were no longer up to date, so I disabled them. Never got around to updating them, although it has been on my to-do list forever.
Kalmorph Aug 2, 2024 @ 3:15am 
Hey, is it just me, or the mod details/chances aren't showing in Civilopedia, like in the screenshots?
Nandybear Apr 27, 2024 @ 3:17pm 
I had some thoughts on PPC and how it ties into your P6T bundle. I love what you do with it, my thoughts are though - your civic square expansion allows for more amenities, your fairground and amusement pier expansions do the same. It's kinda "between a rock and a hard place" situation because as it stands on its own it's an amazing addition, however its teeth are ripped out by the work you do elsewhere.

I've noticed with a lot of your mods you do modsupport and intertwined workings within your own mods. Maybe expanding PPC to be more punishing if it detects other aspects of P6T, to cover the generous amenities you receive from there ?
sloth.dc Feb 25, 2024 @ 1:52pm 
To find in modlist: UC - Power Progression
Nandybear Jan 3, 2024 @ 11:06pm 
No offense mate, just giving you the out. Mods are about finding new ways to play, that includes making it your own. My game is pure frankenstein I have about 100 mods and 20 I've made of my own because I just keep changing it up. If you like the core of this, strip out the parts you like and enjoy it innit.
Nandybear Jan 2, 2024 @ 9:44pm 
So then remove it ? You're infinitely smarter than the AI, not to mention this is a mod and the AI aren't familiar with the concepts so would basically stumble upon using it by accident. So if they didn't get free power this mod would ostensibly just be for you and the AI would be getting slammed with amenity loss.

But ya if that's still something you want, remove the free power. It's in UC_PPC_Power_Load.sql

ModifierArguments, JNR_POWER_CONSUMPTION_AI_FREE_POWER_*
JNR  [author] Jan 1, 2024 @ 11:09am 
the AI does get a bit of free power in this mod
Nandybear Dec 31, 2023 @ 9:30am 
Capturing AI cities I've noticed they're all power deficient, which means they're getting debuffed right ? Is it possible to make this not apply to them, or to give them free power to compensate ? Late game especially the AI doesn't use builders so they don't really build any power resources.