Sid Meier's Civilization VI

Sid Meier's Civilization VI

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District Expansion: Aqueduct
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93.212 MB
Jan 14, 2021 @ 11:38pm
Feb 22, 2024 @ 2:45am
14 Change Notes ( view )
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District Expansion: Aqueduct

In 3 collections by JNR
JNR's Urban Complexity
26 items
JNR's District Expansions
13 items
JNR's Playlist (Gameplay-only)
116 items
Description
New buildings for the Aqueduct, which is renamed to "Cistern" (The Roman Bath is now named "Aqueduct" instead). Adds a total of 3 new buildings as well as the Sewer, which is reworked, stretching over 2 tiers.

The new bonuses provide each city with a multitude of ways to earn all kinds of yields and other bonuses. This mod is designed to make cities not only grow larger, but also make any large metropolis more powerful. The new buildings will not only require certain buildings in other districts but also offer strong bonuses which are tied to city size.

Alternative download from Civ Fanatics.[forums.civfanatics.com]

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Features
  • Renames Aqueduct to Cistern. Graphics are changed to no longer include an actual Aqueduct to make space for buildings. Roman Bath district is renamed to Aqueduct instead and keeps the Aqueduct graphics as well.
  • District cost and maintenance increased to match other districts and to account for the district being more powerful.
  • Cistern now adds to Trade Route yields and can hold Specialists (+1 Production by default).
  • Reworked the Sewer building and moved it to the Aqueduct as a tier 2 building.
  • 3 new buildings added (all as tier 1): Orchard, Forge, and Bathhouse (see below for details).
  • Unique 3d art and icons for all these buildings.
  • New and reworked policies (see below for details).

Details
  • 1 - Orchard: +2 Food. +1 Gold to adjacent improvements with Food bonuses available. No Maintenance. +2 Housing. Specialist earn extra Food and Gold. Unlocks at Mathematics.
  • 1 - Forge: +2 Science. Cistern receives +1 Production and another +1 Production for every 2 adjacent specialty districts. Units trained in this city receive +2 Combat Strength. Specialists earn extra Science and Production. Unlocks at Machinery.
  • 1 - Bathhouse: +2 Culture. +1 Faith per 5 Citizens, up to a maximum of +6. +1 Amenity. Specialists earn extra Culture and Faith. Unlocks at Construction.
  • 2 - Sewer: +1 Housing. +1 Housing and -1 Gold per Specialty district. Unlocks at Sanitation.

All tier 1 buildings are quite expensive for when they unlock and require certain other buildings first, but are also 50% faster to build under certain conditions:
  • Orchard: requires Granary, Market, or Lighthouse. Cheaper to build if Cistern is next to Oasis or Lake.
  • Forge: requires Library, Workshop, Barracks, or Stables. Cheaper to build if city has Water Mill or improved Iron resource.
  • Bathhouse: requires Temple, Amphitheater, or Arena. Cheaper to build if Cistern is next to a Geothermal Fissure, Volcano, or on a tile with Breathtaking Appeal.

Policies
  • Reservoirs (Recorded History): Grants +1 Food to all improvements with Food bonuses available adjacent to Cisterns, Dams, and Canals.
  • Garden Cities (Suffrage): Grants +1 Food to all tiles adjacent to Cisterns, Dams, Canals, and Neighborhoods.
  • Water Treatment (Civil Engineering): +1 Housing for every Cistern building. Doubled if district has breathtaking Appeal.

Compatibility and Recommendations

Requires Gathering Storm and Rise & Fall to download (because art assets from both are used), but Rise & Fall is not required to be active to play with the mod. Other DLC supported but not required.

This mod is compatible with P0kiehl's Civilizations Expanded (and Sukritact's Khmer rework with Baray as well), and CIVITAS' City States Expanded (CSE). The new buildings will receive the respective bonuses.

If you want the buildings to receive bonuses from city states, you need CSE.

This mod is of course not compatible with other mods fundamentally changing the Aqueduct.

Credit to JFD for code relating to the name change of the district.

I highly recommend using this mod together with the other mods from my Urban Complexity series, especially the District Expansions.


JNR's Mod Series




Popular Discussions View All (2)
9
Mar 16, 2023 @ 6:09pm
March 9 update break
1689dark
9
May 18, 2023 @ 3:42pm
Feb 2 debugging
lilMobStick
166 Comments
JNR  [author] Apr 2 @ 4:12pm 
There might be translation mods out there by others. I myself don't speak Chinese, so I can't add it myself. I don't even add support for my own language though (German), because I don't play the game in it. That means I'm not familiar with how things are phrased, what the official terms are, etc.

That means for every language I need someone else to provide translations, but I still need to coordinate also stuff like updating the translations whenever I make gameplay changes. In total, that's just too much work for me to handle, to be honest.

I've tried adding more languages in the past when I had someone helping me out who did the translations, but had to abandon it because the translations did not keep up with changed I made and therefore became outdated and wrong.
红枣青牛 Apr 1 @ 3:01am 
Hello, if your work is fully translated into Chinese (supporting multiple languages), I believe it will definitely increase the number of users. Personally, I really like your works, but after subscribing, I found that some works are not translated into Chinese, and some works are not fully translated into Chinese. This is very unfriendly to users who do not understand foreign languages and can also lead to the loss of many users. After subscribing, if it is found that there is no localization or incomplete localization, we can only regretfully cancel the subscription (because we cannot understand the text). Once again, I would like to express my respect and admiration for your work!. 这是机翻,我不懂外语,抱歉。
红枣青牛 Apr 1 @ 2:58am 
您好,您的作品如果汉化(支持多种语言)完整,我想一定会增加很多用户。就我个人来说,非常喜欢您的作品,但是订阅后发现,有的作品没有汉化,有的作品汉化不完全,这对不懂外语的用户很不友好,也会丢失很多用户。订阅后发现没有汉化或汉化不完全的,只能惋惜的遗憾的取消订阅(因为看不懂文本)。再次向您表示尊敬以及对您作品的喜欢!。
JNR  [author] Mar 16 @ 10:11am 
I am not aware of any update in recent years having changed anything related to my mods. I myself do not get crashes and can still start games with my full playlist. Have you deactivated *all* other mods except this and had the issues persist?
crisiscore99 Mar 15 @ 5:56pm 
Wish that this mod, along with other Urban Complexity and District Expansion mods, can be updated to the latest version of the game. After the Nov 2024 patch happened, I can no longer play Civ with crashes even while in Main Menu and only recently diagnosed that your mods causes the crashes.

Many thanks again for your mods.
Nightmare576 Feb 17 @ 12:33pm 
I was hoping this would include a regional bonus of housing, increased for cities that lack other sources of fresh water. It would make sense for water reservoirs to provide fresh water for nearby cities.
wayyanzhi Feb 11 @ 10:06am 
I didn't fully understand the mechanism for generating Power. In my tests, only renewable water sources provided +1 Power after entering the Modern Era, while other sources had no effect (I specifically disabled all other mods for testing). Can you explain it in detail?
DonutDeer Nov 26, 2024 @ 5:49pm 
Hey, your mod seems to have a conflict with "C&P: Domestic Trade Bonuses". That mod allows you to chose between the granary or the brewery. If you choose the brewery you aren't able to make the granary and are then unable to build the orchard. Is it possible for you to allow the brewery to build the orchard? Thanks
laplasian Oct 20, 2024 @ 6:36am 
@JNR The description of the Kmers' Great Baray ability has not been updated (the description uses Aqueduct, not Cistern)
Simon Sullivan Oct 1, 2024 @ 5:08pm 
Excellent. Thank you