Sid Meier's Civilization VI

Sid Meier's Civilization VI

415 ratings
District Expansion: Industry
File Size
34.206 MB
Feb 20, 2021 @ 10:55am
Apr 1 @ 3:58am
14 Change Notes ( view )
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District Expansion: Industry

In 3 collections by JNR
JNR's Urban Complexity
25 items
JNR's District Expansions
11 items
JNR's Playlist (Gameplay-only)
111 items
New production-focused building choices for the Industrial Zone. Adds a total of 4 new buildings and reworks the existing buildings as well, now stretching over 4 (!) tiers instead of 3. Further 6 buildings in a new tier are added with the Corporations mode active.

The new bonuses provide each city with a multitude of ways to earn Production, using both population and geography.

Credit to Merrick for helping out with the Wind Mill model.


  • Reworked the existing buildings in Industrial Zone (see below for details). Industrial Zone now unlocks at Construction. Water Mill moved to Industrial Zone, Food bonus to Farm resources is moved to the Granary.
  • 4 new buildings added: Wind Mill, Manufactury, Chemical Plant, and Logistics Center (see below for details).
  • Unique 3d art and icons for all these buildings.
  • Adjacencies have been adjusted. "Green districts" now only provide +1 Production to Industrial Zones, while Lumber Mills and Mines provide a standard adjacency bonus again. Harbors now provide a standard adjacency bonus as well, improving production in coastal cities.
  • All Power Plants now provide Production to all cities in their radius. No more necessity to build Coal Power Plants just to get more local Production.
  • Adjusted some Eurekas to include the new buildings.
  • Moved Etemenanki to Wheels so that it is not too empty with moving the Water Mill to a different technology.
  • New Policy: Standardized Measurements - +1 Production to Industrial Zone buildings if adjacency is at least +5 and +1 Production to Industrial Zone buildings if population is at least 15.
  • 4 new Great Engineers: Archimedes, Li Bing, Ma Jun (all Classical Era), and Martine de Bertereau (Renaissance Era). Imhotep moved to Classical Era (with adjustment to the Production granted). James Watt reworked. See picture for detailed effects.
  • Major additions with Corporations mode active: specialize your Factories and Chemical Plants to create new products with unique bonuses - but also penalties! Also, Industrial Zones get +1 Production from adjacent Industries and +2 Production from adjacent Corporations.

Building Details
  • 1 - Water Mill: Requires IZ to be built on River. IZ receives +1 Production to its base yield. +1 Production per District in this city built next to a River. Cheaper than the Wind Mill. Unlocks at Construction.
  • 1 - Wind Mill: IZ receives +1 Production to its base yield if built on Hills. IZ receives +1 Production to its base yield if built next to Coast. Unlocks at Apprenticeship.
  • 2 - Workshop: +1 Production per Governor Promotion in this city. Unlocks at Mass Production.
  • 2 - Manufactury: One more Specialist slot than usual, and +1 Production to Specialists. Unlocks at Mass Production.
  • 3 - Factory: +0.3 Production per Citizen. Unlocks at Industrialization.
  • 3 - Chemical Plant: +5% Production in this city for every unique Strategic Resource in its territory. Unlocks at Refining.
  • 4 - Logistics Center: Production equal to the adjacency of this district. Strategic Resource stockpile cap +20. Unlocks at Combustion.
  • 4 - Coal Power Plant: +3 Production to all cities within 6 tiles. -2 Appeal on all tiles in this city.
  • 4 - Oil Power Plant: +4 Production to all cities within 6 tiles. -1 Appeal on all tiles in this city.
  • 4 - Nuclear Power Plant: +5 Production to all cities within 6 tiles.

The Electronics Factory now replaces the Logistics Center.

Extra buildings with Corporations mode active:
  • Machines Factory: creates Machines product: +1 Production on all tiles in city where slotted. Costs 30 Iron.
  • Electronics Factory: creates Electronic Gadgets product: +5% Science, Culture, Faith in city where slotted. BUT: enemy Spies perform 2 levels higher there.
  • Souvenirs Factory: creates Souvenirs product: +25% Tourism in city where slotted. BUT: -1 Amenity and further -1 Amenity per district adjacent to a Wonder.
  • Fertilizer Plant: creates Fertilizer product: +2 Food on all Farm tiles in city where slotted. Costs 30 Niter.
  • Pharmaceutical Plant: creates Pharmaceuticals product: +0.5 Food per citizen and +1 Favor per Airport and tier 3 Commercial Hub and Harbor building in city where slotted. BUT: -0.5 Gold per citizen.
  • Polymer Plant: creates Plastic Goods product: +10 Gold to every Neighborhood in city where slotted. BUT: -2 Appeal in the whole city.
  • 4 - Keiretsu: renamed Japanese UB. No longer provides Science or Culture but +25% Production towards Projects instead.
IMPORTANT WARNING: For now, I added 36 objects for each product. The project will remain available if they have all been produced, but no more products will be generated. Likewise, if you finish the project but do not have an available product slot in any city, the created product will be lost immediately and permanently .

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 JFD's Rule with Faith, P0kiehl's Civilizations Expanded, and CIVITAS' City States Expanded (CSE). The new buildings will receive the respective bonuses.

Compatible with all my other mods (including the Dojo).

If you want tier 4 buildings to receive bonuses from city states, you need CSE and activate the Ethiopia-style city state bonuses of that mod (via game mode option).

Compatible with any Specialists mod.

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

JNR's Mod Series

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neomoore122333 May 15 @ 1:09pm 
So, does this mod mean that you can't build industrial zones on tiles without a river or hill if you want to go down the building path?
pauloel7 May 15 @ 12:24pm 
Modding.log says: ERROR: Database: UNIQUE constraint failed: ComponentProperties.ComponentRowId, ComponentProperties.Name [3370717.336] Database: While executing - 'INSERT INTO ComponentProperties(ComponentRowId, Name, Value) VALUES(?,?,?)'.
UC_Expansion_Industry.modinfo has two LoadOrder entries in lines 96 and 97. disabling one of them solves the issue.
LongBoi Mar 8 @ 5:31am 
does this make changes to hansas for germany?
Doomed World Mar 4 @ 9:05pm 
so wait does windmill just give you one bonus production? What does it get the standard adjacency from?
H.Humpel Jan 26 @ 2:35pm 
your mod has been translated into German by Junky 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.
Junky Jan 22 @ 3:42am 
Hi JNR, while I was translating your mod I realized that you did change the the power plant descriptions but not the descriptions of their related converting projects. Just wanted to inform you.
Red-Eyed_Fairace Jan 11 @ 11:58pm 
Is there any District Expansion: All in One?
Skalozubio Jan 10 @ 8:34pm 
Russian translation is available here - Game and mods - Russian translations

Dear JNR, thank you for your mod.
All your District Expansion mods were translated into russian.
It would be great if you could post a link to the Russian translation of the mod on the page of your mod.
And then even more players will be able to appreciate the beauty and features of your mod.
Limfjorden Dec 29, 2021 @ 6:47am 
Is this mod Compatible with Sukritact's Egypt Rework? I'm asking since it adds an industrial zone replacement.
marm7211 Dec 9, 2021 @ 4:21pm 
Is it only me, or do the district expansion mods no longer work after he updated them? (in case Im the only on having the problem, does anyone know any possible causes or solutions? I left a game halfway through, and now all of my empire is missing a good portion of its district infrastructure after the mods were updated, they worked perfectly before the update. None of the modded buildings show up, I cant build them, and neither can I find them in the civilopedia. In the game pause menu, in the section listing all the active mods the entirety of the district expansion mods appears to be active, please help)