Sid Meier's Civilization VI

Sid Meier's Civilization VI

Progressive Power Consumption
89 Comments
fenvaro Sep 14 @ 3:57pm 
Below, the guy wrote that only one of his capitals at a late stage required 50 units of energy. One question arises. Where to get resources? On random maps, there is not always enough energy resources. And if you rely only on renewable energy, then you need a lot of space for weak ecological stations. And therefore, you will have to regulate the maximum distance between city centers. Otherwise, all developed cities will be doomed to a deficit... I will definitely try this mod. I will look at its work. But I have serious doubts. Since today I finished a game where I had a tense situation with energy. I could afford either electricity in the cities or an army.
JNR  [author] Aug 26 @ 3:24pm 
I mean, they're right, better UI guidance would be nice, I'm just not much of a UI modder, unfortunately.
ChrisMartin Aug 26 @ 11:36am 
So I'm guessing this is the mod that's causing all my random amenities from entertainment to be -1 or worse?

Prolly needs a little ingame guidance that power will fix it...otherwise pretty useless as a mod since you have no idea what you're supposed to do without reading the workshop "manual" :/

So other places then on this mod description page AND in-game Civilopedia, what would you suggest as "ingame guidance"?
weirdalsuperfan Aug 26 @ 6:42am 
So I'm guessing this is the mod that's causing all my random amenities from entertainment to be -1 or worse?

Prolly needs a little ingame guidance that power will fix it...otherwise pretty useless as a mod since you have no idea what you're supposed to do without reading the workshop "manual" :/
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.
leonpoi 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.
JNR  [author] Dec 23, 2023 @ 8:40am 
in that case check the logs for errors
pauloel7 Dec 23, 2023 @ 7:49am 
No reference at all in the game. It's not in the tech tree (Refining) nor in the civilopedia.
JNR  [author] Dec 23, 2023 @ 1:18am 
"does not even show up"

can you specify what you mean by that? Is it just lacking visuals? Or is there no reference to it at all ingame? What if you search for it in the civilopedia?
pauloel7 Dec 22, 2023 @ 11:34pm 
Refinery improvement does not even show up for me, and I'm not playing with CL mod. Why?
GJC Jul 20, 2023 @ 3:00pm 
Refinery is glitched for me, icon and textures are absent, but bonuses still there
JNR  [author] Apr 10, 2023 @ 4:06pm 
yes, I removed the reference to a civilopedia page.
Domenicus Apr 10, 2023 @ 3:46pm 
okay it's your mod :) is the description still up to date?
JNR  [author] Apr 10, 2023 @ 3:44pm 
Those pages were no longer up to date and at some point I wanted to fix things and make changes even if I didn't have the time to update the civilopedia page, so I removed it.
Domenicus Apr 10, 2023 @ 3:32pm 
Yes no civilopedia and the text doesn't seem to be anywhere either, I guess you JNR just left out a file :p
norph Feb 17, 2023 @ 1:52pm 
Same for me, no civilopedia entry, howewer other Urban complexity mods has them.
weraptor Jan 22, 2023 @ 2:17pm 
The mod seems to be working, but there is no civilopedia entry for its concepts (which is displayed in the description of the mod). Please don't ignore this.
Fantasy295 Jun 20, 2022 @ 8:41am 
This mod is great! I used this mod and it depleted my resources. It takes 50 coal and 70 oil per turn to generate electricity. Even if I exploit all the resources in my territory that can generate electricity and stop building power plants I can't stop the huge consumption of resources. However, I'm playing on a very large map and have conquered more than 60 cities 😂, which is probably the reason why the resource consumption is so huge. I'll try later what happens when the number of cities is normal.
ElusiveSausage May 6, 2022 @ 11:31pm 
Does this work with Harmony + Diversity? Same goes for the rest of your work in general. I know they have a districts patch.
Junky Nov 13, 2021 @ 9:53am 
We would be very grateful if you relink your mod to our translation mod as we did there also.
Junky Nov 13, 2021 @ 9:51am 
German Translation can be found in:
https://steamcommunity.com/sharedfiles/filedetails/?id=2640245490
------------------------------------------------------------------------------------------
Die deutsche Übersetzung ist in folgendem Mod zu finden:
https://steamcommunity.com/sharedfiles/filedetails/?id=2640245490
JNR  [author] Sep 15, 2021 @ 3:29am 
these districts and buildings are built around special effects, so I don't think powering them makes too much sense in terms of gameplay.
ChrisMartin Sep 15, 2021 @ 3:12am 
If every player made object (improvement, building, district, etc) required power, then in my opinion the pollution system need to get tweaked.
Junky Sep 15, 2021 @ 2:36am 
Or Government Plaza and Diplomatic Quarter and Canals?
Junky Sep 15, 2021 @ 2:33am 
Spaceport doesn't need power?
JNR  [author] Sep 14, 2021 @ 2:21pm 
see comments below
pauloel7 Sep 14, 2021 @ 2:08pm 
JNR, looks like "UC_PPC_Resources.sql" mentioned in UC_Progressive_Power.modinfo is not there. My Modding.log says: [3860503.816] UpdateDatabase - Loading Data/Mechanics/UC_PPC_Resources.sql
[3860503.816] Warning: UpdateDatabase - Error Loading SQL.
Relm (they/she) Aug 9, 2021 @ 5:20am 
So upon further inspection, I think the mod might be actually working, at least partially? It's maybe just that all of the relevant text is missing for some reason?

My hangars seem to be drawing power and providing production, and cities seem to need large amounts of 'Miscellaneous' power (I can't tell what for). I still can't see any signs of penalties in unpowered cities, but seeing as the game doesn't show great person points per city anywhere, it's a little hard to tell.
JNR  [author] Aug 8, 2021 @ 3:16pm 
It's possible that some people are simply having errors due to the mod being significantly changed mid-match. Unfortunately, there's nothing we can do about steam's auto-update behavior for mods. Sorry if I broke any saves with the update.
ChrisMartin Aug 8, 2021 @ 1:38pm 
The first errors you are listing, are faults in Firaxis .modinfo files for DLC, and can also be ignored. Modding.log tells me that PPC are loaded correctly.
JNR  [author] Aug 8, 2021 @ 12:39pm 
that file no longer exists, I forgot to delete it from the modinfo, apparently. However, such shouldn't cause issues, the mod loads fine regardless.
Relm (they/she) Aug 8, 2021 @ 12:36pm 
Database and lua look fine. Some warnings and errors in modding.log though. Here's a pastebin link: https://pastebin.com/96Qd6ZA4

A bunch of warnings like this in various places:
[656997.492] Warning: The activation order of mods is not the same as it was with a prior sorting algorithm.

A handful of failures to load localized text xml like this:
[657128.504] LocalizedText - Loading Text/Expansion2_Translations_Major_Text.xml
[657128.506] Warning: Unable to load ../../../DLC/Expansion2/Text/Expansion2_Translations_Major_Text.xml
[657128.506] Warning: LocalizedText - Failed loading XML.

A CatherineDeMedici xml failed to load:
[657129.513] UpdateDatabase - Loading Data/CatherineDeMedici_Modifiers.xml
[657129.513] Warning: UpdateDatabase - Error Loading XML.

And, crucially, when we get to PPC:
[657129.987] UpdateDatabase - Loading Data/Mechanics/UC_PPC_Resources.sql
[657129.987] Warning: UpdateDatabase - Error Loading SQL.

ChrisMartin Aug 8, 2021 @ 3:34am 
If you try this mod alone (with all official DLC's), start up a new game in Modern Era, play a few rounds, and log out. Then check the log files (Database, Lua, Modding). Any errors?
Relm (they/she) Aug 7, 2021 @ 4:27pm 
Really strange! Tried resubbing. Mod shows in the list of active mods, as before, but no actual changes are made to the game.
ChrisMartin Aug 7, 2021 @ 3:06pm 
Strange. Try to unsub the mod, make sure the folder is gone from your Steam Workshop folder, and resub again. Test a new game, in Modern Era, and check the Esc and see the mod in the list of active mods. Believe you must start a new game, to see the mod function.
Relm (they/she) Aug 7, 2021 @ 2:24pm 
@ChrisMartin : There's no civilopedia entry. Buildings seem unchanged. Not seeing any amenity or great person penalties for lack of power.
ChrisMartin Aug 6, 2021 @ 10:36am 
Don't you have any pages in the Civilopedia describing this mod?
The mod works fine in my game.
What makes you claim that the mod doesn't work?
Relm (they/she) Aug 6, 2021 @ 8:16am 
This mod doesn't seem to be working at all? I've tried disabling all other mods to test for potential conflicts, but still doesn't work.
DudeChris33 Jun 16, 2021 @ 9:52am 
alright cool
JNR  [author] Jun 16, 2021 @ 4:51am 
the +4 will remain as a flat bonus powered buildings receive when powered. It will not appear multiple times per building.
DudeChris33 Jun 15, 2021 @ 8:18pm 
Does this stack with Victoria's civ bonus of +4 yields for powered buildings? Will it provide that once or will it stack for every power they consume?
JNR  [author] Jun 14, 2021 @ 11:38am 
ugh, Steam automatically unsubbed me again from these comments :/ gonna need a few more days to look through all the comments and address them. Sorry for the delay.