Sid Meier's Civilization VI

Sid Meier's Civilization VI

Basic Buildings
11 Comments
H.Humpel Jan 13, 2022 @ 1:02pm 
Hi carterrosenberg,
your mod has been translated into German 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.
Erenussocrates Sep 8, 2021 @ 4:08am 
I thought there was hospital in base game after the update?
Black Rose Apr 2, 2021 @ 12:05pm 
Nice one. I will give this one a try on my next playthrough. Just came to think about this one; police station; increases loyalty by +1 (+2?), Amenites by +1, reduces offensive spy operations chance of success by a few percentage points.
Madisonian Jan 16, 2021 @ 2:03pm 
If you're like me and hate that the 4 included Projects don't have icons, add these 4 lines of code to the Basic_Buildings_Icons.xml file within the IconDefinitions tag:

<Row Name="ICON_PROJECT_RECYCLING" Atlas="ICON_ATLAS_PROJECTS" Index="14"/>
<Row Name="ICON_PROJECT_POSTAL_SYSTEM" Atlas="ICON_ATLAS_PROJECTS" Index="13"/>
<Row Name="ICON_PROJECT_HEALTHCARE_SYSTEM" Atlas="ICON_ATLAS_PROJECTS" Index="16"/>
<Row Name="ICON_PROJECT_CREATE_INTERNET" Atlas="ICON_ATLAS_PROJECTS" Index="16"/>

I used Campus icon for Health and Internet, Commercial Hub icon for Recycling, and Industrial icon for Postal.
Austin001 Sep 5, 2019 @ 6:35pm 
Only problem so far is that Rome gets the ferry when making a new city instead of a monument
GroBoiD Aug 13, 2019 @ 6:49am 
Looks interesting, ill give it a ry
zman982 Aug 8, 2019 @ 6:00am 
Thanks for making this carterrosenberg. I've been looking for mods that added buildings to the game since the ones I were using hasn't been updated to be compatible with GS. Not sure what you have planned in the future but I'm definitely looking forward to it.
CR  [author] Aug 7, 2019 @ 2:30pm 
Thanks for the notes JNR! I was definitely admiring your mods and I've had a few similar ideas on the renewable power changes (to round out my new power hungry buildings) so I am keen to try those out in particular!
Ultimately my goal is to modify the multi-yield buildings so that they provide modifier bonuses to particular districts, which seems like a better route to go to avoid the England boost and to create some interesting combos, and it more closely matches with how the buildings effects would change as the city grew. Some other ideas like having the Post Office focus on improving trade routes seem like they could be good.
Mostly the Data Center is if you need to catch up in Technology, maybe pivot is too strong of a phrasing there, it is worth making at least one so you can do the national Internet project.
And once I have these fine tuned a bit, adding a similar round of fourth tier buildings for some of the other zones, eg Skyscrapers for Commercial Hubs.
JNR Aug 7, 2019 @ 12:42pm 
interesting building choices.
Two things I noticed while designing new buildings myself that you might also want to look into:
1. when a building grants multiple yield types from being powered, they *all* get boosted by +4 for England. Might make some of them way too powerful for that civ.
2. about: "useful for pivoting an industrial city to culture and science yields late in the game." - you'd want the opposite late in the game. Especially for science victory you need to pivot from science to production to finish the projects.
Juhtry Aug 7, 2019 @ 8:33am 
Your mod pack is very well made good job!
Te Aug 7, 2019 @ 7:38am 
Oh, these are *awesome*. Thank you so much!