Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Real Building Upgrades
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30.050 MB
Mar 21, 2017 @ 5:39pm
Aug 29, 2019 @ 1:58pm
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Real Building Upgrades

Description
Works with May 2020 Patch (New Frontier).

Building Upgrades to:
- Vanilla buildings (including UBs) - all except ones enabled by beliefs (the game doesn't allow to build more than 1 in a Holy City).
- DLCs (if active): Tlachtli, Sukiennice, Basilikoi Paides, Prasat.
- Rise & Fall: Food Market, Shopping Mall, Ferris Wheel, Aquarium, Aquatics Center, Ordu, Tsikhe.
- Gathering Storm: Coal, Oil and Nuclear Power Plants, Hydroelectric Dam, Marae, Thermal Bath, Grand Bazaar.

Mod homepage on CivFanatics[forums.civfanatics.com].

How does it work?
- Each Building can be upgraded and since there are (usually) 3 levels of base buildings, there are also 3 levels of Upgrades. Their characteristics and parameters depend on their level (see below).
- Each Building Upgrade has the same icon as base building with a distinctive plus sign added.
- A Building Upgrade becomes available usually after researching a tech/civic that follows a tech/civic that grants the base building. This represents the idea that a building has to be constructed and used for some time before any upgrades can be applied.
- All unique Buildings also have Upgrades.
- The Upgrades are quite powerful but very expensive in terms of maintenance costs. It's by design, they are supposed to rather exclusive buildings, not seen all-around.

Upgrades to Level 1 Buildings
- provide 50% of base building yields,
- some upgrades of early buildings also have unique properties or yields from improvements or resources,
- cost approx. 45% of base building, Maintenance Cost = 1,
- Hangar is here and you can also upgrade Palace!
Upgrades to Level 2 Buildings
- provide 50% of base building yields,
- provide a unique effect or have unique properties,
- cost approx. 60% of base building, Maintenance Cost = 2.
- Sewer and Airport are here.
Upgrades to Level 3 Buildings
- provide 50% of base building yields
- provide a unique effect or have unique properties,
- cost approx. 75% of base building, Maintenance Cost = 3.

Unique Rise & Fall change Yields from population have been decreased to 0.3 for Science and 0.2 for Culture (from default 0.5 and 0.3 respectively). To compensate, some upgrades have a unique effect that increases those params in the city where they are build. This allows for a true city specialization.

Note: whenever a yield is added to an improvement or a resource, it is always to those within borders of the city with the specific building upgrade.

Upgrades to standard buildings
City Center
- Palace +2 Gold, +1 Prod, +1 Science, +1 Loyalty (R&F)
- Monument +1 Culture, +2 CS against Barbarians for all units trained in this city
- Granary +1 Food, +1 Housing, Bananas and Wine +2 Food
- Water Mill +2 Prod, Sheep, Cotton and Furs, +1 Prod
- Sewer +1 Housing
- Walls (all) +1 Housing, +50HP, +1 strength
Theater Square
- Amphitheater +1 Amenity, +1 Culture [R&F: additionaly +0.2 Culture per Citizen in the city]
- Museums +2 Gold for each GWA/Artifact in the city, +1 GAP
- Broadcast Center +1 Amenity with Range=6, +1 GMP, +1 slot for GWoM in the Broadcast Center
Harbor
- Lighthouse +1 Housing, +1 Food from Fishing Boats and Fisheries
- Shipyard +1 Housing, +1 Prod and +1 Prod per Era, +1 GAP, +3 CS for all naval units trained here
- Seaport +2 Gold, +Prod equal to Gold Adjacency, +1 TR, +1 Gold from Fishing Boats and Fisheries, +3 Prod from Oil Rigs
Campus
- Library +1 Amenity, +1 Science [R&F: additionaly +0.2 Science per citizen in the city]
- University +2 Science, +2 Culture, +1 GSP, +1 GWP [R&F: additionaly +0.2 Science per citizen in the city]
- Research Lab +2 Science with Range=9, Oil +2 Science, Aluminum and Copper +3 Science, Uranium +4 Science
Commercial Hub
- Market +2 Gold, Citrus, Cocoa, Olives, Spices, Sugar, Tea +3 Gold
- Bank +2 Gold, +1 GMP, +2 Gold to outgoing domestic TRs, +4 Gold to outgoing international TRs, Diamonds, Gold, Silver +2 Gold
- Stock Exchange +2 Gold with Range=9, +2 Gold for each specialty district in the city
Holy Site
- Shrine +1 Faith, +1 GPP
- Temple +2 Fath, +1 Food, adds +1 Relic slot to the Temple, Dyes, Incense, Tobacco +3 Faith
Entertainment Complex
- Arena +2 Culture, Coffee, Jade, Marble, Silk +2 Culture
- Zoo +4 Tourism
- Stadium +1 Amenity with Range=9, +10% to All Tourism in the empire
Aerodrome
- Hangar +2 Prod, +1 Air Slot, +2 Tourism, +3 CS to all air units trained here
- Airport +2 Housing, +3 Prod, +1 Air Slot, +5% to All Tourism in the empire
Encampment
- Barracks +1 Prod, Camps +2 Prod
- Stable +1 Prod, Pastures +2 Prod
- Armory +2 Prod, +1 GGP, +3 CS to all land units trained here
- Military Academy +1 Housing, +3 Prod, Flanking Bonus doubled for all units trained in the city
Industrial Zone
- Workshop +1 Housing, +1 Prod, Quarries and Mines over resources +1 Prod
- Factory +1 Housing and +1 Prod with Range=6, +2 Prod per Era, +1 GEP
- Power Plant +2 Prod with Range=9, +2 Prod for each specialty district in the city, Oil Wells +3 Prod
Water Entertainment Complex (Rise & Fall only)
- Ferris Wheel Upgrade +1 Tourism, +1 Appeal to city tiles
- Aquarium Upgrade +1 Amenity with Range=9, +1 GSP
- Aquatics Center Upgrade +1 Amenity with Range=9, +5% to All Tourism in the empire
Neighborhood (Rise & Fall only)
- Food Market Plantations and Pastures +2 Food
- Shopping Mall - +2 Tourism, Luxury resources +2 Gold

Upgrades to Unique Buildings
The below list shows only extra features in addition to the standard upgrade
- Stave Church Lumber Mills +3 Faith
- Madrasa [R&F: extra +0.1 per citizen]
- Electronics Factory +1 Housing and +1 Prod with bigger Range +3, extra +1 Prod per Era
- Film Studio +1 Amenity with bigger Range +3, +1 GMP, +1 slot for GWoM
- Tlachtli (dlc) +1 Amenity, +1 Faith
- Sukiennice (dlc) +1 GMP
- Basilikoi Paides (dlc) +1 GSP
- Prasat (dlc) +3 Tourism
- Ordu (rf) +1 GGP
- Tsikhe (rf) +1 Amenity, +1 Faith, +100HP

Important notes
- Buildings that provide Gold have Maintenance = 0 but Gold is lowered to account for this.
- Upgrades to belief-enabled buildings have been removed - the game doesn't allow to have more than 1 in a Holy Site.
- None of the upgrades provide additional Citizen Slots.
- All Wall-type upgrades have Maintenance Cost = 1.
Popular Discussions View All (1)
22
Oct 13, 2022 @ 1:08am
PINNED: Please report issues here.
infixo
273 Comments
ChrisMartin Sep 6 @ 2:55am 
Yes, but not very well at all, because the AI can't "understand" modded content.
Unless Firaxis releases source file for the game, and real modding can take place.
sashaeconomic Sep 5 @ 12:49pm 
+, AI use it?
mckstumpy Dec 19, 2023 @ 12:07am 
Can someone who has used this mod if the AI actually uses this?
Arsène Lupin Oct 10, 2023 @ 1:58pm 
Mod is broken? I've tried to load it, fails every time.
DJTragicMike Aug 22, 2023 @ 3:06am 
@IndieForger yes it is compatible with UC
skynamir53 Oct 13, 2022 @ 1:04am 
I love this mod, but I noticed that Babylon's ability, to get the first building per specialty district for free, seems to be totally negated. Every time I play Babylon, the free building must be hard-built. I play with only UI mods and this one, so I'm pretty sure this one is responsible, but I may be mistaken
IndieForger Aug 5, 2022 @ 6:51pm 
Is it compatible with Urban Complexity at all?
Walker Jul 2, 2022 @ 1:27pm 
does this still work?
👑Z4NB0 DUCK3T5👑 Mar 24, 2022 @ 4:56pm 
UPDATE!!!
RobynsEgg Feb 7, 2022 @ 3:33pm 
I have enjoyed this mod for several years now, but it seems it isn't being updated?