Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Coal Liquefaction Building
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
6.388 KB
18 Feb, 2019 @ 9:51pm
20 Feb, 2019 @ 2:49pm
3 Change Notes ( view )

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Coal Liquefaction Building

Description
Adds the Coal Liquefier building to the Industrial District after Chemistry is unlocked. It turns Coal into Oil using the Coal Liquefaction process. Also adds a city project to remove the building if you decide you need that Coal again.

Not only is this a real world process (Used heavily by Germany during WW2) but it's a great way to use your full stockpile of Coal or make up for a complete lack of Oil in the late game.

I'm not sure what the AI will do with this. It has a small production bonus so they will probably build it. Worse case they will hit 0 Coal and their battleships will suffer a strength penalty. Best case it will make AI that doesn't have Oil more competitive late game.

Note: If you run out of Coal, it will continue to produce Oil. Running out of a resource can only hurt units that use it for maintenance and your ability to build railroads. If you find yourself in need of Coal, run the decommission project to remove the building and regain your Coal income.

Requires the Gathering Storm Expansion.
16 Comments
H.Humpel 25 Jul, 2022 @ 8:29am 
Hi naed21,
your mod has been translated into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
AUSTRIA STRONK 16 May, 2022 @ 7:12am 
Your mod is interesting. But should I use either one?
And are AI using the Coal Likefaction Project well?
Junky 27 Mar, 2021 @ 12:27pm 
Would it be a good suggestion to have a timber strategic ressource where you have a charcoal burning building to get coal
naed21  [author] 1 Apr, 2019 @ 8:04pm 
@goldensword52 Cool stuff! Glad you were able to learn from it. I'll take a look at what you did and see if I can improve my mods.
Reggie 31 Mar, 2019 @ 9:45pm 
I just released a few mods that used this one as a starting point. For one thing, thanks a lot! I could have made my mods if you hadn't made this one. Also, I figured out how to make buildings only give their bonuses while you have the resource stockpiled. If you want, feel free to copy that part of the code from my mods to this one so it only actually creates oil while you have coal. You can check out my mods here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1699954092 . Thanks again!
see two 23 Feb, 2019 @ 7:36am 
I know that settling on luxuries gives you them, so, maybe you could add luxuries under one of the city's districts while the project is running plus maybe a few turns based on speed?
naed21  [author] 22 Feb, 2019 @ 11:45am 
I compared it to the normal science project, which is 15% of production. So its better than that unless you have a high prod city, at least at quick speed.

I though about creating luxuries, but based on how those work you'd probably only need to run the project once and then its useless.
see two 22 Feb, 2019 @ 9:43am 
thter is no way to scale it with speed. Is it balanced at higher speeds? Also, is it possible to make a long project for condensing coal into diamonds?
naed21  [author] 22 Feb, 2019 @ 7:22am 
I see, I'm not sure how to get the project to scale with game speed.
see two 22 Feb, 2019 @ 1:30am 
yeah, I checked it, and i prefer this one, I usually play on marathon or epic, and there that project is super OP