Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Progressive Power Consumption
   
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2.540 MB
20 May, 2019 @ 7:21am
13 Aug, 2024 @ 5:34pm
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Progressive Power Consumption

In 3 collections by JNR
JNR's Urban Complexity
26 items
JNR's Playlist (Gameplay-only)
116 items
Play with Project 6T
28 items
Description
Power Up! - Progressive Power Consumption overhauls everything around Power. Providing electricity to your cities will be a lot more important, but the rewards will be bigger as well. Power requirements start slightly lower than usual but increase as you progress on the tech tree.

With this mod, your city development no longer ends several eras early. Instead, you have to carefully plan when you're ready to construct the next building. Cities will continue to grow more powerful all the way into the Future Era! But beware of becoming too greedy - if you're not able to provide the power required, the resulting blackouts will make your citizens very angry. The more advanced your civ is, the angrier they will be.

While all victory paths benefit a lot from advanced culture, late-game technology does not yet have the prominence it deserves, mainly unlocking just new units. With this mod, great benefits await those who are competitive in science, regardless of victory type pursued.

The mod also buffs tall play by making late-game buildings more powerful and creating a flat Power demand for every city.

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Compatibility
Requires Gathering Storm. Using this mod together with Renewable Energy Complexity for improved renewable energies as well the ability o transfer renewable energy between cities is highly recommended. For the whole Urban Complexity mod series, see the box at the bottom of this page.

Features
  • Late-game buildings demand more and more power as you progress.
  • Late-game buildings provide their yields (+2 for most, +3 for Gold, etc.) for per Power required, meaning that their yields keep increasing as you progress. Get the new tech fast!
  • Aerodrome buildings are part of the system as well, with Hangars and Aiports now demanding Power but also providing Production and Gold respectively.
  • Late-game buildings give extra Great Person points of their type (Airport gives Great Engineer point) when powered.
  • Neighborhoods and Aqueducts require 1 Power after researching Computers but also provide +2 Production if powered.
  • Penalties for insufficient power: Amenity deduction which becomes larger as you progress. -75% Great Person points after researching Computers or entering the Information era. Don't let the brain drain hit you! Power Plants are even more important strategic targets in a war now.
  • The AI gets a bit of free Power in every city to make up for their incapability to plan ahead around the mechanics added.
For more details see the ingame Civilopedia entry at the top of the "General Concepts" section under "Urban Complexity" (see screenshots of Civilopedia on where to find it).


JNR's Mod Series




89 Comments
fenvaro 14 Sep @ 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] 26 Aug @ 3:24pm 
I mean, they're right, better UI guidance would be nice, I'm just not much of a UI modder, unfortunately.
ChrisMartin 26 Aug @ 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 26 Aug @ 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 11 Dec, 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 16 Oct, 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] 2 Aug, 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 2 Aug, 2024 @ 3:15am 
Hey, is it just me, or the mod details/chances aren't showing in Civilopedia, like in the screenshots?
Nandybear 27 Apr, 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 25 Feb, 2024 @ 1:52pm 
To find in modlist: UC - Power Progression