Neighborhood Infrastructure - Rise and Fall
Neighborhood Infrastructure - Rise and Fall Infrastructure
About this mod Machine translation
Neighborhood Infrastructure - Rise and Fall Infrastructure
Various buildings in need of neighbors.
All buildings gain +1 housing, and cities have a governor.
Buildings are relatively cheap and have prerequisites built from another area.
houses
Police Station: +2 loyalty per round, +10 external defense power. Military academies and ballistics are required.
Fire Station: +1 Loyalty, +1 Housing, +10 External Defense Strength per turn. Renaissance walls and scorched earth are required.
Cemetery: +1 Loyalty, +2 Faith per turn. Need any house of worship and urbanization.
Public School: +1 Loyalty per turn, +1 Science. Requires university and scientific theory.
Railway Station: +2 Loyalty, +1 Production, +1 Food, +3 Gold per turn. Requires shipyards and steel.
Pumping Station: +1 Loyalty, +1 Housing each turn. Requires sewer and electricity.
Community Center: +1 Loyalty per turn, +1 Culture, +1 Comfort, +1 Music slot works great. Museums and urbanization are needed.
Post Office: +2 Loyalty per turn, +1 Great job for writing slots. Requires hangar and mass media.
Gym: +1 Loyalty per turn, +2 Facilities. Stadiums and professional sports are needed.
Public Pool: +1 Loyalty per turn, +2 Comfort. Aquatic centers and professional sports are needed.
Telecom Network: +2 Loyalty, +3 Gold, +1 Science, +1 Culture, +1 Comfort per turn. Requires power plant and radio.
Changes to existing buildings:
Grocery Store (Food Market renamed): Requires Granary. No longer mutually exclusive with shopping malls.
Shopping Mall: +4 gold. A stock exchange is required. No longer mutually exclusive with the food market.
Various Buildings that require the Neighborhood.
All buildings gain +1 Housing with a Governor in the city.
Buildings are relatively inexpensive and have a prerequisite building from another district.
Buildings
Police Station: +2 Loyalty per turn, +10 Outer Defense Strength. Requires Military Academy and Ballistics.
Fire Station: +1 Loyalty per turn, +1 Housing, +10 Outer Defense Strength. Requires Renaissance Walls and Scorched Earth.
Cemetery: +1 Loyalty per turn, +2 Faith. Requires any House of Worship and Urbanization.
Public School: +1 Loyalty per turn, +1 Science. Requires University and Scientific Theory.
Train Station: +2 Loyalty per turn, +1 Production, +1 Food, +3 Gold. Requires Shipyard and Steel.
Pumping Station: +1 Loyalty per turn, +1 Housing. Requires Sewer and Electricity.
Community Center: +1 Loyalty per turn, +1 Culture, +1 Amenity, +1 Great Work of Music slot. Requires Museum and Urbanization.
Post Office: +2 Loyalty per turn, +1 Great Work of Writing Slot. Requires Hangar and Mass Media.
Gymnasium: +1 Loyalty per turn, +2 Amenities. Requires Stadium and Professional Sports.
Public Pool: +1 Loyalty per turn, +2 Amenity. Requires Aquatics Center and Professional Sports.
Telecom Network: +2 Loyalty per turn, +3 Gold, +1 Science, +1 Culture, +1 Amenity. Requires Power Plant and Radio.
Changes to existing buildings:
Grocery Store (Food Market renamed): Requires Granary. No longer mutually exclusive to the Shopping Mall.
Shopping Mall: +4 Gold. Requires Stock Exchange. No longer mutually exclusive to the Food Market.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.