Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Resourceful 2
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318.761 MB
Apr 24, 2018 @ 3:28pm
Aug 27, 2022 @ 11:04am
15 Change Notes ( view )

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Resourceful 2

In 1 collection by Amatheria
MP Modpack
88 items
Description
This is Resourceful 2, continuation of the original Resourceful mod.

Adds 51 new resources (You can see them in the images). All Luxury resources can be harvested.

This mod is fully compatible with the New Froniers Pass (NFP) DLC.

Pantheons:
- Aloe, Berries and Saffron benefit from Oral Tradition.
- Poppies, Dates and Tomato do the same with Goddess of Festivals.
- Other resources benefit from Pantheons that grant bonuses to their valid improvements too (Pastures, Mines, etc.
Monopolies & Corporations Game Mode:
This mod is fully compatible with and supports the M&C Game Mode from the Viertnam & Kublai Khan NFP DLC.
If you have subscribed to Retheri(HGVhGVxJY4Cz2xD0)'s Resourceful 2 Monopolies and Corporations Patch Mod then you need to disabale that Mod as it's no longer needed because now Resourceful 2 has in-built compatibility with the Game Mode. Otherwise both Mods would clash and cause the Game to not work.
Special Thanks:
To Retheri(HGVhGVxJY4Cz2xD0) who made the Resourceful 2 M&C Patch Mod and made this Mod compatible with the Monopolies & Corporations Game Mod when we couldn't do that ourselves!
Also Credit to him/her for the Product Names of the Resources that we have incorporated into this Mod.
Compatibility:
This mod is fully compatible with:
Civitas Resources
YNAEM
Earlier Lumbermills
Expanded Religions
Supported Languages:
English
Spanish
German
Chinese
Russian
Portuguese (Thanks to @TheColdHands)
Note:
[GS] Volcano tiles and Lumber Mill Resources: All Luxury Resources that previously required the Lumber Mill to be improved now require a new Improvement: Sawmill.
This change is made because previously resource tiles that also contained Forest/Rainforest when hit by a Volcano, the Forest/Rainforest Feature would be removed, which would make it impossible to improve the resource again. Now the Sawmill is added as the requirement to improve those Resource, which can't be destroyed by natural Disasters, only Pillaged.
Sawmill: Can be constructed on tiles with Bamboo, Cherry Tree, Ebony, Maple or Sandalwood Luxury Resources. Districts receive +1 Production Adjacency Bonus per Sawmill (for reference, Lumber Mills add 1 Production per 2 of them). Doesn't contribute to the Boost trigger of "Mass Production" technology (there is no workaround for this). Changes have been made to make any requirement that checks for a Lumber Mill to also consider a Sawmill Improvement (in other words, any bonuses applied to Lumber Mill tiles will also be given to Sawmill tiles).
Known Bugs:
Due to the Asset Limit Bug, this Mod may not work alongside many other heavy Asset Mods like Warfare Expanded or Urban Complexity. Depending on the number of Asset Mods and DLCs enabled, it may work or not. For now, we know that it's an Assets Issue and we hope Firaxis will fix it someday.
Previous Version of the Mod:
Download Resourceful 2 V3.1 from Dropbox.[www.dropbox.com]
Popular Discussions View All (11)
32
Feb 26 @ 12:56am
PINNED: Bug Reports
Zegangani
80
1
Jan 3 @ 8:39pm
Want new resources? Put them here.
Amatheria
28
Nov 12, 2023 @ 4:42pm
Guide to using Resourceful 2 with the Maya & Gran Colombia Pack/ New Frontier Pass DLC
Anthogator
993 Comments
Beastiebacon Apr 6 @ 12:56pm 
im getting texture issues on caviar
DYNIA Mar 17 @ 7:03pm 
not working in map editor ;./
Gunchap Red Mar 17 @ 1:51pm 
Is there a way I can get rid of redundant resources so I can use this with Sukritract's Resources? Some of your resources, like gold, are also in his mod.
Hydragal Mar 10 @ 9:31am 
I was looking over things and realized Cashmere is improved by a pasture, so Goddess of Festivals wouldn't apply, but I still don't understand the other discrepancy.
Hydragal Mar 9 @ 4:38pm 
Hi, I've been using Resourceful 2 or Resourceful Lite for hundreds of game hours now, I absolutely adore it. But now I'm beginning to get into modding and I'm doing some basic stuff to try to wrap my head around it, using your mods here to understand how the sql changes things in the game. I notice for something like Poppies, CLASS_GODDESS_OF_FESTIVALS is necessary, I would guess, to apply the yield increase from that Pantheon to the resource. However, I notice Saffron, also improved with a Plantation, has CLASS_ORAL_TRADITION, which used to do what Goddess of Festivals does now.

So my questions are these, why do some of the resources, like Poppies and Tomatoes, get the Goddess of Festivals class, and something like Saffron gets Class Oral Tradition, and I see Cashmere doesn't have any Class relating it to Goddess of the Hunt for Camp improvement yield adjustment, why are these things the way they are?
Amatheria  [author] Feb 25 @ 1:59pm 
The amount and variety of resouces in each map is the same. This only gives more resources to the "resource basket" which every game picks and place them on the map. In a map config where it spawn 12 different luxuries, luxuries will be always 12, in a mix between vanilla and Resoucerful 2 ones.
themoonflow Feb 23 @ 4:08pm 
Wouldn’t this mod make the Aztec really OP? They have a trait that makes every unique luxury improved in their lands give them 1+ combat strength. They would be unstoppable militarily wouldn’t they?
MangOjek Feb 22 @ 11:07pm 
You should remove rainforest first to build a mill
Ludicrous Arts Feb 14 @ 11:00am 
anyone else not able to build a mill on rubber?
PhazezGova Jan 23 @ 9:17am 
Great job