Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Removable Resources and Features
   
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Jul 7, 2017 @ 11:05pm
Mar 8, 2020 @ 12:26am
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Removable Resources and Features

Description


BASICS
This mod allows all resources to be harvested, thus removed from the map. It also grants the ability to remove flood plains upon researching Engineering.

The goal of this mod is to give more freedom of district placement, as well as give the player a choice between instant gain or long term yields. I tried to set harvest yields that are significant enough to warrant occasionally removing a resource, but not so high as to unbalance the game.

This is a total rewrite of the original version, changed to add compatibility for DLC and Mods.

SPECIFICS
  • Strategic resources yield increasing amounts of production based on the era in which they are revealed.

  • Luxury resource harvests are set at a value approximately 4x that of bonus resources. (Plantation resources give food/culture, mine resources give production/gold, etc)

  • Archeological resources (Antiquity site, shipwreck) yield a base 100 culture

  • The ability to harvest resources is unlocked at their corresponding technology (Stones/gems at mining, aquatic resources at sailing, exotic foods/spices at irrigation, etc)

  • Floodplains and reef removal provide no yields.


DETAILED LIST OF HARVEST YIELDS

BONUS RESOURCES
  • Improved by Farm, Plantation, Pasture, Camp, or Fishing Boats: 20 Food
  • Improved by Mine, Quarry, Lumber Mill, or Oil Well: 20 Production
LUXURY RESOURCES
  • Improved by Farm: 60 Food, 20 Gold
  • Improved by Mine, Quarry, Lumber Mill, or Oil Well: 60 Production, 40 Gold
  • Improved by Fishing Boats: 40 Food, 40 Gold
  • Improved by Plantation: 60 Culture, 20 Food
  • Improved by Pasture: 40 Food, 20 Production
  • Improved by Camp: 40 Food, 30 Culture
STRATEGIC RESOURCES
  • Era 1(Horses): 25 Production
  • Era 2 (Iron): 35 Production
  • Era 3 (Niter): 45 Production
  • Era 4: 55 Production
  • Era 5 (Coal): 65 Production
  • Era 6 (Aluminum, Oil): 75 Production
  • Era 7 (Uranium): 85 Production
ARCHEOLOGICAL RESOURCES
  • All yields: 100 Culture

COMPATIBILITY
This mod has been written to pull in resources from all other sources, so should be compatible with any other resource mods/dlcs.

For mods which include resources that are already harvestable, the yields they give will be adjusted per the standards of this mod.

This mod was created and tested with Resourceful 2.


Find a bug? Have other feedback? Please let me know! All input is appreciated.


Check out my other mods here:
Strategic Forts (Updated 2020)
Unit Limit Enforcement (NEW 2020)
Expanded Initial Vision (Verified 2020)
Removable Districts (Updated 2020)
City State Introductions Reworked (Updated 2020)

Popular Discussions View All (3)
1
Nov 18, 2024 @ 1:01pm
Is AI taught to harvest strategical resources?
ENDr@in
3
Jan 1, 2021 @ 2:41pm
Harvest Resource Bug
General Profit
0
May 17, 2020 @ 6:45pm
Build over Antiquity Sites without removing them first?
MQDuck
204 Comments
R.I.P ТЕХНИК Apr 5 @ 2:42pm 
Can you make the same mod for part 7? Thanks to your mod, you can build a beautiful city in this game.
Jacob1412 Mar 28 @ 2:37am 
update ?
Gom Feb 8 @ 7:12am 
I'd like to notice people that this mod prevents you from playing scenarios. It took me a while to find the culprit.
mrp8196 Dec 10, 2024 @ 11:50am 
I want the opposite not build on specials, bonus,and luxuries
Kostablanca Oct 3, 2024 @ 4:14pm 
No option to prevent vassal city states from removing resources which can be a huge issue!
Eludage Aug 18, 2024 @ 11:12am 
Adding to the last comment, the mod id is 970270416 for me (in the url of this page). Therefore the right path to the mod for me is: ...\Steam\steamapps\workshop\content\289070\970270416\TCHarvestableResources.sql
vomit sound effect Feb 16, 2024 @ 7:48am 
Floodplains cant be removed because Gathering Storm added grassland and plain floodplains - so FEATURE_FLOODPLAINS refers only to desert floodplains.

You can add the ability to remove grassland and plains floodplains by adding the commands below to your TCHarvestableResources.sql file (floodplain code is at line 166). This file is found at ...\Steam\steamapps\workshop\content\289070\2556804240

UPDATE Features
SET RemoveTech = 'TECH_ENGINEERING', Removable = '1'
WHERE FeatureType = 'FEATURE_FLOODPLAINS_GRASSLAND';

UPDATE Features
SET RemoveTech = 'TECH_ENGINEERING', Removable = '1'
WHERE FeatureType = 'FEATURE_FLOODPLAINS_PLAINS';
icecoldsnacks Dec 19, 2023 @ 2:46pm 
@Daedalus thank you for sharing the link.
The Barrage Dec 19, 2023 @ 1:11pm 
@house rushton (and anyone else): I made a fixed fork of this a few years ago. I haven't tested it recently myself, but it looks like people have had success with it as recently as November. As noted in that description, all credit goes to TC (and TC, if you ever return and want to fold the changes back into your own, I'm happy to turn the keys back over :steamhappy:)

The updated mod is Removable Resources and Features: Fixificated
Oakland Sports Nov 22, 2023 @ 6:30pm 
Of course it doesnt work