Sid Meier's Civilization VI

Sid Meier's Civilization VI

Stone rocks!
38 Comments
Elnestea Aug 31 @ 10:21am 
Rock N Stoones to the boness
Pepe Apr 30 @ 4:55pm 
Does this affect mine generation on desert tiles? I'm playing with this mod as Nubia and after tons of restarts I am not spawning next to any luxury mine resources.
FlyingJustice Feb 28 @ 11:43am 
ROCK AND STONE TO THE HEART
Adrogantiam Feb 1 @ 2:17pm 
wait, what is the diference between rock and stone? nevermind, ROCK AND STONE FOREVER
Zé das Couves Oct 20, 2024 @ 1:03pm 
STONE AND ROCK! No, wait...
Nahueformaline Sep 10, 2024 @ 12:32am 
Good mod :D. More Mods!
Justin Aug 19, 2024 @ 12:36am 
thanks for uploading
-ShaDoW May 21, 2024 @ 8:01am 
you guys know an update that also do something like this to fishing boats?
AntipaterTruscus Feb 12, 2024 @ 11:38am 
That would be great! Thank you for constantly bringing us ingenious patches for things Firaxis messed up. Already been looking forward to your newer update.
JNR  [author] Feb 11, 2024 @ 2:37pm 
That's a good point, might also extend marble spawns. Really, I'd have done thing long ago but hated the grass patches of the default model getting in the way (I even played with a personal change that removed Gypsum altogether).
AntipaterTruscus Feb 11, 2024 @ 1:28pm 
Good to see that stone can now also spawn on desert hills which makes sense because there truly are large quarries located in desert regions in real life. It will be even better if marbles can also spawn on desert tiles.
use.letters Nov 19, 2023 @ 6:54pm 
Rock and Stone Forever!
HighRider101 Mar 4, 2023 @ 3:46pm 
Thank you!
Assper Nov 8, 2022 @ 11:26pm 
DID I HEAR A ROCK AND STONE?
ทอม เบรดี้ Dec 21, 2021 @ 12:44am 
<3
Fat Sammy Sep 2, 2021 @ 10:35pm 
FOR ROCK AND STONE!
Junky Jan 30, 2021 @ 6:56am 
Wish you could turn stone into a strategic ressource, that's needed to build buildings.
Then it has to spawn on all land tile variations and the ai has to get the importance of that resource.
Could be a suggestion for another mod perhaps.
FishRaposo Nov 19, 2020 @ 9:36pm 
This is a must have for babylon
Ingolenuru Jan 10, 2020 @ 5:53am 
Really great mod and I appreciate the changes. Thank you very much!
JNR  [author] Jan 10, 2020 @ 5:31am 
not on my end.
Junky Jan 10, 2020 @ 4:58am 
Is it possible to make this mod compatible to the mod Agricultural Revolution Expanded - v.2.8.3 ?
When I want to start both together I get following error in database.log:
ERROR: UNIQUE constraint failed: Resource_ValidTerrains.ResourceType, Resource_ValidTerrains.TerrainType
Ingolenuru Oct 30, 2019 @ 4:17pm 
Awesome. Thank you for the mod and the reply. You have a great eye for what the game needs. :)
JNR  [author] Oct 30, 2019 @ 12:45am 
yes it is: Also, it no longer requires GS.
Ingolenuru Oct 29, 2019 @ 8:02pm 
You posted that you used a code element from GS but this was posted in July. Just checking, but this is compatible with the Sept update, yes?
JNR  [author] Sep 30, 2019 @ 11:53am 
@ketsune Yes, the pasture one requires GS right now because I used a code element GS added, but I'll have it fixed by the end of the week.
kentsune Aug 20, 2019 @ 11:45am 
Hi, small question. When I try to use these mods, my game keeps telling me that a mod or more failed to load. If I disable these three mods all is fine (with no other mod enabled). Is there some DLC required (I have none)? The mods seems really cool and I would love to use them. /Nick
Zalera Aug 14, 2019 @ 12:29am 
Thanks for the trick :)
I'll try. If it doesn't work, i'll copy it in another mod, it worked once ^^
JNR  [author] Aug 13, 2019 @ 8:00am 
@Tommy angelo: try unsubscribing and subscribing again. There have been reports lately that the Steam updater is bugged at times when it comes to mods.
Zalera Aug 13, 2019 @ 4:23am 
The mod does'nt shown in my additionnal content list and tho, i can't activate it...
ANGEL--ZY Aug 1, 2019 @ 5:10am 
nice
JNR  [author] Jul 30, 2019 @ 5:27am 
@TheGamingKing9: sand could never rock, it's coarse and rough and irritating and it gets everywhere.
Shyning Jul 30, 2019 @ 12:57am 
@Duff anyone can stop the Stonehenge rush if you build quarries, by simply harvesting the Stones just like it's done now.
RedLighter Jul 28, 2019 @ 5:31pm 
As opposed too dirt, sand or wooden rocks?
pajamathekid Jul 25, 2019 @ 2:39am 
I like this mod series. I play with a mod that extends the game by a lot of time (the historic speed mod) - therefore extending the early game by a lot. It makes getting good ways to generate food, production, and often gold difficult in the early game, since many improvements and modifiers come later in the tech and civic trees. This mod series bridges the gap and makes some things available earlier or makes other improvements or resources more a viable means of getting any civilization of the ground. Thanks for your insightful mods, bro.
thelastlemming Jul 24, 2019 @ 8:12pm 
Here's one thing to consider in terms of balance: is that plains already gives an extra hammer, obviously food costs are important too but, adding gold instead of production could be a fix.
JNR  [author] Jul 24, 2019 @ 10:00am 
if it were weaker, harvesting the stone would be the better thing to do, especially for rushing wonders. Later on, the weakness of quarries has to be accounted for, as well.
jimmybackman1 Jul 24, 2019 @ 8:32am 
If you want it to be better maybe have it give +1 gold +1 production instead of +2 production as that will most likely just make it superior to most things.
Duff Jul 24, 2019 @ 2:44am 
I think it makes stone too OP imo.
consider the fact stone's tend to appear in groups (2~4). and they are just bonus resource.

A Phanteon that grants you +2 faith per quarry makes matter worse.
no one can stop stonehenge rush and claim a easy win.