Sid Meier's Civilization VI

Sid Meier's Civilization VI

Resource Cultivation
224 Comments
Lil Beetle Mar 18 @ 9:13am 
it does work
ZeDerpinator Jan 13 @ 3:31pm 
doesn't work
Zegangani  [author] Aug 15, 2024 @ 3:02pm 
:happystar2022:
Justin Aug 15, 2024 @ 1:23am 
thanks for uploading
Wolfgang Jul 26, 2024 @ 5:35am 
i see, thank you very much for the information then zega
Zegangani  [author] Jul 23, 2024 @ 2:11pm 
That doesn't seem to come from this Mod, as it doesn't touch anything about Builders or the Harvesting Action, and in case of Strategic Resources it also only checks for Horses, and nothing about Coal or Uranium or other Strategic Resources. If you have seen Builders being able to do that (being able to harvest non-revealed strategics), then it's probably another Mod that changes something about Resource Harvesting.
Wolfgang Jul 23, 2024 @ 12:04am 
hi, sorry for the late response. so basically i have encountered this problem on 2 separate occasions. first was quite a long time ago when the gardener was capable of accessing information of a tiles hidden resource even when i never even have the tech to unlock the resource.the second one was recent, the builder unit was capable of accessing it. both instances i have your mod installed. the problem is that i can see an option to "harvest resource" and i can see what resource is capable of being harvested, i.e (coal,uranium etc) despite me being in the ancient era. I hope this help, i apologize if i was mistaken and thought that your mod was the cause of it, i am running the game with plenty of mods in the first place :steamsad:
Zegangani  [author] Jul 16, 2024 @ 3:24pm 
Hi, @Wolfgang, good day/evening for you too! Glad you like my mod!
Can you tell me more about how you get the information about a tile's hidden resource with the Farmer or Gardener? bc these Units check for the Resources already improved by the player. Or maybe do you mean that these Units can't cultivate resources on tiles with a hidden resource? which might be possible.
Wolfgang Jul 15, 2024 @ 12:02am 
hello, good day. i mayhaps encounter some sort of out of place "problems?" it seems that one of the modded units are capable of checking a tile for a resources (including end game ones like uranium) despite not having the tech to look for them yet. sorry for bothering, tyvm for the mod :steamhappy:
Zegangani  [author] Jul 5, 2024 @ 10:59am 
Thanks for your understanding, and for the kind words! I appreciate that!
Obb Jul 5, 2024 @ 9:51am 
Yes I noticed you’re less present, this mod or others, I can totally understand that !
Even without any more development, let’s say I simply post for posterity ^^
Mod’s working fine, that the most important.

Btw, while you’re here, thanks for your work on the game !
Zegangani  [author] Jul 4, 2024 @ 5:51pm 
I know I've been promising changes and updates and new features since a long time, but Life gets in the way, and other priorities too. I still want to get back to this Mod and update it, but I can't promise any dates.
Obb Jul 4, 2024 @ 8:16am 
Playing since days now, it’s very nice ! I see they can be bough with faith later on.
I wonder if it could be possible to make a unit for water resources !
Obb Jun 25, 2024 @ 11:59am 
I was wondering why they can’t be bought, though, indeed, I supposed that it’s all about balance. Reading the comments, I see you’ve been thinking about it depending on latest updates, what made you change your mind ? I think a setting could be nice, in game or even just in the code, to test the two.

Anyway, I’m only starting so can’t really say, but it seems nice !
Phùng Trình Trình Mar 13, 2024 @ 5:14pm 
I created a new game which showing no mods except Resource Cultivation.
I tried with rice and wheat, in both ways, I meant improving a tile and let the farmer go to such tile, or having a tile without any improvement. (There are rice and wheat tiles improved in my city)
Builder Mar 13, 2024 @ 7:49am 
mods reenable when you load a save
Phùng Trình Trình Mar 13, 2024 @ 1:23am 
Can somebody help? It's just not working! I followed the requirements but no hope, I disabled all other mods but still. I still can see the Civilopedia and the Farmer/Gardener, but they just do nothing
Awkland Dec 21, 2023 @ 5:45am 
Can you make an option to disable the cultivation of luxury and strategic (Horses) resources? i think its a bit OP
Zegangani  [author] Nov 5, 2023 @ 11:57am 
I'll consider it for a future update of the Mod.
Dante Oct 28, 2023 @ 4:32am 
Can you please add deer to the things that can be bread? I've tried modding it in myself but the mod fails to load when I mess with it so... please? (you have reindeer breadable so I find it quite reasonable that deer be added to the list, if you want me to give a good reason for as to why you should consider this)
lt_oddy Oct 26, 2023 @ 4:31pm 
Was compatibility ever made between this mod and City lights? So that there is only 1 farmer unit?
fe2o3.rustyiron Oct 4, 2023 @ 11:02am 
Using this mod along with Real Strategy AI mod...War became so fun as AI spams horses and Mongol their way into your borders lmao. 10/10
Zegangani  [author] Sep 16, 2023 @ 8:18am 
Not really, no.
Bluesky95 Sep 16, 2023 @ 2:59am 
can i install and use this mid savE?
EndlessSauron Aug 30, 2023 @ 3:33am 
@JohnLeGreat, i just did a test and was able to edit the Farmer_Gardener_Units.sql file. All i did was add 'YIELD_GOLD', after cost progression paraml and i changed the cost to 40 and increase cost to 3 since he has it scaling like it is a settler, i made it slightly cheaper than a builder.
faolanthehedgehog Jul 30, 2023 @ 10:18am 
Gardener did not have the action to Plant Tea when I had Tea cultivated in one of my cities (2 Tea empire-wide). They had the action to Plant Spices though (cultivated in another city).
khiemsupersieumanh Apr 4, 2023 @ 8:50pm 
I tried disable all other mod and this mod still doesnt work, they can only fix pillaged tile :(
khiemsupersieumanh Apr 4, 2023 @ 8:26pm 
My farmer and gardener can only remove feature even after i improved bonus resources, anyone know how to fix this.
JohnLeGreat Mar 26, 2023 @ 12:55pm 
Hi there! I love the mod 😄 Just a question though, is there a possibility of updating the mod so I can purchase the Gardener and Farmer units with gold instead? The production cost for them scales too much at times it almost costs the time to build an entire district just to produce one of them units. Thanks a lot 😄
Viper Nov 27, 2022 @ 12:52pm 
in my last game i couldnt plant the oak from the resourceful 2 even tho it was improved in my other city, i was playing new kongo if that helps, also have you considered adding a late game unit like a geologist that can create mine and quarry resources?
Zegangani  [author] Nov 20, 2022 @ 2:17pm 
@rsanges
I haven't tested this, but I think commenting out all the lines from 366 to 393 in the Farmer_Gardener_Resources.sql file will fix that Issue.
Ashra Nov 2, 2022 @ 12:37pm 
As you said below, the problem with Better Yields are the possible improvements, being that the case, if I edit the mod to remove the plantations in it is it OK to use it?
wargolynch Aug 22, 2022 @ 1:48am 
It makes sense now, thank you!
Zegangani  [author] Aug 21, 2022 @ 4:27pm 
Because the resource improvements (the improvements when you cultivate a resource) pull the yields from the resources to encourage the AI to build them, and since Better Resource Yields change those it causes the code to not work. I'll try to find a fix for this in the next update (probably in 2-3 weeks).
wargolynch Aug 21, 2022 @ 10:29am 
Since this mod is not altering ressources yields, why is not compatible with a mod like Better Resource Yields?
Zegangani  [author] Jul 23, 2022 @ 7:17am 
What do you mean?
Just improve a resource, build the Farmer/Gardener, move it to any tile that can have that resource and place the resource.
StarBoy Jul 22, 2022 @ 1:02pm 
how does it work? They don't ever seem to do anything
Zegangani  [author] Jul 16, 2022 @ 5:14pm 
Yeah, I'm aware of that Issue. I haven't yet found a Solution but I'm on it.
Kubus Puchatek Jul 13, 2022 @ 1:36pm 
Update: reloading a save game fixes it. For some reason it does not calculate properly on the spot and after some turns it has no pantheon bonus, but the quick save/load does the trick
Kubus Puchatek Jul 13, 2022 @ 10:13am 
It seems that there is an odd issue with Religions Expaned (unexpected). The cultivated resources are NOT getting new pantheon bonuses, however the spawned ones are.
For examples Sun God bonus is not applied to all wheat or rice, but only to the original one.
Zegangani  [author] May 27, 2022 @ 5:17pm 
Alright! Will try to add an option in the setup menu to remove luxury and strategic resources from being cultivated. Better than making another Mod.
Shevvek May 24, 2022 @ 3:43pm 
I would love a bonus resource only version.
SolarFlare1234 May 21, 2022 @ 4:04pm 
bonus resource only version?
Zegangani  [author] May 14, 2022 @ 5:24pm 
Haha lol
Tbh, I don't remember if the contributor had that a long Name or it was just Steam messing around with vowel mutations when I update the Mod (Yeah, it does that somtimes, even for non mutated vowels).
Zarce May 14, 2022 @ 4:33pm 
- Japanese (Special Thanks to @総帥閣下).

LoL. ¿Is that a single person's nick, or they are many people called that way? :steammocking: :steamsad: :steambored: :steamfacepalm: :steamhappy:
Zegangani  [author] May 4, 2022 @ 1:17pm 
I updated the mod with the fix and also support for JNR's UC. I hope that fixes the Issue that Players were experiencing.
Zegangani  [author] May 3, 2022 @ 1:33pm 
Oh, sorry guys!! I keep forgetting to fix that issue. I wanted to include some other changes to this Mod with alongside the Bug fix, but I couldn't manage to finish them, so I forgot to fix the issue at hand at least. I will force myself to update the mod later tonight or tomorrow.
evtky May 3, 2022 @ 1:57am 
Hello, you should replace every ""if (PlayerDataTable == nil) then"" with ""if (PlayerDataTable == nil) or (PlayerDataTable[1][iCityTableName] == nil) then"" in Farmer_Gardener.lua. Otherwise cities beside the capital cannot cultivate luxuries or horses. This is related to @Kalmorph 's report.
Bluesky95 Apr 17, 2022 @ 3:30pm 
isnt this mod just op asf as you can just spam resources?
Zegangani  [author] Mar 9, 2022 @ 12:54pm 
I see.
re. "variables that return null is a bad sign, code wise": the Game is an ocean of variables, anything can affect anything, add Mods to that equation and there is practically no guarantee for somethng to work in all cases. And that's why reports are important, because some people might get an issue with the mod but others might not (especially an issue if the modder doesn't encouter the bug, so they can't replicate it without feedback). So you did good with reporting it! Thanks again!