Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Early Strategic Resources for Late Game Buildings
   
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Aug 18, 2023 @ 11:20pm
Aug 19, 2023 @ 1:14am
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Early Strategic Resources for Late Game Buildings

In 1 collection by kinnikinnik
Early Strategic Resource Mods
10 items
Description
The pre-industrial strategic resources are important up to the industrial era where they suddenly become useless. In history, though, this is far from true. Instead of ignoring these resources after the industrial era, I want to make their usefulness continue.

This mod changes some late game buildings to require these resources. I hope this will provide more interesting trades and city placements as the game goes on. ❤️

The requirements are more for strategy than realism, but I have added historical context for these requirements in the Civopedia!


***Compatibility notes: This mod will most likely work with any other mod that edits these buildings, but the description might not display accurately.
This mod will not change the resource costs for any new unique buildings that replace these buildings.


Overview:

In general: Horses are most useful for culture, iron for military, and niter for science. Horses and niter also help with amenities.

Each building requires 30 of the resource.

Horses:
*Stock Exchange (Commercial Hub III)
*Film Studio (Unique America Theater Square III)
*Natural History Museum (Government Plaza III: Culture)
*Stadium (Entertainment Complex III)

Iron:
*Seaport (Harbor III)
*Broadcast Center (Theater Square III)
*War Department (Government Plaza III: Military)
*Airport (Aerodrome III)

Niter:
*Research Lab (Campus III)
*Royal Society (Government Plaza III: Science)
*Aquatics Center (Water Park III)
7 Comments
kinnikinnik  [author] Dec 29, 2024 @ 6:34pm 
@Trillion Bones Mostly I wanted to make sure these resources were well and truly obsolete so it didn't affect the military balance. Units that require iron can still be trained when all of the industrial zone and encampment buildings become available.
Trillion Bones Jul 28, 2024 @ 6:49am 
What about Industrial Zones/Encampments? You seem to have completely ignored them.
I would recommend a -2 Iron for each factory per turn.
And all IZ buildings need Iron to be built.
Darío Nov 1, 2023 @ 9:50am 
Esto aumenta la estrategia del juego. Mi enhorabuena al creador ¡Gracias!
phenyxasher Oct 16, 2023 @ 2:27am 
Frankly I would make them luxury resources after industrialization. Horses were pretty much the pet of the rich after WWI and Iron was mostly instrumental in the automobile and building skyscrapers. Niter should be part of the maintenance for practically all military units, since you need ammo for about all of them.
Hanniah Oct 14, 2023 @ 7:13pm 
30??
AIDS Aug 25, 2023 @ 6:02pm 
@SPLINTERCELL156 how did it go?
splintercell156 Aug 21, 2023 @ 1:58am 
Great idea for a mod, this has always bugged me. Gonna give it a try.