resources

  1. UncivilizedGuy

    Strategic Industry - Rise and Fall 2018-09-25

    Strategic resources are now more important than ever. The role of strategic resources has been expanded by giving them the ability to boost production for most military units. Production for most military units is now boosted by 100% when a civilization possesses the required resources. Unit...
  2. Shiroifushicho

    I need a little help here T .T (to get a useful effect for one of my mod)

    (RUTI is the name of my mod) My goal is to make an effect on improvement which generate +1 Food (on improvement, not on resource) per each adjacent resources which have the tag = "CLASS_FOOD" (only the resources, nothing else). Such resources provide already a minimum of 1 food, and are all...
  3. E

    Resource Revealing Rework for Vox Populi 3.3

    This modmod has been majorly reworked since its first iteration. It now features four new Ancient Era techs. I had to remove the revealing of brazilwood from the tech tree, as it is largely irrelevant even to Brazil itself. It was clear that with 39 resources and only 19 available unlock...
  4. Y

    OCC resources

    First thread So I'm planning to take on the OCC as Ethiopia. I'm wondering what resource setting would be best for taking it on. Which is best for the OCC; "Abundant", "Legendary Start", or "Strategic Balance"? For my own experiences and what I've learned from other threads. Abundant means...
  5. TyrannusRex

    Suggested Cosmetic Change for Resources

    So this isn't really a huge deal, just an idea for a nice little touch that could be added. I think that if foxes (Furs), Deer, or elephants (Ivory) spawn on Tundra or Snow tiles, the little animals running around in them should get some cosmetic changes: the (typically red) foxes become Arctic...
  6. Infixo

    Real Natural Disasters 2.4.3

    New version 2.4.3 as of 1.09 - Can be used with CQUI. Supported languages: English, Português do Brasil, 汉语/漢語 (Simplified Chinese). Adds a new gameplay mechanics - Natural Disasters - in the form of randomly happening events that damage some area. Implemented disasters: Earthquake, Flood...
  7. UncivilizedGuy

    Modern Industry V. 1.02

    Modern Industry 14 new Projects that produce 12 new Luxury Resources and 2 new bonus resources. These projects can only be constructed once in each Civilization to limit the amount of Resources produced. Projects (all resources are luxuries unless stated otherwise) Agricultural...
  8. Imnoob

    FlavorType MEANING?

    can someone explain what is Flavor type concerning resources Resource Flavors I'm trying to make a resources mod. Thanks
  9. Chrisy15

    C15's Restore Bonus Resources 1.0

    Makes Crabs and Copper Luxuries, and provides framework for other mods to do similar changes. This mod includes tables and triggers which facilitate the conversion of Resource from one ResourceClassType to another. It will handle spawn frequencies and whatnot by itself; you simply have to make...
  10. TheOneHitPupper

    Requesting help about resource shadows?

    I've been working on a modpack for luxury and bonus resources for the game. For most resources, I've simply just done little touchups on previous existing resources, but there are a few where I've made my own textures. The only problem I'm having is that these new textures are majorly different...
  11. Temppu

    [1.0.0.129] Bananas everywhere

    Got a weird bug in a MP game. Some luxury and bonus resources changed into bananas. You can see from yield icons and map graphics the actual resources from the tiles, but the resource icons (and tooltip names) had changed into bananas or disappeared completely. I added a screen capture from this...
  12. W

    Placing District on Luxury/Strategic resources

    Anyone else think you should be able to do this? Sometimes i get hella blocked by a resource for a prime district local. IT SUCKS
  13. Amatheria

    Resourceful mod. New resources for Civ VI.

    This mod adds new resources to the game. All of them can be improved. At now there are 10 resources: Improved by mines: -Ruby: A rare luxury gem which adds gold. -Platinum: A precious metal that adds gold and science. -Quartz: A useful that has many uses around the world. It adds gold, science...
  14. Lyubomir Milev

    Resource spawn timing problem

    Hi guys [Problem] In all the games I played until now late game resources almost don't appear within the borders of empires. I suspect it is because the resources are placed at the start of the game and then civs build districts and wonders over them and remove them before the techs to see them...
  15. JAB Creations

    Modding the existing abundant resource class or creating a new resource class?

    I've been playing Civ V for a couple years now and I'm just getting in to modding things. I'd really love to increase the resource generation to about 150%, to encourage more trading. I'm trying an improved AI though what I've been doing is playing with a map editor and setting the difficulty...
  16. N

    Improving vs Harvesting Bonus Resources

    I nearly always improve tiles with bonus resources (wheat, rice, copper, stone, etc.) rather than harvesting them for the immediate boost. This was based on some sketchy heuristic math I did a while ago, but since I've heard several opinions that harvesting is often better. Has anyone done the...
  17. clytngrffn

    The Vikings 4.0

    This mod has the Vikings with Ragnar as leader
  18. clytngrffn

    Vinland 4.0

    This mod adds Vinland as a playable civilization, with Freydís Eiríksdóttir, the daughter of Eric the Red, as the leader. It is compatible with YnAEMP. Will soon become part of a large North American Exploration Scenario I'm working on.
  19. clytngrffn

    Vinland 4.0

    This mod adds Vinland as a playable civilization, with Freydís Eiríksdóttir, the daughter of Eric the Red, as the leader. It is compatible with YnAEMP. Will soon become part of a large North American Exploration Scenario I'm working on.
  20. cof125

    Resource Rebalance 1.7 (Released)

    Small adjustments to the resource generation will not find two resource in any settled area due too making them farther apart but opening up the terrain they are generated in. This is a component for a larger mod that I am working on, I had made one for civilization 5 mouse's rise to power.I...
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