Buffed Resources

Buffed Resources 0.4

thecrazyscot

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thecrazyscot submitted a new resource:

Buffed Resources - Building districts buffs bonus, luxury, and strategic resource yields.
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This mod rewards investments in districts and buildings by increasing resource yields.

Philosophy
Currently, resource yields can be somewhat underwhelming. Rather than simply increase resource base yields, this mod aims to address the issue by rewarding player investment.

This mod is very much a work in progress. I'm asking for playtesting and/or feedback so that I can update and improve this mod.

Current Version: 0.4
  • Aqueducts provide +2 food to Oases. Also provide +1 food to all tiles within 2 range.
  • Campuses provide +2 science to Mercury and Uranium
  • Commercial Hubs provide +1 gold to Furs, Salt, Cotton, Dyes, Silk, Spices, Sugar, Tobacco, and Silver.
  • Encampments provide +1 production to Copper, Iron, Horses, and Niter.
    • Barracks provide +1 production to Copper
    • Stables provide +1 production to Horses
    • Armory provides +1 production to Iron and Niter
  • Entertainment Complexes provide +1 culture and +1 gold to Cocoa, Truffles, and Ivory.
    • Arenas provide +1 gold to the same resources.
    • Zoos provide +1 culture to the same resources.
  • Holy Sites provide +2 faith to Stone, Incense, and Wine.
    • Shrines provide +1 faith to the same resources.
  • Industrial Zones provide +1 production to Gypsum, Aluminum, Coal, and Oil.
  • Theaters provide +2 culture to Coffee, Tea, Marble, Diamonds, and Jade.
    • Amphitheaters provide +1 culture to the same resources.
  • Granary base yields are removed and housing is reduced to 1. Provides +1 food to Bananas, Cattle, Citrus, Deer, Rice, Sheep, and Wheat.
  • Water Mill resource bonuses are removed. Now provides +1 food, +2 production, and 1 housing.
All changes also apply to unique districts.

Installation
Unzip the mod folder to Documents\My Games\Sid Meier's Civilization VI\Mods.

Compatibility
This mod is compatible with all my mods, including Improved Water Yields and Better City Specialization.
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I really like the idea of this, and I think it could be an alternative way to try to balance the districts.

I'm assuming that these only effect the tiles being worked by the city in which the districts are built? In other words, it's not a global bonus, correct? It's per city?

Second, as it stands, it's pretty much known every city builds commercial/harbor>campus>industrial. I think the question you need to ask is: does this mod propagate that structure further, or encourage building the less common districts when you otherwise wouldn't?

If it only enforces building the three best districts further, I think that'd be a waste and only serve to further imbalance districts and encourage boring identical gameplay city-to-city. However, if it could actually be impactful enough to make you consider dropping a theater district or holy site instead of a commercial hub, that'd be pretty great.

What are your thoughts along these lines?
 
I really like the idea of this, and I think it could be an alternative way to try to balance the districts.

I'm assuming that these only effect the tiles being worked by the city in which the districts are built? In other words, it's not a global bonus, correct? It's per city?

Second, as it stands, it's pretty much known every city builds commercial/harbor>campus>industrial. I think the question you need to ask is: does this mod propagate that structure further, or encourage building the less common districts when you otherwise wouldn't?

If it only enforces building the three best districts further, I think that'd be a waste and only serve to further imbalance districts and encourage boring identical gameplay city-to-city. However, if it could actually be impactful enough to make you consider dropping a theater district or holy site instead of a commercial hub, that'd be pretty great.

What are your thoughts along these lines?
1. Yes, these only effect the tiles being worked by the individual city.

2. That's a very good question, and one which I hope this mod will address by allowing more diversity. As it stands now, I don't think the mod goes far enough, which is why I'm looking for feedback and suggestions! :D

There are a few things to think about:
  • Do we want resources to go with the district they logically fit or we do we want to "force" diversity? This is an issue because most of the luxury resources logically go under the Commercial district, which obviously wouldn't promote diversity. I'm leaning towards a...generous interpretation of the logic in order to promote greater diversity, but I'd like to avoid getting too ridiculous.
  • Do we want districts alone to provide the buffing or do we want further investment over time by requiring buildings be built before the resources are buffed? You can see how this looks with my Improved Water Yields mod where sea resources are gradually improved as the game progresses and the player builds additional buildings. This would require further balancing of the buildings, unfortunately, and wouldn't be as modular.
I appreciate your thoughts and look forward to more feedback and suggestions!
 
I think you could increase the bonus for theatre, entertainment, and holy site districts to +2 and make some of the buildings provide additional bonuses. Make the arena give another +1 gold to each of the resources, the temple and shrine give +1 culture to each resource, ampitheatre provide gold/culture/amenities from the resources.
Watermill could also give +2 food/production and +1 housing and leave the cost alone, change granary to only give +1 food for resources and +1 housing, and leave the cost alone.
 
thecrazyscot updated Buffed Resources with a new update entry:

Update 0.2

-Copper is now buffed by Encampment instead of Industrial Zone
-Diamonds and Jade are now buffed by Theater instead of Commercial Hub
-Entertainment District now provides +1 gold and +1 culture buffs (was +1 culture)
-Holy Site now provides +2 faith buffs (was +1)
-Theater now provides +2 culture buffs (was +1)
-Arena now buffs Entertainment resources by +1 gold
-Zoo now buffs Entertainment resources by +1 culture
-Shrine now buffs Holy Site resources by +1 faith
-Amphitheater now buffs...

Read the rest of this update entry...
 
I love the changes, only thing I could think of right now is maybe make the temple give +1 culture to resources, and have the museums give +1 gold (or tourism if possible).

Oh and maybe make the armory give +1 production or gold for the resources?
 
I really love this idea. It ties in perfectly with the philosophy of playing to the map. If you get three stone resources - well, time to build that holy site because it's too much faith to pass up on. Get a double Mercury start? Time to rush a campus and get ahead in the science game.

I sorta have to agree with the point that districts should be balanced too, in a mod like this, though I have to say I like making it look well so much that I typically build varied districts either way. It's sometimes really hard to pass up on an Industrial Zone in every city though...

One thing, on the Granary, I assume the housing bonus works on all improved resources and not on unimproved resources? Imo that feels most natural. No housing from basic resources (to avoid getting like 4 free housing from the Granary without bothering with a builder), but also not having to work it, because that would just feel weird (and I don't know if it's even possible).

Anyways, considering the speed you're updating this, I think I'll complete my current game then come back and download this mod.
 
I really love this idea. It ties in perfectly with the philosophy of playing to the map. If you get three stone resources - well, time to build that holy site because it's too much faith to pass up on. Get a double Mercury start? Time to rush a campus and get ahead in the science game.

I sorta have to agree with the point that districts should be balanced too, in a mod like this, though I have to say I like making it look well so much that I typically build varied districts either way. It's sometimes really hard to pass up on an Industrial Zone in every city though...

One thing, on the Granary, I assume the housing bonus works on all improved resources and not on unimproved resources? Imo that feels most natural. No housing from basic resources (to avoid getting like 4 free housing from the Granary without bothering with a builder), but also not having to work it, because that would just feel weird (and I don't know if it's even possible).

Anyways, considering the speed you're updating this, I think I'll complete my current game then come back and download this mod.

The granary doesn't give the housing to the resources, it provides that housing itself separate from the resources. The granary in game gives 2 foor 2 housing or something like that, this changes it to 1 housing and then separately 1 food to those resources.
 
What about pearls, crabs, and whales?

There should be an incentive to make coastal cities more viable.
Yeah good point, I think harbor giving +1 food and +1 gold to all sea resources, and then lighthouse giving +1 production would world.
 
I really like this mod, it make map a much bigger consideration to how you will place city instead of just "Is there a hex with 3 mountains next to it?"

However, I don't think giving water mill +culture is appropriated, maybe make it cheaper and just give +2 or +3 production?
 
I really love this idea. It ties in perfectly with the philosophy of playing to the map. If you get three stone resources - well, time to build that holy site because it's too much faith to pass up on. Get a double Mercury start? Time to rush a campus and get ahead in the science game.

I sorta have to agree with the point that districts should be balanced too, in a mod like this, though I have to say I like making it look well so much that I typically build varied districts either way. It's sometimes really hard to pass up on an Industrial Zone in every city though...

One thing, on the Granary, I assume the housing bonus works on all improved resources and not on unimproved resources? Imo that feels most natural. No housing from basic resources (to avoid getting like 4 free housing from the Granary without bothering with a builder), but also not having to work it, because that would just feel weird (and I don't know if it's even possible).

Anyways, considering the speed you're updating this, I think I'll complete my current game then come back and download this mod.
The way my changes to the Granary were worded were very unclear....sorry :( I've updated the wording to clarify it. The Granary only provides +1 housing. It does not provide housing based on the resources around it.
What about pearls, crabs, and whales?

There should be an incentive to make coastal cities more viable.
As has already been said, I have a mod which already does this and is fully compatible with this one :)

Eventually I will put all my mods into an Omnibus mod.
I really like this mod, it make map a much bigger consideration to how you will place city instead of just "Is there a hex with 3 mountains next to it?"

However, I don't think giving water mill +culture is appropriated, maybe make it cheaper and just give +2 or +3 production?
Whoops! I fixed the wording error. The Water Mill does not give culture...it gives production. Definitely just a wording error on my part!
 
I was thinking on another thread to buff the oasis/oases tiles in desert to give more advantage to put a city close to it. For now it's close to a basic tile.
One of Quo's mod is doing it (he might be a old civ fan that miss that feeling you had to find oases in a desert) but with two many other change i don't want. May be a full yield mod like this one would be more relevant.

I agree with all these yield buffs you added, since it's fun to see you stayed realistic and i love that.
I would disagree a bit on granary food nerf, not because you are wrong its again a very realistic idea but back in some game with desert cities, it was sometimes the only way to grab some little way to grow haha.

What i would like to see nerfed may be (and Quo's agreed on it too), was hill extra WTH food (speaking of realistic and having some real farmers in my family, you have hard time to grow food effectively on hill). I think hill has to be prod + food or prod x 2 depending of grass or not and that's it.

Anyway cheers ! love your work on civ6
 
I was thinking on another thread to buff the oasis/oases tiles in desert to give more advantage to put a city close to it. For now it's close to a basic tile.
One of Quo's mod is doing it (he might be a old civ fan that miss that feeling you had to find oases in a desert) but with two many other change i don't want. May be a full yield mod like this one would be more relevant.

I agree with all these yield buffs you added, since it's fun to see you stayed realistic and i love that.
I would disagree a bit on granary food nerf, not because you are wrong its again a very realistic idea but back in some game with desert cities, it was sometimes the only way to grab some little way to grow haha.

What i would like to see nerfed may be (and Quo's agreed on it too), was hill extra WTH food (speaking of realistic and having some real farmers in my family, you have hard time to grow food effectively on hill). I think hill has to be prod + food or prod x 2 depending of grass or not and that's it.

Anyway cheers ! love your work on civ6
Yeah I don't understand why they made hills and forests have flat out better yields, it was fine in civ V.
 
I've completed a new update with some requested changes and a few experimental ones. Feedback would be appreciated.

Requested: Encampment buildings now provide resource buffs.
Experimental: Aqueduct now buffs Oases as well as all tiles within 2 range (this is to simulate irrigation benefits provided by aqueducts historically).
 
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