Buffed Resources

Buffed Resources 0.4

I like the aquaduct buff, it is a rather useless district, even the roman one isn't great, maybe giving additional food will make them useful :P
 
Crazy, I have a game already underway. I am about turn 124 or so. Will this mod work with an existing game or will I need to restart? I already have the water improvement enabled.
 
Crazy, I have a game already underway. I am about turn 124 or so. Will this mod work with an existing game or will I need to restart? I already have the water improvement enabled.
If this mod was not enabled when you started the game you will not be able to add it in as Civ VI seems to "remember" which mods were active when the game was begun and will automatically activate the needed mods...at the same time this means you cannot add new mods into a game already in progress. I might be wrong on that, but I think that's how it works.

If the mod is already included in the game, then updates to that mod should work on save games.
 
I may be wrong, but I think the save game actually remember a lot of mod's information even thought I delete the mod already.
For example, alter or delete the district value (any building) mid-save game will not register into the save-game. The save-game will still use the old cost value.
 
There is one thing I am not a fan of in this mod : the fact that water mills take +1 housing while the granary loses one.

This makes settling on a river mandatory. Otherwise you'll lose 1 population capacity/softcap in the very early stages (it'll just slow growth earlier imo). Rivers starts are already a must, this mod may unbalance things even more. Especially with the improved production output of the water mills.

Also, I need to test it but isn't the +2 culture a bit too strong ? If you manage to use a Theater district very early, it may boost a bit too much your culture with a couple of culture related resources ?!
I'll try things out and give feedback asap, especially on the entertainment district. I usually never need it but these bonuses look too strong to miss out (I prefer +1 from district with no additional bonus from district buildings). Overall I am a bit afraid it may make us go even faster than we actually do scence/culture wise.


I believe that luxury resources' yields are way too low in the vanilla version, a mod was much needed here.
If I take mercury, the mod could help for specialization : If I got no mountain around, this will help me to make aditionnal science even with low adjacency bonuses.
Otherwise, I'll try this mod very soon. Already a fan of the water improvement mod... Also, I am very interested in the better city spec' mod
 
There is one thing I am not a fan of in this mod : the fact that water mills take +1 housing while the granary loses one.

This makes settling on a river mandatory. Otherwise you'll lose 1 population capacity/softcap in the very early stages (it'll just slow growth earlier imo). Rivers starts are already a must, this mod may unbalance things even more. Especially with the improved production output of the water mills.

Also, I need to test it but isn't the +2 culture a bit too strong ? If you manage to use a Theater district very early, it may boost a bit too much your culture with a couple of culture related resources ?!
I'll try things out and give feedback asap, especially on the entertainment district. I usually never need it but these bonuses look too strong to miss out (I prefer +1 from district with no additional bonus from district buildings). Overall I am a bit afraid it may make us go even faster than we actually do scence/culture wise.


I believe that luxury resources' yields are way too low in the vanilla version, a mod was much needed here.
If I take mercury, the mod could help for specialization : If I got no mountain around, this will help me to make aditionnal science even with low adjacency bonuses.
Otherwise, I'll try this mod very soon. Already a fan of the water improvement mod... Also, I am very interested in the better city spec' mod
I think it makes choosing which district you want to make more important, rather than just commercial, industrial, campus. +2 culture for the resources will only ever be around +4 to +8 in a city, and that's after you've researched and built the theater district. That much culture in the classical era is nice, but it isn't anywhere near game breaking as it only gives that much in an area that supports it.

About the water mills, I might have a different view since I'm using some mods that add a bunch of buildings, some of which add housing. I think the water mill and granary changes make sense, as the granary not giving bonus food to the resources didn't really make sense :P
 
There is one thing I am not a fan of in this mod : the fact that water mills take +1 housing while the granary loses one.

This makes settling on a river mandatory. Otherwise you'll lose 1 population capacity/softcap in the very early stages (it'll just slow growth earlier imo). Rivers starts are already a must, this mod may unbalance things even more. Especially with the improved production output of the water mills.

Also, I need to test it but isn't the +2 culture a bit too strong ? If you manage to use a Theater district very early, it may boost a bit too much your culture with a couple of culture related resources ?!
I'll try things out and give feedback asap, especially on the entertainment district. I usually never need it but these bonuses look too strong to miss out (I prefer +1 from district with no additional bonus from district buildings). Overall I am a bit afraid it may make us go even faster than we actually do scence/culture wise.


I believe that luxury resources' yields are way too low in the vanilla version, a mod was much needed here.
If I take mercury, the mod could help for specialization : If I got no mountain around, this will help me to make aditionnal science even with low adjacency bonuses.
Otherwise, I'll try this mod very soon. Already a fan of the water improvement mod... Also, I am very interested in the better city spec' mod
This is exactly the type of thing I'm hoping to get testing and feedback on :)

As to the pacing, that is certainly a concern. I usually play with a pacing mod (8 Ages of Pace) which slows things down to a more reasonable degree IMO. I'd highly recommend it if you don't already play with it or a similar mod.
 
I am one that feels the Aquaduct actually needs a slightly better increase than what you gave it. Its actually a big deal to plop down a district which in vanilla ONLY gives +2 house in most cases and takes up an entire prime spot by the capital. (Housing+Food+ a bit of Production with machinery would be worth building it)
 
Crazy, I know you are a busy guy. There is another thread on the utter uselessness of Sewers (in game). High production cost, 2 gold/per turn and only +2 housing. I had thought you buffed it but its not on your list. I know this diverges from 'buffing resources' but is there anyway we can buff sewers (with access to fresh water) to have either more housing or as some have said ..+amenities? Not sure if either is possible with this type of building.
 
Ok, I delete the old 0.11 version, and put this new 0.3 version inside my mod folder.
Then I get into the game, enable the mod, restart CIV6.
Start new game, now all district and building get back to vanilla?
Wut?
I don't think it's mod conflict since version 0.1 work fine with my other mod.
 
This is exactly the type of thing I'm hoping to get testing and feedback on :)
I plan on testing it tonight. Hopefully I will have a game with enough relevant situations for a feedback tomorrow.

I am one that feels the Aquaduct actually needs a slightly better increase than what you gave it. Its actually a big deal to plop down a district which in vanilla ONLY gives +2 house in most cases and takes up an entire prime spot by the capital. (Housing+Food+ a bit of Production with machinery would be worth building it)
I consider the aqueduct as a situational district like settling away from fresh water to get a better spot (access to resources or natural wonders) or an available spot (all fresh watered tiles within the 3 tiles radius of a city).
I never build it if I have river/lake because there is always something better to build instead that won't use one tile (adjacent to city center which I need for Forbidden city or other wonders/disctricts).

So I guess that another bonus is ok with aqueduct, but I certainly don't consider it as a +2 housing, but a +6 housing (that you may kinda waste on cities with fresh water access).
To me, in vanilla, they were made to allow settling on more potential land so that you don't end up with maps that are halved colonized because of fresh water access, and that's it.
That said, with the mod (oasis is awsome, and I wonder how the local bonus works : aoe around city or aqueduct? does it boost other cities tiles ?), they may become either OP or situationally awesome.
 
Crazy, I know you are a busy guy. There is another thread on the utter uselessness of Sewers (in game). High production cost, 2 gold/per turn and only +2 housing. I had thought you buffed it but its not on your list. I know this diverges from 'buffing resources' but is there anyway we can buff sewers (with access to fresh water) to have either more housing or as some have said ..+amenities? Not sure if either is possible with this type of building.
I actually change up Sewers a little bit in my Better City Specialization mod (give them +1 amenity in addition to their housing). I'm testing out various ways to change Sewers to make them better (before I had just increased their housing, but that conflicted with the purpose of Neighborhoods...ongoing process).
Ok, I delete the old 0.11 version, and put this new 0.3 version inside my mod folder.
Then I get into the game, enable the mod, restart CIV6.
Start new game, now all district and building get back to vanilla?
Wut?
I don't think it's mod conflict since version 0.1 work fine with my other mod.
Hmm...are you sure the mod was enabled when you restarted Civ 6? FYI, this mod doesn't require you to restart the game after enabling it as it bypasses the text database entirely.
 
After restart my PC, the mod work....
Well, thank for the answer ^^ ,the reason probably lost in space forever.
 
Playing with this mod currently, I believe the bonus is applying to unrevealed resources (like Niter, Uranium, etc.). I'm seeing some random tile bonuses pop up here and there, and just confirmed that Niter was responsible for at least one of those.
 
Playing with this mod currently, I believe the bonus is applying to unrevealed resources (like Niter, Uranium, etc.). I'm seeing some random tile bonuses pop up here and there, and just confirmed that Niter was responsible for at least one of those.
I believe I'm getting the same thing, I had a forest tile giving me 2 science and I could not for the life of me figure out why. This would explain it though, probably has uranium.
 
@Magil @alexanderyou Thanks for the bug report. That's...unexpected. Looks like I'll need to change how the modifiers work for strategic resources to provide the resource buff only once the correct technology has been researched to avoid this (we're always finding ways that Civ 6 behaves differently from Civ 5 aren't we...). I'll push that out in my next update, I have tons of family stuff going on this weekend for Thanksgiving so it my not be until early next week.
 
This certainly looks interesting. I obviously can't give any extensive feedback until I've played with it a bit, but reading the thread DID give me an idea for something you could do with the aqueduct...well, unless you can't. It might not even be possible, but I was thinking that maybe aqueducts could allow you to farm some adjacent tiles you otherwise couldn't? Marshes would have a reason to exist, and it would be a nice boost to Russian tundra and Petra-boosted desert.
 
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