https://steamcommunity.com/sharedfiles/filedetails/?id=970270416&searchtext=removable+resources
This mod allows removal of all bonus, luxury, strategic, and archaeological resources through normal harvesting by a builder unit. It also grants the ability to remove floodplains and reefs.
All harvest yields are balanced on the vanilla yields of harvesting bonus resources. I have set luxury yields at appx. 4x that of bonus resources. Strategic resources yield an amount of production based on the era in which they are revealed. There is no yield for removing floodplains and reefs, as it is an engineering feat and not a resource harvest.
The type of yield is based on the type of improvement which is normally built on that resource. Plantation luxury resources yield culture/food, mine luxury resources yield production/gold, etc.
Resources are harvestable after researching the technology in which the improvement for that resource is unlocked. Or, for some strategic and archeological resources, once they are revealed. The technology description in the tech tree will show where the resources become harvestable.
This mod is compatible with all DLC and modded resources, so long as those resources are not improved by a modded improvement type. Any modded resource which already has a harvest yield will have it's yield corrected to be in line with the rest.
This mod allows removal of all bonus, luxury, strategic, and archaeological resources through normal harvesting by a builder unit. It also grants the ability to remove floodplains and reefs.
All harvest yields are balanced on the vanilla yields of harvesting bonus resources. I have set luxury yields at appx. 4x that of bonus resources. Strategic resources yield an amount of production based on the era in which they are revealed. There is no yield for removing floodplains and reefs, as it is an engineering feat and not a resource harvest.
The type of yield is based on the type of improvement which is normally built on that resource. Plantation luxury resources yield culture/food, mine luxury resources yield production/gold, etc.
Resources are harvestable after researching the technology in which the improvement for that resource is unlocked. Or, for some strategic and archeological resources, once they are revealed. The technology description in the tech tree will show where the resources become harvestable.
This mod is compatible with all DLC and modded resources, so long as those resources are not improved by a modded improvement type. Any modded resource which already has a harvest yield will have it's yield corrected to be in line with the rest.