Removable Resources and Features
This mod allows all resources to be harvested, thus removed from the map. It also grants the ability to remove flood plains upon researching Engineering.
The goal of this mod is to give more freedom of district placement, as well as give the player a choice between instant gain or long term yields. I tried to set harvest yields that are significant enough to warrant occasionally removing a resource, but not so high as to unbalance the game.
This is a total rewrite of the original version, changed to add compatibility for DLC and Mods.
- Strategic resources yield increasing amounts of production based on the era in which they are revealed.
- Luxury resource harvests are set at a value approximately 4x that of bonus resources. (Plantation resources give food/culture, mine resources give production/gold, etc)
- Archeological resources (Antiquity site, shipwreck) yield a base 100 culture
- The ability to harvest resources is unlocked at their corresponding technology (Stones/gems at mining, aquatic resources at sailing, exotic foods/spices at irrigation, etc)
- Floodplains and reef removal provide no yields.
DETAILED LIST OF HARVEST YIELDS
BONUS RESOURCES
- Improved by Farm, Plantation, Pasture, Camp, or Fishing Boats: 20 Food
- Improved by Mine, Quarry, Lumber Mill, or Oil Well: 20 Production
LUXURY RESOURCES
- Improved by Farm: 60 Food, 20 Gold
- Improved by Mine, Quarry, Lumber Mill, or Oil Well: 60 Production, 40 Gold
- Improved by Fishing Boats: 40 Food, 40 Gold
- Improved by Plantation: 60 Culture, 20 Food
- Improved by Pasture: 40 Food, 20 Production
- Improved by Camp: 40 Food, 30 Culture
STRATEGIC RESOURCES
- Era 1(Horses): 25 Production
- Era 2 (Iron): 35 Production
- Era 3 (Niter): 45 Production
- Era 4: 55 Production
- Era 5 (Coal): 65 Production
- Era 6 (Aluminum, Oil): 75 Production
- Era 7 (Uranium): 85 Production
ARCHEOLOGICAL RESOURCES
- All yields: 100 Culture
This mod has been written to pull in resources from all other sources, so should be compatible with any other resource mods/dlcs.
For mods which include resources that are already harvestable, the yields they give will be adjusted per the standards of this mod.
This mod was created and tested with Resourceful 2.
Find a bug? Have other feedback? Please let me know! All input is appreciated.
Strategic Forts (Updated 2020)
Unit Limit Enforcement (NEW 2020)
Expanded Initial Vision (Verified 2020)
Removable Districts (Updated 2020)
City State Introductions Reworked (Updated 2020)
Revisions:
Old revisions of this mod are available below. Click the link to download.