Still a Useful Material

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Authors: Fampat, NCC1701

Last revision: 7 Jun, 2020 at 07:50 UTC

File size: 82.94 KB

On Steam Workshop

Description:
Still A Useful Material

This mod enables a player to make use of early strategic resources which often are no longer needed mid-late game.

Features
The intention of this mod is to be able to make use of resources no longer required in later eras.

After a certain amount of iron, niter or horses has been accumulated and the Renaissance era has been reached, you will be able to use these to boost production, science and culture.

The amount of boosts are depending on the amount accumulated.
Every AI civ is also boosting once per turn with each resources, if it has 25 plus a certain threshold.
The AI needs that threshold to make sure it always has some materials laying around for using or trading it.

Boostable Resources
Iron
– Boost ratio: 1 Iron to 1.15 Production in one city on default game-speed (scales with game-speed and eras)
– Minimal amount for boosting is 25, button wont show up else
– Minimal era required: Renaissance, button wont show up else
– Usable once per turn (no finishing and boosting on the same turn)
– Its a all or nothing decision, all iron will be consumed for boosting (if possible)
– Incase a boost would finish the production, it will consume iron equal to the needed production

Niter
– Boost ratio: 1 Niter to 1.85 Science on default game-speed (scales with game-speed and eras)
– Minimal amount for boosting is 25, button wont show up else
– Minimal era required: Industrial, button wont show up else
– Usable once per turn (no boosting, trading and boosting again)
– Its a all or nothing decision, all niter will be consumed for boosting (if possible)
– Incase a boost would finish the research, it will consume niter equal to the needed science

Horses
– Boost ratio: 1 Horse to 2.15 Culture on default game-speed (scales with game-speed and eras)
– Minimal amount for boosting is 25, button wont show up else
– Minimal era required: Modern, button wont show up else
– Usable once per turn (no boosting, trading and boosting again)
– Its a all or nothing decision, all horses will be consumed for boosting (if possible)
– Incase a boost would finish the civic, it will consume horses equal to the needed culture

Upcoming
– Improving the player-notification when a boost has come available
– Deeper decision-logic for AI production boosting (AI-weights)

Known issues
– None known right now 🙂

Game-Versions & Localization
Works only with Gathering-Storm.
Currently localized for EN, DE

Every feedback and bugreport is welcome!
Special thanks to Gedemon from civfanatics and Tully’s annex city-state mod for giving examples on modding cross-ui-gamescript after GS-Update!
Also very special thanks to Sparrow for the Cheat Menu Panel! Helps alot while modding!

Want to support?
Rate or Donate!
Support is welcome, but not necessary!
[www.paypal.com]

Maybe you will also enjoy my other mods
– "Gift It To Me" – https://steamcommunity.com/sharedfiles/filedetails/?id=1683750352
– "At A Glance UI" – https://steamcommunity.com/sharedfiles/filedetails/?id=1683762658
– "FortifAI" – https://steamcommunity.com/sharedfiles/filedetails/?id=1683757675
– "Even It Out" – Upcoming balance changes and scaling difficulties

Download
Required DLC:

These DLC should be installed in order to use this item.


Sid Meier's Civilizationu00ae VI: Gathering Storm