Resource Import
This mod allows players to cultivate resources onto other plots (only some renewable resources).
This mod is inspired by Pen’s LeyLine Detector.
Civilian unit unlocked with the Early Empire civic, with the following abilities:
Can select seeds on some renewable resources and take them away, but can only carry one type of seed at a time.
Can cultivate the carried seeds in a plot with no resources and suitable terrain or topography, or cultivate some renewable resources owned by your territory within six rings around the unit. If seeds are used for cultivation, they will be consumed. Cultivation takes 8 turns at standard speed, during which any movement by the Agronomist will interrupt the process.
When the unit is in your territory, enemy territory, or unclaimed territory, it can spend 4 turns at standard speed to clear some renewable resources, during which any movement by the Agronomist will interrupt the process.
(If the cultivation button does not appear, it means there are other resources in this plot)
Bananas, Cattle, Crabs, Deer, Fish, Rice, Sheep, Wheat, Citrus, Cocoa, Coffee, Cotton, Dyes, Furs, Incense, Ivory, Pearls, Silk, Spices, Sugar, Tea, Tobacco, Truffles, Whales, Wine, Horses, Olives, Turtles, Maize, Honey
Due to my laziness and limited experience with Workshop mods, I do not want to make mod adaptations. (For example, unable to manipulate resources added by Workshop mods, and cannot cultivate new Resource on District.)
Regarding adapting new resources, theoretically, adding Workshop mod-added resources to the ResourceIntroduction_ValidResource table should work, ensuring proper load order and considering foreign key constraints.