Builder Plants Resources
This mod lets Builders plant resources directly on valid tiles through the normal build interface.
For each resource, the mod creates a hidden placeholder improvement. Once the Builder finishes the action, that placeholder is immediately converted into the real resource. The final result on the map is an actual resource, not a fake permanent improvement.
- Plant Bonus, Luxury, and Strategic resources
- Uses each resource’s original tech / civic unlock requirements
- Reuses the original resource icon and name
- Follows normal terrain / feature spawn rules as closely as possible
- Supports sea resources
- Cleans up lingering placeholder improvements on reload
This mod does not turn every resource into an unrestricted build option.
Each resource still tries to follow its own natural placement rules by reading that resource’s valid terrain and feature data. In short: if the base game would not normally allow that resource on a tile type, this mod tries not to allow it either.
- Resources cannot be planted on invalid terrain or invalid features
- Resources cannot be planted on a tile that already has a resource
- Resources cannot be planted in foreign territory
- Resources cannot be planted on Natural Wonder tiles
- Resources cannot be planted on tiles occupied by districts
- AI usage is blocked to prevent resource spam
- Sea resources are supported
- In the base game, Builders can enter sea tiles once the relevant naval techs are unlocked, so coastal sea resources can be planted following normal embarkation rules
- Ocean tiles are still restricted by the normal ocean travel tech requirement
- A resource entry appears in the Builder action menu
- After completion, the tile keeps only the real resource
- No fake permanent improvement is left behind
- This is resource planting, not automatic resource improvement
- The mod creates the resource itself, but does not automatically add the matching Mine, Farm, Plantation, Pasture, Fishing Boats, etc.
- If you want the full “improved resource” yields, you still need to build the proper improvement afterward
- Data-driven: reads directly from the Resources table
- Should work with DLC and most modded resources that use standard ResourceClassType definitions
- If another mod changes a resource’s natural placement rules, this mod will try to follow those updated terrain / feature restrictions
- Does not automatically place the matching improvement
- Some heavily customized third-party resources may need extra compatibility work
If you run into naming issues, icon problems, lingering placement rings, or compatibility problems with special resources, feel free to leave feedback.