Resource Cultivation

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Author: Zegangani

Last revision: 4 May, 2022 at 20:15 UTC (4)

File size: 51.09 MB

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Description:

Ever wondered why you can work resources but not cultivate them? You improved your Favorite resource but can not cultivate it in your Territory?! Come On! That’s neither fair nor realistic. That could be better! With this Mod!


This Mod is inspired by AOM’s Botanist Mod, but it is not the same. It allows The Player (and AI) to cultivate a Resource in their Territory once it has been Improved. So you don’t need to gather a resource first in order to plant it just once.

NEW!! Version 1.13 Changes:

+ Changed the Lua Code to make data processing run faster (shorter waiting Time between Turns and reduced chances of lagging).

Resource Cultivation Requirements:

Once a resource is improved in one of your Cities:
– If it’s a Bonus Resource, you will be able to cultivate it in all your Cities – (multiple Times).
– If it’s a Luxury Resource, you will only be able to cultivate it in a City that have this Resource in its Territory (if the City has less than 3 amounts of this resource and the Total Amount of it in your Territory is less than 4 – You can still have more of that resource with regular Resource acquiring, like with Border expansion, Settling new Cities…etc.).
– If the Resource is Horses, then you can only breed it in a City that doesn’t possess a Horses Resource (if the Total amount of Horses Resource you have in your Empire is less than 6)*.

*: Scythia and Mongolia Civilization don’t have to have Horses improved (or possess them) in order to breed them. They can freely breed them in any City that doesn’t have Horses, without having to stick to the Horses limit in your Empire – (Requires Horseback Riding Technologie).

This Mod Adds 2 New Units that can cultivate a Resource:
– The Farmer Unit: can plant many Plant based Resources and it’s the only Unit that can breed domestic Animal Resources. (available from the start of the Game)
– And the Gardener Unit: can only plant Plant based Resources that need proper care such as Herbs, Flowers and some Plantation Resources as well as Beekeeping. (Unlocked at Irrigation Tech)

If one of those Units plants/breeds a Resource, the valid Improvement of that Resource will be constructed automatically.

Alliance Benefits:

– Every Civ will be able to cultivate Resources that they don’t possess but their Allied Civs do (Requires Game has reached Rennaissance Era).
– Upon cultivating a Resource of an Alliance Partner that you don’t possess, the same Rules as with regular Resource Cultivation will be applied.

AI:

– The AI will prioritise constructing a lot of things over the Farmer and Gardener Units. So in order to make AI make use of this Mod, it will now be granted those Units when constructing:
+ Library (Gardener) + Market/Sukiennice (Farmer) + University/Madrassa (Farmer) + Bank (Gardener) + Food Market (Farmer) or Shopping Mall (Gardener).
– The AI Civ may decide to produce those Units on their own.
– The AI suffers of an Issue of using Civilian Units to explore the Map for Goody Hutts. So it will also use the Farmer and Gardener Units for this purpose. I suggest disabling Goody Hutts in the Setup Menu or explore the Map for Goody Hutts yourself before the AI, if you want the AI to cultivate Resources efficiently.
– The AI Civ will use the Farmer and Gardener Units to cultivate resources (Perhaps not efficiantly as the Human Player – And it prefers cultivating the Horses resource first). So If you happen to see AI making use of these Units (or not) please tell me in the comments.

NOTE:
– The Resources can only be cultivated on their valid Tiles (See Civilopedia for more infos).
– Most of the Resources have a Tech or Civic requirement in order to be able to be cultivated. If you want to know the Tech or Civic requirement of a Resource, check the Improvements part of the Civilopedia.

Industry/Corporations Mode:

If you still find this Mod too OP for the C&M Mode, please let me know, so I will nerf the Luxury Resources Part of this Mod more.

Compatibility and Recommendations:

This Mod is fully compatible with Resourceful 2, Civita’s Resources, Sukritact’s Resources, Latin American Resources Cannabis and Hemp and Reindeer . But can be played without them.
If you enable those Mods you will be able to cultivate the Resources added by them too. I highly recommend using Recource Cultivation with those Mods.

This Mod can also be used alongside the Botanist and Herdsman Mods, and should be compatible with any other Mod that doesn’t change Resources.

Not Compatible with "Better Resource Yields" and "More Strategy Core".

Languages:

– English.
– German.
– French.
– Spanish
– Italian.
– Russian (Special Thanks to @imiami).
– Polish.
– Japanese (Special Thanks to @総帥閣下).
– Korean.
– Brazilian Portuguese.
– Simplifies and Traditional Chinese.

Special Thanks:

– To AOM for his Botanist Mod from where this Mod is inspired by.
– To LeeS and SailorCat for helping me with lua.

Next Planned:

– Better Localizations: If you found some translation Mistakes in your Language please let me know so I can correct them. Just provide the texts neccessary and I will implement them.
– Civilization specific Resources to cancel their Cultivation Rules (Like with Scythia & Mongolia)…etc

NOTE:

This is the first Mod of a Series of Mods that enhance Resources and make them much more useful and more fun to play with. The Mods are intended to make resources an important Element of the Game that play a big role in a Civilization’s Fate

Support:

If you like this Mod and want to see more like it, you can support with a Coffee (it keeps me concentrated while modding 😉 ). Your Support will really encourage me to constantly make new great content for Civ VI. Thanks!
[www.buymeacoffee.com]

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Revisions:

Old revisions of this mod are available below. Click the link to download.