Bonus Resource Improvements

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Author: JNR

Last revision: 23 Feb at 10:11 UTC (4)

File size: 21.59 MB

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Description:

Bonus Resources live up to their name: This mod adds a unique bonus to every bonus resource which it provides to any city having a tile with it. These bonuses include a total of 5 new improvements as well as major mechanical changes to how you will plan your cities.

Supports Maya & Gran Colombia Pack, Wetlands, Latin American Resources, and Sukritact’s Resources with unique bonuses to resources added by those mods (CIVITAS Resources does not add any bonus resources). Resourceful 2 is supported, its resources will be grouped under existing bonuses, however.

I know I said Urban Complexity was complete, so consider this the encore. I had halted development due to the memory leak bug because originally I wanted a new improvement and non-improvement bonus for every bonus resource. However, I have decided to release what I already have created, cutting it down to one overall boon per resource. While not originally intended, I think this resulted in a more polished mod design that adds meaningful changes to city planning instead of just bloat.

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Features
  • A unique bonus for every Bonus Resource, all requiring a certain Technology as well as actually improving the resource.
  • 4 tile improvements added: Brewery, Caravanserai (requires another mod), Clothier, Paddy Field, Swidden (see below for details).
  • Fisheries are now a regular improvement. Liang receives a replacement promotion for Aquaculture based on old promotions she used to have in Rise & Fall. +1 Food for every adjacent sea resource. Once Plastics is researched: +2 Gold for every adjacent sea resource and +1 Production if built on Kelp Forest (with Sukritact’s Oceans mod).
  • New improvements provide adjacency bonuses to a variety of districts.
  • Some bonuses of these improvements also require the presence of the unlocking resource to continue functioning, to avoid exploiting tile swapping too much.
  • Focus on mechanical changes over yield bloat.

Bonus Details

Bananas

  • Requires Mathematics.
  • Unlocks Swidden improvement to build on Rainforest.
  • +1 Food.
  • +1 Production with Feudalism.
  • +1 Food with Scientific Theory.
  • +2 Gold with Globalization.
  • +0.5 Housing.
  • Can only be pillaged (never destroyed) by natural disasters.

Cattle

  • Requires Stirrups.
  • +1 Production to Farms next to a Pasture.

Copper

  • Requires Bronze Working.
  • +15% Production to units and projects.

Crabs

  • Requires Shipbuilding.
  • +2 Gold to Fisheries.

Deer

  • Requires Archery.
  • +1 Amenity to Preserves and cities with National Parks.

Fish

  • Requires Shipbuilding.
  • +1 Food to Fisheries.

Rice

  • Requires Irrigation.
  • Unlocks Paddy Field improvement to build on Grass, Grass Floodplains, and Marsh.
  • + 2 Food.
  • +1 Food from access to Fresh Water and per adjacent Aqueduct and Dam with Feudalism.
  • Receives and provides Food adjacency bonuses as if it were a Farm with Replaceable Parts.
  • +1 Housing.

Sheep

  • Requires Apprenticeship.
  • Unlocks Clothier improvement (one per city; cannot be built on Snow).
  • +1 Production.
  • +1 Production from each Pasture in this city.
  • +1 Gold per Industrial Zone building to international Trade Routes from this city.
  • Standard adjacency bonus to Industrial Zones, Commercial Hubs, and Harbors.
  • -1 Appeal.

Stone

  • Requires Masonry.
  • +10% Production to buildings and wonders.

Wheat

  • Requires Apprenticeship.
  • Unlocks Brewery improvement (one per city; cannot be built on Snow or Desert).
  • +1 Production.
  • +1 Gold from each Farm over a resource in this city. This bonus is doubled if the city is powered.
  • Provides Tourism from Gold with Flight.
  • +1 Amenity.
  • Standard adjacency bonus to Industrial Zones, Commercial Hubs, and Harbors.
  • -1 Appeal.

Maize (from Maya & Gran Colombia Pack)

  • Requires Mathematics.
  • +1 Food to Forest and Jungle next to a Farm.

Peat (from Wetlands mod)

  • Requires visibility of the respective strategic resource.
  • +1 Iron from every improved Peat Resource.
  • +1 Coal from every improved Peat Resource if the city has an Industrial Zone.

Potatoes (from Latin American Resources mod)

  • Requires Currency.
  • Allows building Farms on Tundra (and Tundra Hills with Civil Engineering).

Bison (from Sukritact’s Resources mod)

  • Requires Military Tactics.
  • +1 Food and Gold to unimproved and featureless Plains and Plains Hills.
  • +1 Production and Gold to unimproved and featureless Grass and Grass Hills.

Camels (from Sukritact’s Resources mod)

  • Requires Banking.
  • Unlocks Caravanserai improvement to build on Desert and Desert Hills (one per city).
  • +2 Gold.
  • +2 Gold per adjacent Oasis.
  • Provides Tourism from Gold after researching Flight.
  • +1 Trade Route capacity.
  • Immediately gain a Trading Post in this city.
  • If in Trade Route range of your Capital, this city also gains a road to it.
  • Provides defenses like a Fort.
  • +1 Housing.
  • Standard adjacency bonus to Commercial Hubs, and Harbors.

Seals (from Sukritact’s Oceans mod)

  • Requires Shipbuilding.
  • +1 Production to Fisheries.

Squid (from Sukritact’s Oceans mod)

  • Requires Shipbuilding.
  • +1 Faith to Fisheries.

Compatibility and Recommendations

Requires Gathering Storm. Other DLC supported but not required.

This mod is compatible with Wetlands, Latin American Resources, Sukritact’s Resources, Sukritact’s Oceans, and Resourceful 2. Other resource mods are compatible as long as they do not add bonus resources.

Small note on Wetlands: Swamps do not come with their own bonus, because I plan to turn them into a proper Feature instead of a Resource soon.

Resource groups with Resourceful:

  • Bananas bonus also granted by: Aloe, Rubber, Tomato
  • Cattle bonus also granted by: Ham, Oxen
  • Copper bonus also granted by: Lead, Quartz, Tin
  • Crabs bonus also granted by: Algae, Mussels, Seashells
  • Deer bonus also granted by: Medicinal Herbs, Oak, Pine
  • Fish bonus also granted by: Cod, Mackerel, Salmon
  • Stone bonus also granted by: Granite, Limestone
  • Wheat bonus also granted by: Barley, Sorghum
  • Maize bonus also granted by: Berries, Maize, Mushrooms
  • Camels bonus also granted by: Dates

JNR’s Mod Series




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Required DLC:

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


Sid Meier's Civilizationu00ae VI: Gathering Storm
Revisions:

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