Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Botanist
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
3.581 MB
10 Dec, 2018 @ 8:43pm
6 Nov, 2019 @ 5:19pm
3 Change Notes ( view )

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Botanist

Description
This mod adds a botanist and School of Botany to your game.

The School of Botany can be built in a science district after you've researched Writing. Only one School of Botany can be built in your nation. The school allows you to build botanists but gives no other bonus. It costs two gold per turn to maintain.

A botanist can move to a tile that contains a plant and collect seeds. Once the botanist with seeds replaces the botanist he can move to any city in your nation with a tile capable of supporting the plant from which the seeds came and plant the seeds. Once he plants the seeds, your worker can build a plantation on the tile.

A botanist with seeds will appear when you deploy the botanist on a tile that has a plant. At the same time, the botanist will disappear. Each botanist has two charges and can be deployed twice. Please note, the botanist cannot pick up seeds from an improved plant tile (plantation). When the botanist deploys the first time, a second botanist holding the seeds appears and the original botanist remains in place. The second time the botanist deploys, the original botanist disappears and a botanist with seeds appears.

The first botanist you build costs 150 production. The cost increases by 25 production with each botanist you build.

The botanist can be attacked by other players and the AIs. If a botanist with seeds is taken by another nation, he will turn into a worker.

This mod works with Resourceful 2 (R2), R&F, the cannabis and hemp mod, and CIVITAS resources.

Plants the botanist can collect and where he can plant them:

Aloe (R2) - flat desert
Bamboo (R2) - woods
Bananas - rainforest
Barley (R2) - plains, tundra
Berries (R2) - tundra, tundra hills
Cannabis (hemp & cannabis mod) - flat grassland and plains
Cherry trees (R2) - woods
Citrus - flat grassland and plains
Cocoa - rainforest
Coffee - grassland and rainforest
Cotton - flat grassland and plains and floodplains
Dates (R2) - floodplains
Dyes - rainforest and woods
Ebony (R2) - rainforest
Hemp (hemp and cannabis mod) - flat grassland and plains
Incense - desert and plains
Maize (R2) - grassland
Maple (R2) - woods
Maple (CIVITAS) - grassland, plains
Medicinal herbs (R2) - woods
Mushrooms (R2) - flat tundra, tundra hills, and woods
Oak (R2) - woods
Olives (R&F) - grassland
Papyrus (CIVITAS) - floodplains, marsh
Pine (R2) - woods
Plums (CIVITAS) - grassland, flat plains
Pomegranates (CIVITAS) - flat grassland and plains, and plains hills
Poppies (R2) - grassland and plains
Potatoes (R2) - plains
Rice - flat grassland and marsh
Rubber (R2) - rainforest
Saffron (R2) - floodplains
Sandalwood (R2) - rainforest
Silk (mulberries) - woods (the botanist will carry mulberry seeds that turn into a silk plantation when planted)
Sorghum (R2) - desert, floodplains
Spices - rainforest and woods
Strawberries (R2) - grassland
Sugar - floodplains and marsh
Tea - grassland and grassland hills
Tobacco - flat grassland and plains, woods, rainforest
Tomatoes (R2) - flat grassland and plains
Wheat - flat plains and floodplains
Wine (grapes) - flat grassland and plains and woods

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Notes

if you have a mod in that alters the placement of plants, that mod will govern where the botanist can put plants (i.e., the above list will not apply). Map generators that scramble plant placement will not affect where the botanist can place plants.

The AIs are, unfortunately, too stupid to use the botanist. This is one reason why the School of Botany provides no bonus. If it did, the AIs would build it and not be able to use it.

Updated Nov 2019 to change the cost from 200 to 150, the cost increase per botanist from 75 to 25, and the number of charges the botanist has from 1 to 2. These changes increase the speed with which a city can build a botanist and allow him to pick up two plants instead of one.
Popular Discussions View All (1)
3
8 Dec, 2019 @ 8:48am
Minerals? Seafood?
Mctavish
133 Comments
Justin 19 Aug, 2024 @ 12:44am 
thanks for uploading
Mctavish 24 Jun, 2024 @ 2:53am 
Neither Botanist nor Herdsman is now available to add in mods though both are subscribed. Any ideas why I cannot use them?
patsmith_01 6 Jun, 2024 @ 6:47pm 
It looks like existing not revealed strategic resources does not block the botanist from placing their resource, erasing the hidden strategic resource. Just verified with oil being erased by spices.
MikeSeven 12 Mar, 2024 @ 11:07pm 
What changes would I need to make to which file so that the Botanist will work like the Herdsman and remove the original resource when gathering? I want to be able to relocate resources without being able to fill every single tile with them.
johnjoshua 27 Dec, 2023 @ 2:45am 
it is compatible with LeaderPass? maybe not works after leaderpass i think
Potatoes and Tomatoes 16 Feb, 2023 @ 6:25am 
i wish it would have been that when you collect seed, the plant gets removed, otherwise, it allows very op play
Talos 17 Oct, 2022 @ 6:04pm 
why does my botanist cant plant resources on the forest that is planted by builder?
Bitrollar 6 Aug, 2022 @ 6:11pm 
Hey stranger. This is quite possibly my favorite Civ 6 mod. It actually adds a whole other layer to the game. Definitely revitalized the game for me even after all this time. Thanks for making it!:steamhappy:
H.Humpel 22 Feb, 2022 @ 9:20am 
@GuiltyKing: "Tundra floodplains" ? Do you refer to the "Wetlands" mod by JNR?
H.Humpel 16 Feb, 2022 @ 12:11pm 
Do you want the Botanist to be able to use the resources from the "Latin American Resources" mod?
Give this mod a try: Let Me Patch That For You :lunar2019grinningpig: