Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Amenities from bonus and strategic resources
   
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19 Jan, 2019 @ 8:47am
19 Dec, 2022 @ 12:35am
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Amenities from bonus and strategic resources

Description
It makes little sense that only luxury resources add amenities. Acces to any resource should increase the general happiness and wellbeing of the people in your empire as even the more mundane resources can be used for "fun" things. E.g. horses are obviously needed to start a cavalry, but they're also just plain fun to ride on.

This mod adds amenities to bonus and strategic resources as well. Similar to luxury resources only the first copy will generate amenities.

This makes bonus and strategic resources more meaningfull. As well as making expansion a bit easier as you won't be stuck at low amenities due to not having acces to multiple different resources. Nothing is quite as lame as being stuck with an unhappy populace despite having acces to 10 luxury resources because all the luxury resources in your corner of the world is tea.

Luxury resources still give the most amenities (4). Bonus resources give 2, strategic resources give 1.


Compatible with gathering storm
33 Comments
Florian  [author] 31 May, 2024 @ 5:25am 
The files used in these mods are scripts. When you start a game it goes through each mod one by one and executes their scripts without looking at the other mods. So naming conflicts don't matter for these simple mods.
Obb 26 May, 2024 @ 7:54am 
Interesting ! Is it true for all type of file ?
Like the game go check all cloned file and makes its own merge, sortof ?

Anyway, here both files don’t modify the same values indeed !
Thanks much for your time and answers ! I now need to test more, I’m still confused lol
Florian  [author] 26 May, 2024 @ 7:27am 
Mods can co-exist so long as the instructions in the file are compatable.

In the case of my mod; all I'm doing is changing a few values. So it shouldn't create any major problems. The game should run without crashing or anything like that.

However, if the 2nd mod also plays with the happiness value, or for example adds new resources, you might see inconsistencies, depending on which mod is loaded first.
Obb 25 May, 2024 @ 2:17pm 
Waw, precise answer ! Thanks much !
Didn’t find it in that folder but appdata. Anyway, yes it’s the right class name ! =)

Also, when trying to see if it works, ( And having trouble, firstly because I’m still confused by how amenities works sometimes lol, ) I noticed that another mod adds its own resources.sql file ; is it the kind of file than can coexist, or do they collide and need to be merged ?
Florian  [author] 25 May, 2024 @ 1:12pm 
You can find it in DebugGameplay.sqlite in the table "Resources". The column "ResourceClassType" contains all the possible names.

If you can't open the sqlite file, download a database manager like DB browser for sqlite.
If you can't find DebugGameplay.sqlite, on windows the default location is C/Users/<user-name>/documents/my games/Sid meier's Civilization VI/Cache
Obb 25 May, 2024 @ 8:05am 
Yes indeed, that I was wondering !
I hoped it would be as straightforward ^^ At least it makes sens.
But I don’t know where I could check to be sure, I didn’t find what original file manages resources.
Florian  [author] 25 May, 2024 @ 7:10am 
Yeah, adding a line like that should work. You might have to doublecheck if the name "RESOURCECLASS_LUXURY" is correct though. Good luck.
Obb 25 May, 2024 @ 7:01am 
I’d like to put luxury’s amenities to 3, can I from the mod ?
Looking at the code, I was thinking of simply adding a third line, with 'RESOURCECLASS_LUXURY', would it work ? Well I can try anyway lol, let’s see !
Florian  [author] 21 Feb, 2024 @ 11:58am 
They should be compatible yeah
+ 19 Feb, 2024 @ 1:11am 
Is this mod compatible with the mod "No Limit Luxuries"?