Sid Meier's Civilization VI

Sid Meier's Civilization VI

41 ratings
Agricultural Niter
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
1.146 MB
31 Mar, 2019 @ 12:09pm
1 Apr, 2019 @ 7:53pm
2 Change Notes ( view )

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Agricultural Niter

In 1 collection by Reggie
Strategic Infrastructure
3 items
Description
Adds two buildings to the City Center after Chemistry is unlocked. The Niter Fertilizer Factory adds +1 Food to all farms and plantations in the city, and the Niter Curing Factory adds +1 Food to all pastures, camps, and fishing boats in the city. Both require the Granary building and consume 1 Niter per turn. The food boots are canceled if the player has no Niter stockpiled. Also adds projects to remove the buildings to stop their consumption of Niter.

This mod is part of my "Strategic Infrastructure" series of mods, the goal of which is to provide more non-military uses for strategic resources. I would appreciate any feedback and bug reports.
13 Comments
H.Humpel 19 Dec, 2021 @ 3:43pm 
Any plans on making this mod translatable ?
The Big Red Cheese 10 Nov, 2019 @ 11:15pm 
Exactly what I was looking for.... do you have a version that uses nitre for mining too?
Reggie  [author] 5 Apr, 2019 @ 7:49am 
@Danistan, If the balance is not quite right, it would be easier to just increase the niter cost. I'm not a skilled enough modder to figure out how to count out the numbers of farms a city has only only boost some.
Danistan 3 Apr, 2019 @ 3:42am 
That's a huge boost for just one niter - I'd like a little more balance or cost for what could be a very powerful bump. It might be more interesting if it was a boosted on a per-farm basis. So, 1 niter boosts 2 or 3 farms.
see two 2 Apr, 2019 @ 3:14pm 
typo in mod description in Steam - "The food boots are canceled", the problem is with the boots
Blandersnatching 2 Apr, 2019 @ 1:24pm 
Glad to have a use for strategic resources past their prime. Thanks for the mod!
风清扬 2 Apr, 2019 @ 5:09am 
Thank you for your really great work.
Reggie  [author] 1 Apr, 2019 @ 6:55pm 
风清扬: I originally considered adding the buildings to the industrial zone instead of the city center. But when I was testing it, I often wanted to build some of the buildings in cities without industrial zones. It may not be the most realistic, but I think it is more fun if you can build them in any city.
Jonnus.Cobra 1 Apr, 2019 @ 3:27pm 
Really good
Phlegmagicus 1 Apr, 2019 @ 8:53am 
Really cool. I like the idea and implementation of this mod-series