Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Unique Improvements in Forests
   
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2.120 KB
28 Oct, 2019 @ 2:11am
24 May, 2020 @ 11:30pm
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Unique Improvements in Forests

In 1 collection by Luke ✞ Jesus Saves ✞
Keep Forests and Rainforests Mods
6 items
Description
Allow most unique improvements to be build in forests. You do not need to remove it first to build on. Appeal and Adjacency bonuses remain. Full list of allowed improvements below.

Recent update added Patey and Hacienda from New Frontier Pass. I don't have the pass so I cannot test, please tell me if it does not work. I also changed the code so without any expansion you can still use it.

Fort
City Park

Chateau
Colossal Head
Great Wall
Kurgan
Mission
Sphinx
Stepwell
Ziggurat
Alcazar
Monastery
Pairidaeza
Chemamull
Golf Course
Makewap
Mound
Open Air Museum
Ice Hockey Rink
Maori Pa

Ironically, you can build Moai if it is alone in a single forest.
Popular Discussions View All (1)
7
18 Dec, 2019 @ 3:18pm
Alcazar and Monastery not found in table Improvements
sdp0et
19 Comments
Shlore 10 Sep, 2022 @ 7:37pm 
please add OUTBACK STATION .
⎝✧Wyrd Deofol✧⎠ 18 Aug, 2021 @ 3:39am 
Thanks for the mod :P6:Hail Satan :P6:
Luke ✞ Jesus Saves ✞  [author] 27 Apr, 2020 @ 4:54pm 
Thanks, added.
MissDirect 27 Apr, 2020 @ 4:53pm 
I have the base game and the smaller DLCs (not GS or R&F) and neither this mod nor the unique district in rainforests work. The game refuses to load with either of them enabled, and now that I'm back on this page I see that you've mentioned in the comments that this mod requires GS - but if that is the case, you should mention that in the mod description or ideally check whatever box you need to to have the required DLC pop in the sidebar (see here for example - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1644135553)
Unter_Null 17 Apr, 2020 @ 7:48am 
I have GS but the both mods (forest and jungle) would not let me load. Without them the game works but the mods just dont work.
Luke ✞ Jesus Saves ✞  [author] 22 Feb, 2020 @ 12:05pm 
Yeah it needs GS because some improvements are in GS. You can try opening the mod folder, open the .sql file and remove some improvements that are in GS only. It should work.
Plexus 22 Feb, 2020 @ 11:49am 
A game on Rise and Fall will not load with this mod. I tried it without any other mods enabled. It's a shame because I LOVE the idea of this mod, I guess I just need Gathering Storm.
sdp0et 12 Dec, 2019 @ 10:08pm 
I'm using quite a few mods. I've searched pretty extensively in the workshop directory to narrow down the the two that even mention those improvements. I even checked loadorders of the DLCs to make sure. So far playing with your load orders hasn't changed anything, but I'll keep playing. Thanks.
Luke ✞ Jesus Saves ✞  [author] 12 Dec, 2019 @ 9:49pm 
@sdp0et That's weird. What mods are you using? Yeah that error message means these 2 do not exist at the time my mod is executed, but if you already change my mod's LoadOrder it should work.
sdp0et 12 Dec, 2019 @ 5:27pm 
I'm having an issue with this and the rainforest version:
[4240799.059] [Gameplay] ERROR: Invalid Reference on Improvement_ValidFeatures.ImprovementType - "IMPROVEMENT_ALCAZAR" does not exist in Improvements
[4240799.059] [Gameplay] ERROR: Invalid Reference on Improvement_ValidFeatures.ImprovementType - "IMPROVEMENT_MONASTERY" does not exist in Improvements

Only two other mods reference these improvements. Both work without these. One modifies the yeilds and the other only references them while inserting into a mod validation table.
They both work with these disabled and disabling them does not allow these to work, so I'm fairly sure they're not doing anything that would remove the improvements from the game.

Since the one mod is ablle to modify the yields, I changed the load order of your mods to be higher than that one thinking they would have to be in the table if that one didn't generate an error, but it didn't make a difference.

Any suggestions on further troubleshooting?