Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Resource Cultivation
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22 Jan, 2021 @ 1:28pm
4 May, 2022 @ 1:15pm
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Resource Cultivation

Description
Ever wondered why you can work resources but not cultivate them? You improved your Favorite resource but can not cultivate it in your Territory?! Come On! That's neither fair nor realistic. That could be better! With this Mod!


This Mod is inspired by AOM's Botanist Mod, but it is not the same. It allows The Player (and AI) to cultivate a Resource in their Territory once it has been Improved. So you don't need to gather a resource first in order to plant it just once.

Support:
Buy me a Coffee if you like this Mod and want to see more like it. Your Support is also helping me getting forward with my 4Xpansion Pass Project for Civilization VI[forums.civfanatics.com], which is a Pass of 6 Mod Packs that introduce many new Game Mechanics/Features and old Ones from Previous Game Iterations, as well as many QoL Improvements. Thanks a lot!!
[ko-fi.com]

Resource Cultivation Requirements:
Once a resource is improved in one of your Cities:
- If it's a Bonus Resource, you will be able to cultivate it in all your Cities - (multiple Times).
- If it's a Luxury Resource, you will only be able to cultivate it in a City that have this Resource in its Territory (if the City has less than 3 amounts of this resource and the Total Amount of it in your Territory is less than 4 - You can still have more of that resource with regular Resource acquiring, like with Border expansion, Settling new Cities...etc.).
- If the Resource is Horses, then you can only breed it in a City that doesn't possess a Horses Resource (if the Total amount of Horses Resource you have in your Empire is less than 6)*.

*: Scythia and Mongolia Civilization don't have to have Horses improved (or possess them) in order to breed them. They can freely breed them in any City that doesn't have Horses, without having to stick to the Horses limit in your Empire - (Requires Horseback Riding Technologie).

This Mod Adds 2 New Units that can cultivate a Resource:
- The Farmer Unit: can plant many Plant based Resources and it's the only Unit that can breed domestic Animal Resources. (available from the start of the Game)
- And the Gardener Unit: can only plant Plant based Resources that need proper care such as Herbs, Flowers and some Plantation Resources as well as Beekeeping. (Unlocked at Irrigation Tech)

If one of those Units plants/breeds a Resource, the valid Improvement of that Resource will be constructed automatically.

Alliance Benefits:
- Every Civ will be able to cultivate Resources that they don't possess but their Allied Civs do (Requires Game has reached Rennaissance Era).
- Upon cultivating a Resource of an Alliance Partner that you don't possess, the same Rules as with regular Resource Cultivation will be applied.

AI:
- The AI will prioritise constructing a lot of things over the Farmer and Gardener Units. So in order to make AI make use of this Mod, it will now be granted those Units when constructing:
+ Library (Gardener) + Market/Sukiennice (Farmer) + University/Madrassa (Farmer) + Bank (Gardener) + Food Market (Farmer) or Shopping Mall (Gardener).
- The AI Civ may decide to produce those Units on their own.
- The AI suffers of an Issue of using Civilian Units to explore the Map for Goody Hutts. So it will also use the Farmer and Gardener Units for this purpose. I suggest disabling Goody Hutts in the Setup Menu or explore the Map for Goody Hutts yourself before the AI, if you want the AI to cultivate Resources efficiently.
- The AI Civ will use the Farmer and Gardener Units to cultivate resources (Perhaps not efficiantly as the Human Player - And it prefers cultivating the Horses resource first). So If you happen to see AI making use of these Units (or not) please tell me in the comments.

NOTE:
- The Resources can only be cultivated on their valid Tiles (See Civilopedia for more infos).
- Most of the Resources have a Tech or Civic requirement in order to be able to be cultivated. If you want to know the Tech or Civic requirement of a Resource, check the Improvements part of the Civilopedia.

Industry/Corporations Mode:
If you still find this Mod too OP for the C&M Mode, please let me know, so I will nerf the Luxury Resources Part of this Mod more.

Compatibility and Recommendations:
This Mod is fully compatible with Resourceful 2, Civita's Resources, Sukritact's Resources, Latin American Resources Cannabis and Hemp and Reindeer . But can be played without them.
If you enable those Mods you will be able to cultivate the Resources added by them too. I highly recommend using Recource Cultivation with those Mods.

This Mod can also be used alongside the Botanist and Herdsman Mods, and should be compatible with any other Mod that doesn't change Resources.

Not Compatible with "Better Resource Yields" and "More Strategy Core".

Languages:
- English.
- German.
- French.
- Spanish
- Italian.
- Russian (Special Thanks to @imiami).
- Polish.
- Japanese (Special Thanks to @総帥閣下).
- Korean.
- Brazilian Portuguese.
- Simplifies and Traditional Chinese.

Special Thanks:
- To AOM for his Botanist Mod from where this Mod is inspired by.
- To LeeS and SailorCat for helping me with lua.

Next Planned:
- Better Localizations: If you found some translation Mistakes in your Language please let me know so I can correct them. Just provide the texts neccessary and I will implement them.
- Civilization specific Resources to cancel their Cultivation Rules (Like with Scythia & Mongolia)...etc

NOTE:
This is the first Mod of a Series of Mods that enhance Resources and make them much more useful and more fun to play with. The Mods are intended to make resources an important Element of the Game that play a big role in a Civilization's Fate
Popular Discussions View All (2)
0
25 Apr, 2024 @ 12:49pm
Disable Farmer and Gardener for AI
mistakes
0
15 Apr, 2023 @ 6:54am
I don't like the way the AI uses it (i don't mind AI to use it but not like this mann.. it's like cheating
مُتَّقِينَMUTTAKIIN
225 Comments
iKillDorks 14 May @ 5:37pm 
Farmer can't build anything. He only has the option to harvest / remove improvements. Researched far into classical period... can't make wheat, rice, or cattle, let alone anything else. I checked Civilopedia to make sure, but I can't get the mod to work. Already disabled everything related to resources to no avail.
Lil Beetle 18 Mar @ 9:13am 
it does work
ZeDerpinator 13 Jan @ 3:31pm 
doesn't work
Zegangani  [author] 15 Aug, 2024 @ 3:02pm 
:happystar2022:
Justin 15 Aug, 2024 @ 1:23am 
thanks for uploading
Wolfgang 26 Jul, 2024 @ 5:35am 
i see, thank you very much for the information then zega
Zegangani  [author] 23 Jul, 2024 @ 2:11pm 
That doesn't seem to come from this Mod, as it doesn't touch anything about Builders or the Harvesting Action, and in case of Strategic Resources it also only checks for Horses, and nothing about Coal or Uranium or other Strategic Resources. If you have seen Builders being able to do that (being able to harvest non-revealed strategics), then it's probably another Mod that changes something about Resource Harvesting.
Wolfgang 23 Jul, 2024 @ 12:04am 
hi, sorry for the late response. so basically i have encountered this problem on 2 separate occasions. first was quite a long time ago when the gardener was capable of accessing information of a tiles hidden resource even when i never even have the tech to unlock the resource.the second one was recent, the builder unit was capable of accessing it. both instances i have your mod installed. the problem is that i can see an option to "harvest resource" and i can see what resource is capable of being harvested, i.e (coal,uranium etc) despite me being in the ancient era. I hope this help, i apologize if i was mistaken and thought that your mod was the cause of it, i am running the game with plenty of mods in the first place :steamsad:
Zegangani  [author] 16 Jul, 2024 @ 3:24pm 
Hi, @Wolfgang, good day/evening for you too! Glad you like my mod!
Can you tell me more about how you get the information about a tile's hidden resource with the Farmer or Gardener? bc these Units check for the Resources already improved by the player. Or maybe do you mean that these Units can't cultivate resources on tiles with a hidden resource? which might be possible.
Wolfgang 15 Jul, 2024 @ 12:02am 
hello, good day. i mayhaps encounter some sort of out of place "problems?" it seems that one of the modded units are capable of checking a tile for a resources (including end game ones like uranium) despite not having the tech to look for them yet. sorry for bothering, tyvm for the mod :steamhappy: