Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Odo's Extended Harvest
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15 Aug, 2021 @ 4:49pm
12 Mar, 2024 @ 1:47pm
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Odo's Extended Harvest

Description
Allows builders to harvest strategic resources, luxury resources, artifacts, and ley lines. Developed with an eye toward compatibility with other mods that add new resources.

Are Horses blocking that tile where you had planned to put your Campus? Would getting rid of that Sugar allow you to place critical infrastructure such as a Dam? Did that spot reserved for the Amundsen-Scott Research Station get taken when Oil was discovered? Never fear! With this mod, you don't have to worry about your carefully laid plans getting ruined by unforeseeable randomness.

Strategic resources, luxury resources, artifacts, and ley lines in territory you control can be harvested by using a builder charge. In addition, districts may be placed directly on strategic resources, luxury resources, artifacts, and ley lines. This process removes the resource in the same way that terrain features (like Woods) or bonus resources (like Wheat) are removed.

Harvesting provides lump sum yields that have the same base amount as harvesting bonus resources and terrain (for food, production, and gold) or pillaging districts (for science, culture, and faith). The amount is proportional to the per-turn yields that the resource adds to the tile. For example, Horses give 1 food and 1 production to a tile, so harvesting horses provides a bit of both food and production. Diamonds add 3 gold to a tile, so harvesting diamonds provides a large amount of gold.

Artifact lump sums are calculated as if they provided 1 culture to a tile.

Ley lines are calculated as if they provided 1 each of faith, science, and culture.

Applies to standard rule sets - Base Game, Rise & Fall, and Gathering Storm. Developed with an eye toward other mods that add custom resources, and verified compatibility with Sukritact's Resources (July 2, 2021) and Sukritact's Oceans (July 19, 2022). Also compatible with Stop Moving the Skip Turn Button! (Nov 30, 2021), but may not work with other mods that modify the UnitPanel UI.

Preview image created by Wiggly Squid.

Version 6
11 Comments
Kab 25 Apr @ 7:41am 
Best harvester mod - works in multiplayer with a litany of other mods
f1ader 17 May, 2024 @ 11:27pm 
Can you upload the mod outside of steam so people that play on Epic can download it?
野的一匹 13 Mar, 2024 @ 12:31am 
Thank you, it can now continue running.
Odo  [author] 12 Mar, 2024 @ 9:41am 
Thanks for the heads up. I've re-uploaded to the Steam workshop, and everything checks out fine on my end. Please give it another go. I definitely do not want it broken, so let me know if it still is not working.
野的一匹 12 Mar, 2024 @ 7:26am 
After the update, it no longer works
Odo  [author] 11 Mar, 2024 @ 9:29pm 
Hey KGB, thanks for calling out ley lines not being handled! I submitted a new version that fixes this issue.

Ley lines slipped through the original mod rules because they do not inherently provide a tile yield like other resources. Unlike artifacts, I overlooked that ley lines are considered a "resource".

I put some thought into what kind of rewards should be given for harvesting them. I considered giving yields based on adjacent districts and also based on great people yields for ley lines. Alas, neither is possible because the necessary hooks in the game scripts do not exist.

I also considered giving yields of food, production, gold, faith, science, and culture. However, in the end I opted to go with just faith, science, and culture. I think that makes the ley lines fairly fun and unique to harvest without being too powerful (and of course the main benefit is being able to free up the tile). If anyone thinks it needs better balancing, I'm open to feedback!

Hope you enjoy!
KGB 8 Mar, 2024 @ 9:27pm 
Doesn't work with ley lines
jermapilled 7 Mar, 2023 @ 5:23pm 
Good mod.
Chrissant 28 Oct, 2022 @ 11:41pm 
Understood. Thanks for the clarification Odo. Great job on the mod!
Odo  [author] 27 Oct, 2022 @ 6:04pm 
I developed Extended Harvest in such a way that any mod that adds resources in a more or less straightforward manner should be compatible. Sukritact's Resources and Oceans are both such mods. None of the resources in those mods are explicitly called out by Extended Harvest. What I mean is that in general the mod does not explicitly handle every resource since it can't predict what resources will be added by other mods. Instead, the mod tries to wait until other mods have loaded first, and then it procedurally changes the database with the resources that already exist in it. There were a few corner cases that didn't fit the general rule, but those are handled with additional rules.

I can't 100% guarantee that every other mod will work since it is impossible to predict exactly what changes every other mod will make. If you run into any issues, feel free to point me to the mod that is a problem and I'd be happy to take a look to see what the issue is.