Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Living Things Grow!
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
63.227 KB
27 Oct, 2022 @ 10:34am
23 Dec, 2022 @ 6:30am
7 Change Notes ( view )

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Living Things Grow!

Description
Resources and features that are alive, that is animals and plants, can spread to nearby areas. The growth rate is dependant on the climate, temperature, and rainfall of the map. A resource or feature will never grow to a neighbouring tile if that tile has a resource, city, district, or improvement.

It is strongly recommended to have additional resource mods such as Resourceful 2, CIVITAS Resources, Sukritact's Resources, etc. It is compatible with feature mods such as Wetlands, Coastline, and Sukritact's Oceans.

There are advanced setup options to adjust the rate of growth and to allow ice to expand.
15 Comments
soloyo 24 Mar, 2023 @ 10:48am 
有生命的资源和特征,即动物和植物,可以传播到附近地区。增长率取决于地图上的气候、温度和降雨量。如果某个瓦片具有资源、城市、地区或改进,则该资源或特征永远不会增长到相邻的瓦片。



强烈建议使用其他资源模块,如Resourceful 2、CIVITAS Resources、Sukritact’s Resources等。它与湿地、海岸线和Sukritact's Oceans等功能模块兼容。



有先进的设置选项可以调整生长速度并允许冰膨胀。
The Big Red Cheese 18 Nov, 2022 @ 10:50pm 
Thanks for the response!

Is the botanist one of those units that creates a resource on a plot? Because I'm not a fan of those mods tbh. The thing I don't like about the game is that if you explore an area 4000 years ago, when you discover oil you can see through time and all of that stuff is retroactively discovered.
dreadanddespair  [author] 17 Nov, 2022 @ 5:20pm 
@The Big Red Cheese Thank you. : ) Regarding your suggestions: 1. I think that would be better served as a prospector unit similar to AOM's Botanist. 2. The range is adjacent plots. It cannot be smaller, but it could go larger. 3. I could look into making either an option for that or another mod that grows by era.
The Big Red Cheese 15 Nov, 2022 @ 12:48pm 
Hi, great idea, I have a couple of suggestions:

1. Can you make this apply to minerals too? Here's my reasoning: over time more land is prospected, and so while the minerals don't reproduce, surveys can find deposits that have always been there.
2. Is there a range, and can you make it larger/smaller?
3. Can you make a version of this where the resources only spawn every era, rather than during the course of the game? I think I'd prefer that.
Findway 7 Nov, 2022 @ 11:47pm 
nice mod
dreadanddespair  [author] 2 Nov, 2022 @ 9:53am 
I've made an adjustment to the growth rate.
Kyrie 2 Nov, 2022 @ 8:57am 
yep, ley lines expanded or something. tysm. also please adjust sea animals, cus even by the ancient era the whole ocean is just hundreds of whales
Junky 2 Nov, 2022 @ 8:26am 
Waited VERY long time for that mod. Thanks very much for sharing!
dreadanddespair  [author] 2 Nov, 2022 @ 4:44am 
The resources are chosen by improvement type. I am guessing that you have a mod that puts farms, camps or plantations on a ley line? I've updated it to account for that.
Kyrie 1 Nov, 2022 @ 10:50pm 
fyi ley lines grow