Sid Meier's Civilization VI

Sid Meier's Civilization VI

Realistic Water Mill
34 Comments
roundup.koala_0w 18 Sep, 2024 @ 8:39pm 
Could you kindly add compatibility with custom resources? There are many popular resource mods that make them less desirable if used together with this mod. Your work is appreciated!:steamthumbsup:
Kilted Weirdo 9 Aug, 2023 @ 7:21pm 
My thought was simply the bridge that so many come with. its ease of shipping cross river would aid production. even the picture above has a bridge across the river. doesn't have to be wide to allow foot travel with baskets. i do like the thought of the bellows control apparatus. I haven't been on civ 6 in a while
Scryie 8 Aug, 2023 @ 1:54pm 
I think the reason for increased production to copper, iron ect,
Is that a water wheel creates rotation which can be used to "power" bellows
which in turn stoke the fire of a furnace, which ends up increasing production

also, here's a diagram https://farm5.static.flickr.com/4110/5018587297_5236cd9bd3_z.jpg

It also could be a stamp mill
Kilted Weirdo 4 Oct, 2020 @ 8:08pm 
actually i was referencing the lack of river barges in the game. much like a water mill historically would not have much to do with silver, marble cattle or sheep. unless your grinding things down with water mills. poor cattle and sheep. and i was stoned then and am stoned now. like the name btw
Arcadian 4 Oct, 2020 @ 6:05pm 
@Kilted Weirdo Are you dumb or just trolling? It's a water mill...not a boat. Don't look for tryhard explanations when there aren't any. Especially if they don't make sense.
Kilted Weirdo 4 Oct, 2020 @ 7:36am 
i think it represents easier travel, therefor freeing up workers that would be moving the items
Arcadian 4 Oct, 2020 @ 12:32am 
mjocur413 has a point. Water mills were primarily used for grinding farm produce, while metals and stone would be the workshop's responsibility.
YouCanCallMeMarmelade 1 Oct, 2020 @ 7:29am 
What's the historical justification for the water mill giving production to copper, stone, iron and niter?
Madisonian 20 Jul, 2020 @ 12:40am 
Was looking through the xml and noticed your files all begin with <GameInfo> but end in </GameData>. Seems to work still but my editor didn't like it.
SeaTransplant 12 Jul, 2020 @ 1:05pm 
If the mill doesn't give at least 1 production that seems off.
Jonnus.Cobra 12 Jul, 2020 @ 1:04am 
So, without the resources listed, it only gives +1 Housing? No Production?
Shogun 25 Apr, 2020 @ 11:15am 
You rock!!!! Thanks!!!
UncivilizedGuy  [author] 11 Apr, 2020 @ 10:38am 
Your wish is my command. Updated for Gathering Storm.
Shogun 11 Apr, 2020 @ 10:10am 
I would love an update for this mod as well. Thank you.
Ingolenuru 29 Oct, 2019 @ 8:26pm 
I would love an update for this mod as well. Thank you.
Baumwollaugenjohann 15 Feb, 2019 @ 10:31am 
An updated is needed for this little modification :cozybethesda:
UncivilizedGuy  [author] 31 Aug, 2018 @ 5:07pm 
@Arcadian that would be a mod conflict. You must be using another mod that modifies the Water Mill.
Kilted Weirdo 2 May, 2018 @ 10:57pm 
hey @uncivilizedguy, great mod. subscribed to multiple of yours. just so you know resourceful 2 is out lol
pauloel7 21 Mar, 2018 @ 6:09pm 
Tried on my own, but failed. Could not get this mod to read from those DBs. HELP!?
pauloel7 16 Mar, 2018 @ 4:57pm 
Hi Unciv, could you please include the resources from these two mods:
1.CIVITAS Resources Expanded 2. Resourceful (10 Feb: Rise and Fall compatible)
Kilted Weirdo 5 Mar, 2018 @ 12:35am 
nevermind i found the culprit. odd one though
Kilted Weirdo 4 Mar, 2018 @ 11:59pm 
oh and loaded districts. i added one other mod, for the larger map sizes and mulitplayer. new error. i updated graphics drivers already.
Kilted Weirdo 4 Mar, 2018 @ 11:58pm 
hey uncivilizedguy, any idea why get a dx 11 graphics error? gt 610 2 gb. i added this, your neighborhood mod, and modern buildings
Uzurk 1 Mar, 2018 @ 10:54am 
That's fair. Was just a suggestion.
UncivilizedGuy  [author] 1 Mar, 2018 @ 10:50am 
Wouldn’t that be the opposite of Realistic? How about I create a Windmill that has similar buffs. This mod and Hydraulic Mining are actually part of a larger mod that I’m putting togerther that affects most vanilla buildings. When I see something that might make a good mod component then I decide to share it sometimes.
Uzurk 1 Mar, 2018 @ 10:08am 
Hey, maybe this would make it too good, but would you consider removing the requirement for a river to need to be near by? I always thought that settling by rivers was just too good to never not do (not sure that sentance made sense, but I think you know what I mean). I have some local code I run to make it so I can build a Water Mill in every city. With how good this make the Water Mill, others might want to be able to build this in every city now.

Either way, here is the statement I run to make that possible:
UPDATE Buildings SET RequiresAdjacentRiver = '0' Where BuildingType = 'BUILDING_WATER_MILL';

Just a thought.
UncivilizedGuy  [author] 28 Feb, 2018 @ 10:41am 
I don’t think so. Just needs to be worked by a citizen.
Moyocoya 28 Feb, 2018 @ 10:26am 
I am sorry but I am not sure you did answer this : do you need to exploit a resource in order for the mill to generate the related yield ?
UncivilizedGuy  [author] 28 Feb, 2018 @ 8:59am 
I don’t totally disagree. The additional production from bonus resources might be a little strong. I may remove a couple of them if this is the case.
terry 28 Feb, 2018 @ 8:50am 
I dont think it's too strong. He removed the base bunoses, the rice and wheat already gained the +1 food so thats not really a change. The +1 gold is really inaffective as gold is so easy to get anyways, the +1 production is nice but would take quite a few of the things listed for me to consider it too strong. I guess its possible that you could get extremely lucky and get 6+ of the things listed in a city but its unlikely.
犹太人头皮猎人 28 Feb, 2018 @ 6:23am 
it's a little too strong. you should increase its cost
Moyocoya 27 Feb, 2018 @ 7:29pm 
Thanks for answering and for this very good idea and mod.
Loaded and will by enjoyed next game !
UncivilizedGuy  [author] 27 Feb, 2018 @ 6:28pm 
Yes the yields are cumulative. This expands on the Rice and Wheat mechanics that the Water Mill already possesses. I added the housing yield so that the AI gets something if none of the resources are in the vicinity. Yes R&F compatible, this references Olives.
Moyocoya 27 Feb, 2018 @ 6:21pm 
Interesting idea !
If you have several resources (says one of each kind), are yields cumulative ?
I suppose resources need to be exploited, true ?
Will IA civs use it properly ?
By the way : R&F compatible ?
Thanks for this mod !