Sid Meier's Civilization VI

Sid Meier's Civilization VI

Botanist
133 Comments
Justin 19 Aug, 2024 @ 12:44am 
thanks for uploading
Mctavish 24 Jun, 2024 @ 2:53am 
Neither Botanist nor Herdsman is now available to add in mods though both are subscribed. Any ideas why I cannot use them?
patsmith_01 6 Jun, 2024 @ 6:47pm 
It looks like existing not revealed strategic resources does not block the botanist from placing their resource, erasing the hidden strategic resource. Just verified with oil being erased by spices.
MikeSeven 12 Mar, 2024 @ 11:07pm 
What changes would I need to make to which file so that the Botanist will work like the Herdsman and remove the original resource when gathering? I want to be able to relocate resources without being able to fill every single tile with them.
johnjoshua 27 Dec, 2023 @ 2:45am 
it is compatible with LeaderPass? maybe not works after leaderpass i think
Potatoes and Tomatoes 16 Feb, 2023 @ 6:25am 
i wish it would have been that when you collect seed, the plant gets removed, otherwise, it allows very op play
Talos 17 Oct, 2022 @ 6:04pm 
why does my botanist cant plant resources on the forest that is planted by builder?
Bitrollar 6 Aug, 2022 @ 6:11pm 
Hey stranger. This is quite possibly my favorite Civ 6 mod. It actually adds a whole other layer to the game. Definitely revitalized the game for me even after all this time. Thanks for making it!:steamhappy:
H.Humpel 22 Feb, 2022 @ 9:20am 
@GuiltyKing: "Tundra floodplains" ? Do you refer to the "Wetlands" mod by JNR?
H.Humpel 16 Feb, 2022 @ 12:11pm 
Do you want the Botanist to be able to use the resources from the "Latin American Resources" mod?
Give this mod a try: Let Me Patch That For You :lunar2019grinningpig:
GuiltyKing 12 Jan, 2022 @ 1:14pm 
Can you make rice plantable in tundra floodplains? There are traditional rice breeds that grow in cold snowy fields.
Venusaisha 3 Dec, 2021 @ 9:39pm 
Still good and favorite mod.:steamthumbsup:
H.Humpel 7 Nov, 2021 @ 9:30am 
German translation available in the Civilization VI Mods - German translations
DudeChris33 6 Jul, 2021 @ 6:25pm 
Can you make a standalone mod that lets you plant rainforest later on?
装备帅人贼菜 19 Jan, 2021 @ 4:40pm 
Hey man, have you seen the new DLC on 28 Jan? A whole new company system will be available which can utilize extra luxury resources for better gameplay experiences. Your Botanist and Herdsman mods match this "company mode" perfectly.
Little suggestion: it could be better if the movable resources to be unlocked tier by tier corresponds to certain tech,civic or buildings. Take herdsman for example, cow and sheep tier 1, elephant tier 2, requires some kind of tech since it is luxury.
It's gonna be a lot of fun playing your mods with the new coming DLC. Thanks man
lifeispeachy1988 28 Aug, 2020 @ 4:52am 
Ok..after some testing,only when i use macedon as my civ I experience crashes,I tested 5+ other civs and it worked fine.With alexander,or with Eurydice(custom civ) whenever i use the botanist unit to collect seeds outside my territory(inside mine -no problems)the game leads to instant crash.And the culprit seems to be the Civilizations Expanded
mod,and as I said ,only when I choose Macedon as my civ
Cobber 27 Aug, 2020 @ 6:59pm 
@lifeispeachy1988:

With regards to the Strategic Forts mod, there is a way to prevent the Expansionist unit from being built by the AI.

The problem is that it requires that you edit some XML files in the Strategic Forts mod manually, which whilst not very difficult can be tedious to do. There's also a risk that you'll bugger the whole mod up if you make a mistake and don't realise it at the time, which puts most people trying off the "fix" in the first place.
lifeispeachy1988 27 Aug, 2020 @ 4:30pm 
turns out that custom civs have problems with these type of mods...herdsman,Strategic Forts
(creates a unique unit called expansionist) and this mod all are leading to crashes when their unique units are used...btw I am using SeelingCat's Eurydice CIv...any insight how to make things work?
lifeispeachy1988 27 Aug, 2020 @ 2:56pm 
when trying to collect from neutral territory the game crashes..must be a mod conflict because as i see I am the only person that has that problem...will check back later in case I find the "culprit" mod...
pauloel7 29 Jul, 2020 @ 12:27pm 
Also, is there a way to allow the Botanist to gather from friendly territory? Right now I can only gather from my own territory or not owned (neutral). Would make sense to be able to gather form friendly and allied civilization territories, as well as from City States your suzerain of, right? AOM / anyone, please help?
pauloel7 29 Jul, 2020 @ 12:24pm 
Yeah... just tried again, new game. Doesn't work. AOM please help?
Cobber 23 Jul, 2020 @ 6:30pm 
@pauloel7:

Last time I played and used this mod I was limited to just 1 botanist at a time, period, so if the code isn't functioning as it appears it should then obviously something is amiss somewhere. As to where, well I'm not a coder or modder so I wouldn't have a clue where to even start looking...
pauloel7 23 Jul, 2020 @ 5:21pm 
yeah nah... it's gotta be the Unit, for that piece of code is the same as that for the archeologist. The one-shool-of-botany limitation is elsewhere, in the "Buildings" table, column "MaxPlayerInstances". I want to limit one unit PER school, as intended, which the code should provide, as is. Problem is it doesn't, for me. Cobber, can you build more than one Botanist? The unit is so powerful it breaks the game, and so appealing I cannot resist.
Cobber 23 Jul, 2020 @ 5:07pm 
@pauloel7:

I think the number supported value is referring to the school of botany itself, rather than the botanist unit per se. From what I was told ages ago by the author in their answer to a question I asked, they've coded a limit of 1 school of botany per civilisation, and I'm pretty sure they also said it was a limit of 1 botanist unit active at a time too.
pauloel7 23 Jul, 2020 @ 2:29pm 
Anyone knows what "NumSupported" columns means in the table "Unit_BuildingPrereqs"? The thing is, as per the code - see below - it seems as if the could be only one Botanist per School of Botany, but I tested and that was not the case. It should work exactly as it does with UNIT_ARCHAEOLOGIST, right? Anyone else had more than one botanist per school?
<Unit_BuildingPrereqs>
<Row Unit="UNIT_BOTANIST"
PrereqBuilding="BUILDING_SCHOOL_OF_BOTANY"
NumSupported="1"/>
</Unit_BuildingPrereqs>
h.j.haller 23 Jul, 2020 @ 8:21am 
can you add the latin american resources mod
Gantros 17 Jul, 2020 @ 1:45pm 
@Ciar_Aon That's great! could you help out with the Herdsman, mod, too?
Madisonian 16 Jul, 2020 @ 6:50pm 
I should note that by adding those lines yourself, the Botanist unit carrying the Latin American resources will appear as a warrior instead of a botanist, but it's an acceptable workaround until an official update.
Madisonian 16 Jul, 2020 @ 6:07pm 
These can be added to the various Botanist files to include the Latin American resources.

'RESOURCE_LEU_P0K_QUINOA',
'RESOURCE_LEU_P0K_POTATOES',
'RESOURCE_LEU_P0K_YERBAMATE',
'RESOURCE_LEU_P0K_COCA',

Just make sure to add it add the top of each file's resource list (or know what you're doing with appropriate syntax if placing elsewhere is the list).
pauloel7 10 Jul, 2020 @ 11:25am 
For instance, if you were to do with geologists, you'd have to make all mineral resources hidden to begin with, and then rework how they'd be spread across the map and how to revel them. None of these mechanics exist in vanilla, which make modding less straightforward, unfeasible, I fell. Having said that, there still could exist some modder willing to take up the heavy lifting challenge. I've seen really impressive work from some, including Infixo and JNR. Regardless, that's not for me to say, forgive me. I'd love to see your request attended by AOM.
pauloel7 10 Jul, 2020 @ 11:18am 
Sure edwardgr, absolutely. The problem, as usual, is that Firaxis failed to emulate that level of common sense realism into the game in the first place. And, as coding furthers restricts/aggravates the issues at hand most of the time imho, you'll find impracticable to overhaul such a mistaken vanilla take on how minerals are treated in the game, for instance. In that case, considering how minerals work, in which your comment is pertaining and appropriate, versus how the game treats the matter, you'd have to scrap the whole thing and rewrite it from scratch.
edwardgr 10 Jul, 2020 @ 9:45am 
@pauloel7, a geologist unit similar in scope as the botanist but dealing with mineral based resources would not be out of the question. The geologist would not "move" a resource, instead they would travel to and study an existing resource, and then travel to a new location and excavate to reveal a previously unknown instance of said resource. If you could somehow tie into the function of the archeologists excavate function to reveal a random or no mineral resource that would be even more realistic. Say for example you expected to find diamonds at a given location, but instead found a rich coal vein. Or perhaps you were expecting iron ore, but instead found gold.
Gantros 9 Jul, 2020 @ 9:54am 
@pseikone I second this. Also, the School of Botany doesn't appear for the Mayan Observatory.
pseikone 8 Jul, 2020 @ 4:25am 
Can you make the botanist and the herdsmen able to catch those latin american resources? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2155632734
pauloel7 11 Jun, 2020 @ 8:39am 
@cobber51: thank you so much, dude! Indeed I've missed out on that one. Cheers!
Cobber 11 Jun, 2020 @ 7:59am 
@pauloel7: There's a mod already, Herdsman is its name, that fulfills that livestock relocation requirement you mentioned below. I'm pretty sure that it also allows you to relocate horses though, just as a headsup as you mentioned that you think it shouldn't be.
pauloel7 11 Jun, 2020 @ 6:23am 
@Kave: Mineral resources are given by the Earth crust formation, my friend. Man cannot replicate that whatsoever. That'd be unreal. Consider man-made diamonds for instance. Livestock, on the other hand, is eligible, I agree, with the Botanist or some equivalent unit.
@AOM: could you make livestock thing happen. I mean, why could we not expand cattle to the next tile? Horses, because being a strategic resource, should be left out.
pauloel7 11 Jun, 2020 @ 6:13am 
Also, about aquatic flora, such as algae (resourceful 2), I could not get the code to work. Please AOM, could you make that happen?
pauloel7 11 Jun, 2020 @ 6:11am 
Hi. Anyway to match resource icons with Botanist's types? Right now that rather general plant icon goes for all types, including mod resources such as those from resourceful.
Lion's Heart 20 May, 2020 @ 12:10pm 
This mod makes the game a bit more interesting. Thank you!
Kave Johnson 9 Apr, 2020 @ 2:19am 
The Botanist (as well as the Herdsman) should also be affected by Liang as well as any government policies and wonders that affect Builders.
Kave Johnson 30 Mar, 2020 @ 1:37pm 
I love using the botanist to fill my territory with endless fields of wheat, but I do not see why there can only be one School of Botany. They are useful like Builders are, but you are forced to dedicate an entire cities production to them if you want to get anything significant done.

BTW, how about something similar for mineral and aquatic resources? A geologist or land surveyor, and a fisherman or marine biologist?
Bulldog 21 Mar, 2020 @ 7:14pm 
Many times there is a tile that is not yet annexed buy the city that I would like to plant seeds. Can the mod me changed to let the botanist plant seeds outside of the city?
AOM  [author] 12 Mar, 2020 @ 5:03pm 
Hi ~|Legion.Prilladog|~, I'm not sure what you mean. If you mean that the dates don't vanish, that is what is supposed to happen. If you mean that the botanist has endless charges on dates that is not supposed to happen. Could you give a bit more information?

Hi Noctume, we did not allow the botanist to get seeds from rainforest tiles and plant them elsewhere because in RL it is not possible to take the Amazon rainforest and plant it on the plains in Iowa. Similarly, places that have ripped up their rainforest cannot just replant it. Once it's gone, it's gone.

Hi Firefly Banner, thank you for posting. It's great to hear that you are enjoying the mod :)
Firefly Banner 7 Mar, 2020 @ 8:40am 
I *adore* the botanist!
It makes so much sense, and it adds a *lot* of flavor to the game.

Thank you.
Noctume 9 Feb, 2020 @ 5:41am 
There is a way to allow the botanist to replant rainforest ?
AOM  [author] 24 Dec, 2019 @ 7:49pm 
Hi Ben Shapiro, I'm not sure what you are trying to build after two times. Your nation can build one School of Botany. Each botanist you build can be deployed twice. A botanist can only be built in a city that has the School of Botany. If this explanation doesn't answer your question, please post again with more details about the problem you're running into.

Hi ~|Legion.Prilladog|~, I'm glad to hear you're enjoying the update :) Thank you for posting!
Barry 9 Dec, 2019 @ 4:58pm 
Is the Botanist supposed to not be able to build after two times?? i just cant find it in the production menu or any menu??
AOM  [author] 23 Nov, 2019 @ 1:14pm 
Updated to decrease the production cost and the increase in cost per botanist. The botanist has two charges instead of one now.

Hi skaz88, we've considered adding a fossiker or prospector character. This guy would mine things that aren't in your city rather than embedding a whole vein of minable material in your city. We've also thought about a sort of zoologist or zookeeper who could collect animals such as penguins, foxes, and hammerhead sharks. I'm not sure when/if we'll get to these.
AOM  [author] 23 Nov, 2019 @ 1:14pm 
Hi pauloel7, we've thought of making a new character who could collect those items and then deposit them in a coastal fishery. I'm not sure when/if we will get to this project, but if we make another character like the botanist, this guy would be my first choice. The idea of incorporating the botanist mods into the governor and policy card features is pretty cool. We can look into something like that.

Hi cobber51, the AIs can technically make their own botanists, but I have never seen them do so, unfortunately. They do build the School of Botany. There are a couple possible reasons for that. It's an interesting issue that we will look into.