Sid Meier's Civilization VI

Sid Meier's Civilization VI

Amenities from bonus and strategic resources
33 Comments
Florian  [author] 31 May, 2024 @ 5:25am 
The files used in these mods are scripts. When you start a game it goes through each mod one by one and executes their scripts without looking at the other mods. So naming conflicts don't matter for these simple mods.
Obb 26 May, 2024 @ 7:54am 
Interesting ! Is it true for all type of file ?
Like the game go check all cloned file and makes its own merge, sortof ?

Anyway, here both files don’t modify the same values indeed !
Thanks much for your time and answers ! I now need to test more, I’m still confused lol
Florian  [author] 26 May, 2024 @ 7:27am 
Mods can co-exist so long as the instructions in the file are compatable.

In the case of my mod; all I'm doing is changing a few values. So it shouldn't create any major problems. The game should run without crashing or anything like that.

However, if the 2nd mod also plays with the happiness value, or for example adds new resources, you might see inconsistencies, depending on which mod is loaded first.
Obb 25 May, 2024 @ 2:17pm 
Waw, precise answer ! Thanks much !
Didn’t find it in that folder but appdata. Anyway, yes it’s the right class name ! =)

Also, when trying to see if it works, ( And having trouble, firstly because I’m still confused by how amenities works sometimes lol, ) I noticed that another mod adds its own resources.sql file ; is it the kind of file than can coexist, or do they collide and need to be merged ?
Florian  [author] 25 May, 2024 @ 1:12pm 
You can find it in DebugGameplay.sqlite in the table "Resources". The column "ResourceClassType" contains all the possible names.

If you can't open the sqlite file, download a database manager like DB browser for sqlite.
If you can't find DebugGameplay.sqlite, on windows the default location is C/Users/<user-name>/documents/my games/Sid meier's Civilization VI/Cache
Obb 25 May, 2024 @ 8:05am 
Yes indeed, that I was wondering !
I hoped it would be as straightforward ^^ At least it makes sens.
But I don’t know where I could check to be sure, I didn’t find what original file manages resources.
Florian  [author] 25 May, 2024 @ 7:10am 
Yeah, adding a line like that should work. You might have to doublecheck if the name "RESOURCECLASS_LUXURY" is correct though. Good luck.
Obb 25 May, 2024 @ 7:01am 
I’d like to put luxury’s amenities to 3, can I from the mod ?
Looking at the code, I was thinking of simply adding a third line, with 'RESOURCECLASS_LUXURY', would it work ? Well I can try anyway lol, let’s see !
Florian  [author] 21 Feb, 2024 @ 11:58am 
They should be compatible yeah
+ 19 Feb, 2024 @ 1:11am 
Is this mod compatible with the mod "No Limit Luxuries"?
Florian  [author] 19 Dec, 2022 @ 12:35am 
Attempt #2, should be fixed again.
Guilty 17 Dec, 2022 @ 6:00am 
Quick fix:
1. Go to steam folder. steamapps and locate the workshop folder. In that folder look for the content folder
2. On the content folder look for the Civ VI folder, it will be a numbered folder, mine was 289070
3. On that folder look for the mods folder, mine was 1629321750
4. On the mod's folder, open with the notepad the file AmenitiesFromStrategicResources
5. Locate the load order line and change the value to 9998, save and close
After that it should stop crashing.
Tomáš Tříska 16 Dec, 2022 @ 7:36am 
Still old value of load order and crashing...
Florian  [author] 15 Dec, 2022 @ 10:23am 
The bug should be fixed
easte 13 Dec, 2022 @ 2:25pm 
Fix please?
easte 11 Dec, 2022 @ 2:02pm 
I've set it to 9998 Florian

What do you mean?
Tomáš Tříska 9 Dec, 2022 @ 2:48pm 
Here is my mod - All Resources Tradable
Tomáš Tříska 9 Dec, 2022 @ 2:07pm 
It's because your load order number overflows memory :D

I've set it to 9998 Florian and it's ok. All third party resources are loaded before it. BTW. I created my mod for setting of all bonus resources as luxuries and I test it now before realeasing. My mod has load order 9999 so it works together with your mod. So it sets hapiness modifier first and then all bonus resources are rewrited to luxuries. It works well. Only complication is that luxury resource can't be harvested. But there is mod for it too. I'll add link to your mod as recommended after my release.
jamesroper1403 8 Dec, 2022 @ 11:49pm 
Game is crashing with this mod - please can you look into fixing it?
quail 8 Dec, 2022 @ 6:51pm 
this mod made me crash out of nowhere.. i was using it just fine for a long time but I was making a new game today with the same modlist I'd been using and it crashed, and through trial and error I singled out this one. Do you know if the recent update might've broken something / changed interactino with other mods?
COVIDylan 8 Dec, 2022 @ 5:11pm 
Ah... Hm, yeah, this bad boy is conflicting with one of my mods. Not sure which (I have more mods than friends), but I'm probably the exception rather than the rule
Florian  [author] 8 Dec, 2022 @ 11:06am 
LoadOrder should be included now.

It is probably possible to change the type of resources that they give. Just a matter of setting ResourceClassType to "luxury". However, I have no idea what kind of effects it would have, and I would guess it'd probably cause some weird interactions, which I don't have the time to go and test for :p
Tomáš Tříska 7 Dec, 2022 @ 11:17am 
Please add LoadOrder in the mod so it will load after all mods and it's applied on other mod's resources too. I had to do it myself.

Do you think it is possible to add bonus resources to trade same as luxury resource? Or make all bonus resources simply luxuries?
Florian  [author] 4 Jul, 2022 @ 11:31am 
assuming this mod is loaded last it should apply to those added by other mods as well.
Nitron 4 Jul, 2022 @ 2:05am 
does this apply to resources added by mods or just vanilla ones?
zoyd 16 Oct, 2020 @ 3:11pm 
Still seems to be working.
Florian  [author] 27 Sep, 2019 @ 2:34am 
Best I can tell it seems to still work. Are you running any other mods as well?
EK 25 Sep, 2019 @ 8:51am 
I dont get any ammnities from bonus or strategic resources
Florian  [author] 20 Jan, 2019 @ 6:16am 
As for harvesting; you only need 1 copy of the bonus resource to gain the amenities, so harvest away as long as you make sure you have one remaining somewhere in your empire :P
Florian  [author] 20 Jan, 2019 @ 6:16am 
With 1 amenity needed for each 2 population and only 10 distinct bonus resources in the game they're actually surprisingly limited. Even if you'd manage to get acces to every single one you'd only be able to sustain 40 population spread out over your entire empire, and a maximum of 20 in single given city. I also rarely see a city with more than 2 different bonus resources. As such the amount of cities needed to claim all 10 will also curb abuse.

As for strategics, I think that giving them more would give too much value to the strategic ones. They already have their inherent value as being a strategic resource. This also means that giving the late game ones a larger amount of amenities to be impactfull is tricky as you're already quite screwed if you end up not having acces to certain strategic resources. Being forced to send knights against tanks cuz you have no oil is punishment enough without also being massivly behind in amenities.
Borealis 20 Jan, 2019 @ 1:35am 
i forgot you also get oil around the time you get coal.
Borealis 20 Jan, 2019 @ 1:32am 
Also, because you an harvest bonus, but not strategic ressources, changing their yields would also allow for something else in the midgame: harvesting the bonus ressources and changing them to amenity-providing districts, while not neccessarily giving up too much amenities accidentally (like harvesting 1 wheat too much and suddenly loosing 2 amenities, which would be quite a buffer immediately. Loosing 1 amenity isnt THIS bad.).
Strategics with 2 amenities should also allow them to have a little more impact in the late game, when you get aluminum and uranium.

But i think this is a great idea, i recently had such a game where i literally could do nothing anymore due to -3 amenities in both my cities and 1 luxury i owned (yes i bought a luxury before, but then my gold vanised and...) :(

Part 2
Borealis 20 Jan, 2019 @ 1:32am 
I maybe would think about also giving the bonus ressource only 1 amenity; after all it is the type of ressource that is the most diverse in the game, and the most common to be 2-3 different at one location. 2 might be a bit too strong for this purpose. It also might translate bad into the midgame, as these ressources make amenity-providing districts rather (not entirely) obsolete, as you will get enough to not need these districs neccessarily, except you get exceptionally large populations.

Meanwhile the strategic ressources are a bit eak with 1, as you can get only
-iron
-horses (quite early, impactful)
-coal (mid- to lategame, questionably impactful with 1 amenity)
-aluminum
-uranium (late, unimpactful because 1 amenity shouldnt really matter anymore at this point)

part 1 due to too many characters in my comment :/