Sid Meier's Civilization VI

Sid Meier's Civilization VI

Rebalanced Mines
113 Comments
BKGamesPI 4 Apr, 2024 @ 8:04am 
Can confirm Korea and Ruhr mill bonuses are not working at all.
Domenicus 14 Apr, 2023 @ 8:12am 
Gaul could do with a buff. I suggest increasing their mine adjacency by a lot or giving them an ability to build mines everywhere in order to maintain the Flavour
The Eunuch 2 Feb, 2023 @ 11:17pm 
Coming in many years late to also say that it seems the IZ adjacency changes aren't working. If anyone has any tips on how to fix it myself in the mod files that'd be much appreciated.
patsmith_01 31 Jul, 2021 @ 10:46am 
The Industrial Zone adjacency changes (lumber mill, river) do not seem to be working for me (I do have Machu Picchu - maybe that messes with other adjacency bonuses?). I tried disabling all other mods and still not working on a saved game. Mine changes still in effect, although I didn't check thoroughly.
DudeChris33 6 Jul, 2021 @ 6:23pm 
I would love if this mod did everything except remove mines. I agree that mines are op but would like some alternatives to them rather than just removing them
Bluesky95 8 May, 2021 @ 4:56pm 
i say this because as it sits with my forest improved mod it could be improved as it only increases the base forest production. Would be much better if it would scale with the tech tree the same as the lumber mill.
Bluesky95 8 May, 2021 @ 4:52pm 
Hey can you make me a very simple mod and send me the code, i just need forests to have the same vanilla base production but increase in production the same as when lumber mills do. So each time the game says production for lumbers mills increased, it instead need to improve the base forest production.
god of being bad at everything 21 Mar, 2021 @ 4:44am 
japan used to be the production powerhouse beside germany
god of being bad at everything 21 Mar, 2021 @ 4:44am 
this is more powerful than japan xd
god of being bad at everything 21 Mar, 2021 @ 4:43am 
custodia divina it seems that lumber mills provide 1.5 adjacency bonus
Florence 💖 12 Jan, 2021 @ 1:58pm 
IZ now seems to gain +1 from every adjacent lumber mill AND +1 from every 2, presuming that that's not intentional?
Brooks 17 Nov, 2020 @ 1:04pm 
Hello! Is this mod still up to date with 1.0.6.9? Thank you!
no cussing 22 Sep, 2020 @ 5:44pm 
RIP this mod with the new Civ lol
Captain Duck 27 Aug, 2020 @ 4:06am 
Hallo pOkiehl, could you do separate mod with earlier farms on hills, like you did it with lumber mills ?

This would be awesome
Geminus Leonem 6 Apr, 2020 @ 12:23pm 
You might want to remove the Lumber Mill adjacency bonus as it stacks up with GS's Lumber Mill adjacency bonuses.

You should also update the localization to mention the Aqueduct/Canal/Dam adjacency bonuses as well.
Nizou 4 Apr, 2020 @ 3:55am 
It is compatible, I'm using most of the Tall Play Buffs and Civilizations Expanded in the same time without any problem
Amondin 29 Mar, 2020 @ 3:19pm 
Could this be made compatible with Civilizations Expanded when you get the chance? <3
Ingolenuru 30 Oct, 2019 @ 3:12pm 
This is great mod p0kiehl! Can we get a 'Sept patch ok' for this one. Thank you.
mrnchevelle69 13 Sep, 2019 @ 12:02am 
is this mod up to date?
22.2 Savage 29 Jul, 2019 @ 10:20am 
Inca's terrace farms should also get the +1 production boost at Mass Production
Nizou 26 Jul, 2019 @ 12:55pm 
Is it compatible with June patch ?
Ben3991 5 Jul, 2019 @ 2:03pm 
Any plans to introduce lumber mills limit ? One or two to a city region ?
DarkLord 21 May, 2019 @ 6:45pm 
@JNR Thanks for clarifying this, i was confuse in translation.
JNR 21 May, 2019 @ 1:40pm 
@DarkLord it's a semantics thing that differs by language. Even "quarries" fall under the term "pit mining". In the reddit post linked I discussed the role of aggregate mining for example.

But you're right insofar as that if I were to make a mod bringing back aggregate mining to a certain degree, it would probably use quarry graphics.
DarkLord 21 May, 2019 @ 1:26pm 
This is just an opinion, but i believe it would be more realistic to build quaries on hills without resources, since mines are exclusivly build to extract minerals, while a quary is used for many purpose, like acquiring rocks, but also different size of gravel and sand and ciment, for different ingineering constructions like buildings and road fundations. Just wanted to share this and see if i'm the only one to think that way?
thanks
DarkLord 20 May, 2019 @ 7:52pm 
cool!! thanks for all your work!
p0kiehl  [author] 20 May, 2019 @ 7:18pm 
No, it works fine with all resource mods.
DarkLord 20 May, 2019 @ 7:15pm 
Will it conflict with mods adding ressources?
Ironman_Mk11 15 Apr, 2019 @ 10:52am 
That makes me sad. :(

Would have really loved this concept with a nerf to mine production instead of the +1 to the LM, and with no mine placement restrictions.

That said though, I love your work and use a bunch of your other mods. Thank you very much for all the time and effort you put in to them! I highly appreciate it!
p0kiehl  [author] 11 Apr, 2019 @ 4:41am 
Not at the moment. I play with this mod all the time and I don't think anything is out of wack. I've also used Mali multiple times and never felt hamstrung - especially considering that you can still build mines in desert.
D_Neon 10 Apr, 2019 @ 8:35pm 
@p0kiehl just wondering if there's more plans to update this? I like the modifications but I don't want Mali to be screwed by it (and I also agree with comments about the overbuffing of mines)
Toad Worshipper 9 Apr, 2019 @ 10:18am 
That means you can always get a +6 industrial zone if you plant trees and build lumber mills... right?
Ironman_Mk11 18 Mar, 2019 @ 6:16am 
TLDR of all the below...

- Suggest nerfing mine production rather than buffing lumber mill production, especially with the buff to production from farms included in this mod.

- Restrictions on mine placement are very questionable, and wouldn't be needed anyway with the above change.

- Rest of the changes are awesome and I love everything about them!
Ironman_Mk11 18 Mar, 2019 @ 5:58am 
Side note: As someone who has played the Mali extensively, the mine restriction is also pretty crippling for them.

Sure, they can still put mines on Desert hills (DH), but unless you're playing on a pretty strange map you're not going to be able to put all your cities in deserts...nor would you ever want to, even with the Mali. Mali only care about DH directly adjacent to the city center, and even then it only makes those DH equal to a Plains Hill in food while Grassland hills are still superior. To top it off Mansa Musa's ability triggers off flat desert, not DH, so DH's are really not a huge priority. HILLS are, specifically grassland hills so the worker feeds itself.

Mali ultimately play *MUCH* better having 1 city in a desert with tons of hills and a Petra, and the rest of their cities just spamming out gold in plans/grasslands hills. The mine placement restrictions from this mod would just utterly cripple their expected gold output.
Ironman_Mk11 18 Mar, 2019 @ 5:58am 
I *LOVE* the quarry change, quarries definitely needed that love. I'm also fond of the farms production change, and of the LM adjacency for Ind.Zones change. The former helps makes farms more desirable (and plays in very well with the overall "build taller" theme you've got going). The later makes Ind.Zone a lot easier to place by drastically reducing the "need" to spam mines around it. Really fits in well with your goal to make things more aesthetically diverse.

The +1 production to LM's I'm having trouble with though. It just turns them into the "new mines" by making them *too* good now. I'd much rather see mines reduce one of their auto +1's into a geographical +1 like LM have with rivers.

The mine placement restriction is also potentially questionable, at least in terms of trying for diversity. Without this mod, a good production city can either be one with lots of forests or one with lots of hills. With it, a good production city is now only one that has lots of forests.
Ironman_Mk11 18 Mar, 2019 @ 5:44am 
I like the idea of this mod, but I feel it's perhaps overcompensating. I feel with the way this is balanced it's basically just removed the "obvious mine spam is obvious" meta and replaced it with "obvious lumber mill spam is obvious".

By giving lumber mills (LM) the additional production, you've not made them equal, you've made them better then mines.

- LM can now offer the same +3 as mines, or a superior +4 if by river that mines can't.

- LM retains the forest which can benefit religion, appeal, etc. Mines reduce appeal.

- Mines used to be required for Ind.Zone adjacency, but now LM can. No more need for mines.
扣扣的小怪 12 Mar, 2019 @ 12:54am 
发现一个令我很困惑的问题,丘陵上只能建造农场不能建造矿山
Artulo 10 Mar, 2019 @ 12:18am 
Nice mod. Canada tundra hill farms don't appear until Civil Engineering.
Take no Ossan 25 Feb, 2019 @ 10:36pm 
Great mod!
Whiskers of Sheogorath 21 Feb, 2019 @ 2:24am 
Digests well with production from population mod. Feels kinda overpowered that way though
Plerion 20 Feb, 2019 @ 11:49pm 
@View The Phenom - SetaX's issue is not being able to build mines on any hill tile without resources, not just deserts. With this mod, Mali (as any other civ) cannot spam mines as much as before. So yes, by narrowing mines placement you are effectively limiting Mali's options to generate gold. This little nerf is pretty much unavoidable for this mod, as rebalancing mines placement requirements would affect any civ with bonus to mines.

One solution could be to allow Mali to build mines anywhere but with zero benefits on Plains/Grassland hills without resources (as originally intended by the modder), so that Mali's +4 Gold bonus to mines still applies. This would also fix Mansa Musa's AI leader agenda (gold build up).

@p0kiehl - Would you consider this? :)
SetaX 20 Feb, 2019 @ 9:13pm 
@View The Phenom I know they aren't but believe it or not I may want to settle/take cities outside of the desert in which case Mali is affected big time. ;) With the original GS rules you have certain benefits in settling in desert, with these rules if you settle outside the desert you're screwed as you won't have production nor money...
p0kiehl  [author] 20 Feb, 2019 @ 4:28pm 
Hey everyone, just put out a sizable update. I fixed the bug causing Farms to not give the +1 Production properly and I updated all the text so the unlocks will accurately appear on the Tech trees.
CoffeeBeans 20 Feb, 2019 @ 10:57am 
Don't know if this is intended but the "farms can now be built on hills much earlier, at animal husbandry" it's not represented in the teach tree.
Jessy2299 19 Feb, 2019 @ 8:58pm 
The production yield bonus gave to the farms with Mass Production dont give the bonus ... Even if it state it is when you select a builder and put your mouse on : Build a farm .
lightbrigade43 19 Feb, 2019 @ 8:41pm 
Thank you! I like what you have achieved!
View The Phenom 19 Feb, 2019 @ 6:57pm 
@SetaX It works fine with Mali, desert hills aren't affected.
SetaX 19 Feb, 2019 @ 3:40pm 
I'm not sure if this is a good mod if you want to play as Mali as you won't be able to build your necessary mines on hills and without them you are extremely crippled
Amondin 18 Feb, 2019 @ 10:40am 
You should probably also add the production bonus to farms from Mass Production to Terrace Farms too if you haven't already. Great mod!
Amondin 18 Feb, 2019 @ 10:37am 
Can you buff Mali's bonus to mines to +5 or +6 since there are so much fewer mines about?