Sid Meier's Civilization VI

Sid Meier's Civilization VI

Better Archaeology Site
38 Comments
primefinister 5 Jun @ 12:34pm 
Hi. This mod isn't working for me and I can't figure out why. Would really appreciate some help.
olamisai 20 Jul, 2024 @ 11:56pm 
Great mod that fixes the 'issue' of archaeology sites popping up in inconvenient places.

Personally felt that the bonuses were a bit too strong, but was able to easily edit the various files thanks to the authors well commented code and replies to earlier comments. (Reduced yields, removed some adjacency bonuses, reverted the Archaeologist cost).

Works fine with multiple other mods enabled.
jaunco 4 Feb, 2023 @ 1:59pm 
The mod doesn't work for me, but I read that there are people for whom it does work, so I don't know what's happening. It is already activated, I already tried to verify the integrity of the files
FalseZen 7 Sep, 2021 @ 6:33am 
Fix works great Luke, Thank you!
Valkez 1 Dec, 2020 @ 1:46am 
I've done that and now it works flawlessly! Thank you very much :)
Luke ✞ Jesus Saves ✞  [author] 30 Nov, 2020 @ 7:35pm 
Ah I see I made a mistake assuming XP2 would include XP1 Korea (Seowon). You can fix it by editing BetterArchaeologySite_XP2.sql file and remove this line:

('DISTRICT_SEOWON', 'AntiquitySite_Science'),

Just open it with Notepad or any text editor and delete that line.
Valkez 30 Nov, 2020 @ 12:25pm 
I tried, and it prevents my game from starting. It redirects me to the main menu when I try to load a new map :(
Luke ✞ Jesus Saves ✞  [author] 30 Nov, 2020 @ 10:01am 
Sorry I don't work on Civ 6 mods anymore but IIRC, this mod should run with any combination of DLCs. Please try.
Valkez 30 Nov, 2020 @ 9:13am 
I saw you've made your mod compatible with R&F only before, could you do the same but with GS only? I love your mod's concept, I just wish I could use it ;)
전다인 24 Oct, 2020 @ 5:58am 
why everyone bully korea which has been totally downgraded xd
Luke ✞ Jesus Saves ✞  [author] 15 Sep, 2020 @ 7:34pm 
@Moyocoya yes, logically that should be true (though I can argue you get gold from getting the treasure, income from international community, etc), but gameplay-wise, Shipwreck is very late in the game and if it's worth less than AS, it makes no sense :P
Luke ✞ Jesus Saves ✞  [author] 15 Sep, 2020 @ 7:32pm 
@Way you need to start a new game as well, sorry it cannot affect save game :) I am sure it works, I have been using this mod for all my games since.
Moyocoya 15 Sep, 2020 @ 6:24pm 
I think this in an excellent idea. But if I understand that antiquity sites provide money and I can imagine people visiting them, I don't understand how a shipwreck can make money.
I'd prefer A.S : + 2 culture and + 1 gold, S.W ; + 2 culture + 0 gold... More logical and immersive.
Way 15 Sep, 2020 @ 3:08pm 
I subscribed and nothing changed; no extra yields and no option to remove antiquity sites or shipwrecks. It says it is enable in the menu too.
Luke ✞ Jesus Saves ✞  [author] 30 May, 2020 @ 8:31am 
Well the options are there for you to decide. But in my games usually they are just too good to left intact so even if I have Museums myself, I send my Archaeologist far away.
lapantouflemagic 30 May, 2020 @ 8:09am 
oh, thank god ! i'm so annoyed by all these archeologic sites, i can't harvest all of it because i don't have enough museums, and there's just taking space, being useless.

adding bonus to them is a good idea, but to be honest i just want to bulldoze over it so i can build some airstrips, silos, forts or solar farms on every tile beyond range 3.
Luke ✞ Jesus Saves ✞  [author] 8 Feb, 2020 @ 4:37pm 
@Indzasa ah that's something I didn't think about and test. I tested that I couldn't harvest it before I reach Natural History, but didn't think it would happen if someone else reaches it first. In that case, no way to fix actually as that's how the game coded. If you have a mod that let worker harvest Strategic resources for example, you will notice that you will be able to harvest Nitre before discovering it (and kind of a "cheat" to know a resource location before discovering the tech if you see the harvest button).
Indzasa 8 Feb, 2020 @ 11:50am 
I found possible bug:
Looks like it is possible to harvest Antiquity Site with worker before it is revealed to you. I was able to do it in my diety game with one runaway culture AI. As far as i can tell these sites spawn once at least one civ discovers Archeology.
Luke ✞ Jesus Saves ✞  [author] 1 Jan, 2020 @ 11:25am 
@kyllebylle I am not sure if I will upload a separated mod, but in the mean time, you can open the mod folder (\steamapps\workshop\content\289070\1899321753) and change the files content as in the screenshots here: https://imgur.com/a/NP59zjS , just add /* and */ or just delete those statements.
kyllebylle 1 Jan, 2020 @ 10:10am 
I really like the mod but could you seperate it from the adjacency bonus part of the mod? That part is a bit too radical for my tastes. Thanks!
imiami 24 Nov, 2019 @ 7:21am 
Thanks
Luke ✞ Jesus Saves ✞  [author] 24 Nov, 2019 @ 3:37am 
I did a quick check on what that mod does, probably it tried to display custom Adjacency bonus unlocked by Tech/Civic which were added by this mod. You need to contact that mod's author I think, since this mod does not have any UI-affected effect and I cannot fix any UI related problem within this mod.
imiami 23 Nov, 2019 @ 10:09pm 
Conflict with Better Tech Tree: the science tree window is completely disabled.
Luke ✞ Jesus Saves ✞  [author] 3 Nov, 2019 @ 8:24am 
@Serp: last update should work for Base Game and R&F only now :) Thanks for reporting.
Serp 2 Nov, 2019 @ 10:29am 
nice mod, but could you make it compatible to base game? I only own the base game and Rise and Fall, while my friends only have the base game (so we play this usually). But even with Rise and Fall I get an error popup when trying to start a new game with this mod enabled.
So I guess it is only working with GS expansion? Or not working at all?
GroBoiD 2 Nov, 2019 @ 6:16am 
I do not know how to search in logs,which file needed ? String of text in it ?
Luke ✞ Jesus Saves ✞  [author] 1 Nov, 2019 @ 11:49am 
Hi that's weird, I am using the mod myself with about 40 other mods, but have never seen this kind of conflict (I do have conflict that causes Statue of Liberty that give 2 Settlers, but can't figure out which one causes it). Can you check the Logs (in Documents\My Games\Logs)? This mod itself does not change any UI or tech tree, so I doubt it's the case.
ChrisMartin 1 Nov, 2019 @ 8:49am 
@GroBoiD
Hmm... I also had this missing Science tree/window, but silly me disabled several mods I tried out, so I wasn't sure what mod caused the problem.
Did you have a chance to look at the log files, to see it there was any hint of conflict?
I'm running over 80 mods, so for me it could be time-consuming to narrow it down.
GroBoiD 1 Nov, 2019 @ 7:40am 
This mod disable my science tree\window. Restarted with closest by theme mods. At least works then no other mods )
Luke ✞ Jesus Saves ✞  [author] 31 Oct, 2019 @ 12:16pm 
Thank you very much for the feedback. About the improvement on the sites, there are two problems with it:

1. I refrain from changes that requires graphical assets because I have never worked with it before and not at all good at designing them. Also I don't like the size of mod that include graphical assets.

2. At first I also think about providing Tourism for the Entertainment/Water Park District but looking at the incentive I want to give (making the site helpful OUTSIDE of Culture victory), I think giving Tourism is a bit compromised. Giving extra Culture + Tourism in my opinion also cause Archaeologist extremely undesirable since you can just leave it there and get all the bonuses instead. I like how it works currently, if you want Culture Victory, you dig them for Tourism. Else, you use it as means of Culture/Science/Gold for other victories.

Thanks again for the input.
DahvPlays 31 Oct, 2019 @ 10:40am 
First, great mod, love it and up rated. Just finished a playthrough with Australia on science. The extra culture helped me catch up in the late game with some nice water park adjacency (on Small Continents).

A thought about possible expansion: it would be great to "improve" the tile to a local museum or something to get extra tourism, if you want to keep the tile or your GW slots are all full. Maybe just a little +2 Culture, which should give extra tourism from flight. Is it possible for the Archaeologist to construct an improvement? Or just the builder.

Anyway, great mod
Luke ✞ Jesus Saves ✞  [author] 31 Oct, 2019 @ 1:47am 
@pomegran8 wow thanks a lot. I really love feedbacks like yours, help me improve and know what you think about the mod. Glad you like the changes. About the Harbor, it's true that is the thing I thought about much, but in the end I decided to keep it as is, because:

1. In theory, it's very strong, but in reality: for land sites, it's very hard to get the bonus, the site need to be on the tile next to coast, and will take a good spot of City Center/Commercial Hub (anti-point: if you are lucky and their a Site revealed under City Center/Commercial Hub, you get both adjacent bonus, but I haven't seen this in-game yet, not sure if it's possible). For sea sites, you also need to get lucky that the Harbor can somehow be placed between City Center and the Shipwreck.

2. My good ol' "but it's very late in the game" so it can be a bit strong.

Just my 2 cents. Surely I love all the input and will update accordingly if it's good argument.
pomegran8 30 Oct, 2019 @ 6:57pm 
Wonderful idea and great way of taking a problem and turning into a game mechanic with depth. Now unveiling Antiquity Sites becomes an exciting event, even if you're not aiming for a culture victory, instead of being a nuissance. Personally i think the Harbour adjacency is a little too strong since Harbours get major adjacency from city centers and commercial hubs, and minor adjacency from resources. Harbours are already strong enough. But adding adjacency for Entertainment Complex and Water Parks is a great idea, those districts are almost useless and it adds a great incentive to build them
Luke ✞ Jesus Saves ✞  [author] 28 Oct, 2019 @ 3:02pm 
@Mr.Gulo-Gulo well, I think those two are too late in the game so bonuses to TS and Campuses only is a bit weak. Realistically, you can think it as Gold and Culture from Tourists coming to those sites.
Mr.Gulo-Gulo 28 Oct, 2019 @ 8:12am 
I think antiquity sites should only provide adjacency bonuses to Theater Squares and Campuses. I don't see why they would provide adjacency to Entertainment complexes and Water Parks.
RJ Dork Bard 28 Oct, 2019 @ 12:17am 
Thx for the redirect :cybereye: it was most satisfying to destroy them sites. Keep on modding.
Luke ✞ Jesus Saves ✞  [author] 27 Oct, 2019 @ 1:22pm 
I made this mod so that these sites are still useful for other victory. However, if you want Harvest only, there is a mod called Harvester, but it enables harvesting everything (luxury, strategic resources etc).
RJ Dork Bard 27 Oct, 2019 @ 10:05am 
I Just finished a game on science victory where i was cursing for last 120 turns or so that antiquity sites had popped up in all the places i had reserved for wonders / districts etc.
so i would be interested in a mod that just lets builders destroy them :)
but in the mean time im going to subscribe just so i can start a late era start and get some petty revenge .