Sid Meier's Civilization VI

Sid Meier's Civilization VI

Still a Useful Material
25 Comments
Himitsu no Yami 30 Apr, 2024 @ 2:16am 
I love that this mod is a thing, it's useful and all but once the AI knows it can boost with the resources, it will never trade it to you under any circumstances. Really makes it hard to use if I happen to get a map where none of my cities have a resource I need (like niter or iron especially)
no.id 21 Apr, 2023 @ 3:59am 
I was just thinking the other day that something should be doable with all my 100 horses and iron. But I think the amounts here are a bit too strong. Maybe cap the amount per boost. There is only so much of the building or boat that is composed of iron. Similarly, I’m not sure if there is demand for spending 50-100 horses to generate that much culture, and at +2 culture/horse, that can be easily 20-30% boost to total culture/turn.

Maybe horse riding gives one amenity to a city with horses. Or excess horses turn into food (sad, but better than nothing). Horses might even help production earlier than Renaissance.
webfischi 21 Nov, 2021 @ 3:48am 
I was lookin in the code for a bit an noticed that this mod would get compatible with a lot of UI mods by just moving the iron button inside/on top of the CurrentProductionContainer where it would make more sense as well https://imgur.com/a/cdsZaen
TimberJackEB 28 May, 2021 @ 4:17pm 
I'm not sure the ratios need to be variable based on game speed, since naturally, it would take you longer to get anything done and everything costs more on marathon speed.

units require 3 times the resources to be produced or upgraded, and these resources don't accumulate any faster because it's a marathon game. That would defeat the purpose of it being a marathon game. So the boost shouldn't be any more effective due to game speed.
webfischi 25 Apr, 2021 @ 1:15am 
Is it possible to make this mod CQUI compatible?
chris_lee_bear 12 Apr, 2021 @ 8:09am 
Dear Author,

why does one need the dlc for this one? I'd love to use it in base game, too...
Litcube 21 Mar, 2021 @ 1:28am 
This looks so awesome. But not compatible with CQUI! Noooooooo
‡ Ðalveen ‡ 1 Oct, 2020 @ 9:50am 
Not Compatible with Sukritact's Simple UI Adjustments;
Simple UI just dont appear on game when detect this mod.

URL Simple UI: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=939149009&searchtext=simple+UI
Alaine Moivurg 20 Aug, 2020 @ 8:21am 
This mod is not compatable with CQUI, just in case anyone wanted to know. (it messes up the purchase/buy/build screen.)
Mr E 10 Aug, 2020 @ 1:37am 
Update, Turns out that both the horses and the niter work properly but the button for the iron boost will not show up. I believe this is because of the mod "Compact production panel" removes the empty space the button normally uses, be warned that using these mods together seemingly doesn't work
Mr E 8 Aug, 2020 @ 8:52pm 
Hey, I'm in a Multiplayer game with no other UI based mods active. I got the notification that i could now boost resources but upon looking at my menu's, no button has appeared. I have over 30 horses AND iron and i'm in the renaissance era but still, no dice
Fampat  [author] 4 Jun, 2020 @ 1:33am 
@Junk
Thanks for your comment, ill have a look at this!
Junk 3 Jun, 2020 @ 7:37pm 
When I hit next turn I keep hearing the production queue opening and closing while I have this mod enabled. I'm running a 100+ other mods so I'm not sure what it could be, but it was still active even when I switched between Sukritact's UI, Concise UI and the new version of CQUI.
Fampat  [author] 2 Jun, 2020 @ 1:02am 
@branch
Yes
branch? 1 Jun, 2020 @ 12:51pm 
Save game compatible?
Fampat  [author] 29 May, 2020 @ 3:15pm 
@tokaba23
Thanks for the feedback, not though about game-length yet, very good hint, ill have a look at that, thanks!
Tokaba23 29 May, 2020 @ 1:40pm 
This is a cool mod! Testing it on epic game length, I think it might be better if iron provided 2 production per iron instead of 1 to 1, but that might just be my situation currently this game.
Fampat  [author] 29 May, 2020 @ 6:36am 
@Mr E

Hey!
The threshold to be allowed for boosting, is for the player 25 while its 35 for the AI.
Whenever the AI hits the required era and has 35 of resource around, it will use it for boosting, which results in an empty resource stockpile, so the AI cannot boost anmore until the stockpile has been refreshed when it will boost again.

This is beta, so iam learning how this effect gameplay and will adjust, every comment on sdjusting is a welcome addition!

Right now iam thing of leaving the AI with 10 after the boost, this way it will always have some resources at hand, wich helps the AI on decisions regarding its production.
Mr E 29 May, 2020 @ 5:27am 
So, am i reading this correctly where it says that AI civ's get a CONSTANT boost if this mod is installed? Because if thats the case then all other civ's get more of a benefit then the player?
Please clarify this
Beef Jerky Wizard 29 May, 2020 @ 1:43am 
Now this is an interesting mod! will be trying it out thanks!
Fampat  [author] 28 May, 2020 @ 8:28am 
New version is ready, including the fix and the ability to trade in little horsies :)
MsCrowley 28 May, 2020 @ 7:45am 
dang that was fast! thanks so much!
Fampat  [author] 28 May, 2020 @ 7:38am 
@WitchyStella
thanks for the feedback, ill have a look at that!

Update, found the issue, fix is on the way :)
MsCrowley 28 May, 2020 @ 7:36am 
no problem!
MsCrowley 28 May, 2020 @ 6:45am 
this mod completely removes the governor icon in the top left for me (as well as the hidden agenda icon added by BEAR's hidden agenda mod)