Sid Meier's Civilization VI

Sid Meier's Civilization VI

Harvest Early Strategics
13 Comments
MikeSeven 16 Mar @ 10:49pm 
Mod is working fine. No conflicts with my mountain of mods.
SSPYCA 7 Feb @ 1:31am 
absolute life saver
kovar 10 Sep, 2024 @ 3:08am 
I was totaly land locked due to a stupidly placed iron resource. This mod saved my day :) thank you!
Alligator023 2 Apr, 2023 @ 9:52am 
Did you ever fix it so that building a district on a resource acts as if you had built it before discovering that resource? I see a comment farther down by you that says you would, just wanting an update on that :)
U235  [author] 24 Feb, 2022 @ 5:20pm 
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RavenMistwolf 19 Feb, 2022 @ 7:47pm 
It used to be that building a district on top of one of these resources would still provide me with the resource. Now it just removes it. What changed? I don't want to completely remove them! I want it to be like I built something there before they were revealed so I still get them.
Darkwater-2034 21 Jan, 2022 @ 11:28am 
Thank you I can finally stop putting off animal husbandry to avoid having my perfectly planed city ruined by a plot of arguably the most worthless resource in the game.
Tawhok 24 Jul, 2021 @ 9:47am 
Working fine for me.
Frederick 24 Sep, 2020 @ 9:34pm 
the mod is not working for me, restarted a few and nothing not sure why
Kaitax 18 Sep, 2020 @ 1:53pm 
Any update on how the strategic resources interact with having districts built on them?
It's been a month, and honestly, all I am looking for is being able to build on those resoruces, not harvest it.
So would be awesome to know if that works reliably, or if I still have to harvest the resources first before I can place districts on their tile.
Owlchemist 4 Aug, 2020 @ 4:50pm 
Oh really? Nice, that may change my city layout strat a bit!
U235  [author] 4 Aug, 2020 @ 10:57am 
Yeah. A nice surprise I had after the Ethiopia patch is that, with these harvest mods, building a district on a strategic or luxury resource works like building a city on top of it or as if a district had been built there before the resource was revealed, they count for your civ after the district is finished as if you had improved the tile. It certainly was not like that when I first made these mods, it would just remove the resource. Now I can have my cake and eat it too. I'll do some more tests and write that up in the description with some screenshots.
Owlchemist 30 Jul, 2020 @ 7:50pm 
Nice. That stuff always gets in the way in the later eras, and is basically useless. Seems like an oversight in the game's design.