Sid Meier's Civilization VI

Sid Meier's Civilization VI

Bonus Resource Improvements
197 Comments
lixo burro cego 8 Jul @ 4:54am 
stone and copper look a little OP
JNR  [author] 8 Jun @ 8:03pm 
Caravanserai requires Sukritact's Resources mod because they're unlocked by the Camels resource. Golf Course and Polder aren't from this mod, they're unique improvements of civs added by Rise & Fall.
zorkoczy.z 8 Jun @ 1:04pm 
I see only the clothier and the brewery in the game. How can play Caravanserai, Golf Course, and Polder?
MX 1 Apr @ 10:12pm 
Just a note on peat giving +1 coal. Peat is the first step on the process of coal formation. Peat has been burned for 1000s of years. Germany & it's large bucket wheel diggers use a lot of lignite coal which is one step up from peat.

I actually wish Civ developed a stronger economy mini game. Where resources need to be added like iron + coal gives steel which is needed in modern units.

I really like the climate change game element in Civ6. I think a stronger economy game would add the complexity needed in the late game. Late game resources like titanium would be a nice add on.
Mur16 18 Feb @ 3:19pm 
Hello, on RIB_Text_Resourceful.sql, line 23 you used 'RESOURCE_MAIZE2', but it should have been 'ICON_RESOURCE_MAIZE2'.
By the way, how do you add localization text, it's quite different from the other mods where you just copy and specify the language to pt_BR
Icthiolavarunt 10 Jan @ 4:42pm 
I love playing with this mod but unfortunately it lags my game like crazy. I`m running a 12th gen i5 12400F (6 cores of 4ghz each) with an RTX4060Ti but when the mid games comes around whenever I select a builder the game freezes for half a second, and it gets worse the more the game progresses. Is there any fix for this? (P.S. I know its this mod because when I turn it off I don't get this stutter)
Radon 14 Nov, 2024 @ 2:35am 
could this be updated to be compatible with resourcesful lite
Java 5 Nov, 2024 @ 9:48am 
Hi, JNR
Apparently, the Water Resources Bonus does not show with an icon on the tech tree like the Deer Bonus you showed on the image preview, correct?
Why tough? Did you simply not considered it necessary or there is some game limitation to this?
I can live without it, but I also miss them
BigGamer9211 19 Oct, 2024 @ 10:52am 
One of the best mods out there.
Amroth 22 Sep, 2024 @ 7:52am 
Does settling on the resources still provide the bonus?
LifelikeRaptor9 20 Sep, 2024 @ 5:55am 
The description for the Swidden needs to be updated.

It still shows +1 Production with Feudalism both here and in-game. I think you removed it on your latest update.

Also the techs to unlock the additional bonus on here don't match in-game.
Here it shows:
+1 Food with Scientific Theory.
+2 Gold with Globalization.

In-game it shows:
+1 Food with Industrialization.
+2 Gold with Environmentalism.
BigGamer9211 8 Sep, 2024 @ 8:45am 
Wow. The more you know. I knew peat was used for home heating and cooking, but to my surprise it seems like its also used for electricity generation in some places even to this day, albeit very minimally. Thanks for the reply. Great mod bro.
JNR  [author] 7 Sep, 2024 @ 4:38pm 
Iron represents bog iron being the most important source of iron in the early iron age.

Coal represents peat being used as fuel. I didn't want to make a separate power plant just for it, so I lumped it in with coal.
BigGamer9211 7 Sep, 2024 @ 11:14am 
Why Iron and Coal from Peat?
Nandybear 2 Sep, 2024 @ 1:51am 
Ballszinho afaik there is no sacrifice to the gods in Civ VI ;) You can sacrifice buildings though! To get another. But I can't picture anything in the game where there's a project that's like "build this unit and sacrifice this resource, and give me this better thing instead"

It's quite a unique idea though
JNR  [author] 1 Sep, 2024 @ 9:41pm 
Medium-sized update is out, incorporating some of your suggestions.

And before anyone digging into the code wonders, the new Liang promotion is still called "Infrastructure" in the code so that already-started games don't break (hopefully).
JNR  [author] 29 Aug, 2024 @ 4:50pm 
Do you mean separate build queues?
Balleszinho 29 Aug, 2024 @ 4:12pm 
Good evening, I would like to know if it is possible to make a mod with some construction in the military city to produce troops, or other production, for example the city produces something and this production produces something else, but I would need to place an inhabitant there and lose the bonus a district or farm, resource.
Ateteu_ 21 Aug, 2024 @ 9:57am 
does this work with civ v skin map mod? i mean, i terms of adapting the colors
JNR  [author] 19 Aug, 2024 @ 3:00pm 
That's a neat idea, will include it the next time I have to update this mod.
Matt 19 Aug, 2024 @ 5:51am 
Hi, I was wondering if improving potatoes could let you place terrace farms as the Inca in tundra.
Nandybear 19 Aug, 2024 @ 3:24am 
Works fine on updating a current save game for anyone wondering
hieronymus_mosh 18 Aug, 2024 @ 10:54pm 
I am also not getting the iron bonus from improved peat since the update that made peat improved by farms.
JNR  [author] 16 Aug, 2024 @ 11:54am 
Maybe Steam didn't update all mods properly right away, it's a bit odd sometimes.
Rick3tkh 16 Aug, 2024 @ 3:47am 
@JNR: so the ones used were Resourceful 2, as well as Pokhiel's improved pantheons.

so far, from what we can tell, simply reloading the game fixes it, but it's still odd. trying to see if that's just a thing from the base game, like a bug or something.
thebsdude 8 Aug, 2024 @ 7:17pm 
I'm not getting iron from peat. Could it be part of the farm change in the wetlands update?
JNR  [author] 7 Aug, 2024 @ 3:36am 
what mod for Lady of the Reeds and Marshes was active?
Rick3tkh 6 Aug, 2024 @ 10:29pm 
Possible New Issue:TM: but I also might be smoking crack---playing a multiplayer game, we have a huge modpack installed, but the other person running Lady of the Reeds and Marshes (Modded) keeps having the bonuses disappear from the map whenever he puts down a Rice Paddy Field (from another mod.)

not sure if it's this one or the other two, but that's the interaction that I can think of and I'm going to basically re-paste this on the other mods in question.
CptMoobs 29 Jun, 2024 @ 5:14am 
Is my game gonna break if I try using this along with the better balanced game mod?
Trash 30 May, 2024 @ 3:04pm 
anyway I can fix asset limit bug i just had an issue with it for a different mod
JNR  [author] 1 Mar, 2024 @ 8:16am 
Asset limit bug probably, not an issue of this mod specifically.
sloth.dc 25 Feb, 2024 @ 1:42pm 
Note: Out of order in modlist due to UC prefix not reflex in steam store
JNR  [author] 22 Feb, 2024 @ 3:35am 
Due to popular request, Deer now has a different bonus that no longer overlaps with other mods

@Mavoc: fixed
Mavoc 21 Feb, 2024 @ 8:07pm 
My Economics tech has an unlocalized LOC_TECH_ECONOMICS_DESCRIPTION that I believe is coming from this mod due to not also having Better Tech Tech mod installed.
JNR  [author] 13 Feb, 2024 @ 7:15am 
@Seraph: the Kampung is a good point, maybe it would make sense to restrict the Fisheries to tiles with at least two adjacent land tiles or so?
GreatThunder 13 Feb, 2024 @ 3:12am 
Seraph 9 Feb, 2024 @ 3:47pm 
I was exited for this mod until I read the detailed feature, so not only does it give fisheries to everyone all the time but it also buff them to give the same, if not better yield than kampung, , what the point of indonesia even existing when something like Germany can be just as good on costal city while still being ridiculously better on inland cities . Certainly not what I was expecting from a mod in a collection dedicated to maritime play .
AntipaterTruscus 18 Jan, 2024 @ 7:55pm 
I do not understand why people keep asking questions about Harmony in Diversity in JNR's Mod pages. Harmony in Diversity is a dictatorial Mod that changes nearly every corner of this game, of course it conflicts with other Mods in a certain way. In fact, Harmony in Diversity itself is pretty buggy. If you trust Harmony in Diversity to completely take over the whole game, why bother looking for other Mods.
Wan 9 Dec, 2023 @ 1:24pm 
Would love to play the mod but it is incompatible with diversity in harmony mod with liang.
Yggdrasil Works 22 Oct, 2023 @ 1:05am 
That's too bad. Having more than one chance based option, apart from reed homes, for marshes would have been great.
JNR  [author] 21 Oct, 2023 @ 3:24pm 
I don't have any plans to, it wouldn't fit the general idea here. Just saying it would be possible in theory.
Yggdrasil Works 21 Oct, 2023 @ 4:12am 
@JNR that would be absolutely awesome if you did that!
JNR  [author] 15 Oct, 2023 @ 1:49pm 
Yes, that would be possible to do.
Yggdrasil Works 15 Oct, 2023 @ 2:00am 
I was wondering, would it be possible to allow for paddies to be constructed by improving one rice bonus resource gin your civ instead of in individual cities?
Alternatively, propose another improvement like polders?
I don't know which one is easier to do.
Hector 7 Sep, 2023 @ 1:09pm 
I am installing this mod but it is not appearing in the mod manager list. Is there any solution for this issue?
Forsaken Templar 6 Sep, 2023 @ 1:30pm 
For any running into the same issue, from what I could tell Rise and Fall is not a hard requirement for this mod and it works as intended, but you won't have icons or graphics for the improvements.
Forsaken Templar 2 Aug, 2023 @ 1:44pm 
Just wondering if something is wrong or if this is how it's supposed to be. At least the brewery and clothier have no research/build icon or graphic in the world when placed either. Is that intended? I tried unsubscribing and resubscribing to verify the mod's, no change though. The bonuses yield does seem to work, however.