Sid Meier's Civilization VI

Sid Meier's Civilization VI

Resource Projects
14 Comments
Der Sturmtruup 16 Dec, 2023 @ 7:38pm 
Why isn't it working? I've got it enabled and I've triple checked I'm subscribed, and I am, so what gives??
Darth Tiredlass 15 Dec, 2023 @ 8:15pm 
Seconding @axatoramus - does the AI use these projects, or is it player-only?
realkaka 11 Oct, 2023 @ 7:00pm 
资源
axatoramus 2 Feb, 2023 @ 3:26pm 
Does AI use it?
H.Humpel 28 Jan, 2023 @ 12:17pm 
@sascha: Great idea :steamthumbsup:
camembert4u 28 Jan, 2023 @ 4:58am 
Perhaps some of these should require certain districts? Perhaps only for the more advanced ones? Or horses could require a pasture in the city, Iron or Niter could require a mine, Coal could require a Lumber Mill (to make wood into charcoal), Oil or Aluminium could require an Industrial Zone (or a Campus, or both, and perhaps a mine for Aluminium as well), and Uranium could require a Mine and a Campus?
Liam  [author] 22 Jan, 2023 @ 5:16am 
Should work with base game and rise and fall
Pyrocrates1 22 Jan, 2023 @ 1:21am 
This one still works, good!
H.Humpel 20 Jan, 2023 @ 2:59pm 
If you are using this mod together with the Natural Gas mod, than you can enable an "Acquire Natural Gas" project with the Let Me Patch That For You mod!
Currently this project requires the tech Plastics (TECH_PLASTICS) and costs 700.
Liam  [author] 20 Jan, 2023 @ 2:54am 
If you want you can easily tweak the values, I play on huge maps with 50+ cities and units so I could see how this could be unbalanced for different speeds and maps sizes..
Shevvek 19 Jan, 2023 @ 9:10pm 
I like the concept but the production costs seem way too low IMO.
Liam  [author] 19 Jan, 2023 @ 10:47am 
No plans for that.
H.Humpel 19 Jan, 2023 @ 10:45am 
What about support for the "Natural Gas" mod ?
Xanovi 17 Jan, 2023 @ 6:42pm 
Kinda too op, especially for uranium and coal