Sid Meier's Civilization VI

Sid Meier's Civilization VI

Foreign Resource Extraction 3.0
101 Comments
Tomas Wolf 25 Jun @ 7:56am 
Does this affect all resources or just oil? And does it work from the beginning of the game?
GRIMZONE 1 Dec, 2024 @ 12:59pm 
After disabling this mod I was able to build improvements from the "a mountain is fine too" mod again.
Amroth 25 Sep, 2024 @ 11:51am 
Also, it would be more intuitive to disallow the AI from building these. They can also (potentially) accidentally build the wrong ones inside their territories, giving them reduced yields for eternity. (since these do not gain more yields with tech).

The AI is already dumb enough, crippling them with these mods is counter intuitive.
Amroth 25 Sep, 2024 @ 11:48am 
I wish there was a way to disable the ability to build these inside the settling range of a city (3 tiles around a city).

When I'm building improvements inside my territory, the recommended improvements are ALWAYS these improvements. I always have to go looking for the regular ones.
Tomas Wolf 14 Sep, 2024 @ 11:02am 
Is it work for any resource ? even in the game begining ?
Doc_Furtado 1 Jul, 2024 @ 8:10am 
Thank you, i think will give a balance, because, in a war, with fortification, the enemy AI will take the tile for himself, i think can work on and can make a will of effort to player keep troops on the tile
Liam  [author] 1 Jul, 2024 @ 7:58am 
I don't think that is necessary, and while I appreciate the suggestions that is not the direction I want to take this mod in.

If you want to do it add 'GrantFortification' to that update statement. Forts typically have a value of 2.
Doc_Furtado 1 Jul, 2024 @ 6:58am 
Maybe adding ,Fortify=1; after the SET Housing=0, CanBuildOutsideTerritory=1?
Doc_Furtado 1 Jul, 2024 @ 5:45am 
Yes, i understand all, and apreciate your answer, my sugestion is make a possible fortify status in the tile, with a "get" tile mod enable, enemy AI, passing by the tile (part of your city), will get the tile for him, as a fort does. I think will be a way to balance the power of your mod, if AI, even only the enemy, can get the tile away
Liam  [author] 1 Jul, 2024 @ 5:01am 
I was told in a reddit comment a while back that the AI does use it, but I have never personally seen it.

If barbs pillage the tile it will be destroyed completely.

You cannot build a fort instead, I recommend checking out strategic forts.
Doc_Furtado 1 Jul, 2024 @ 4:50am 
Great ideia, in fact, increase the interest of the game in two points, getting resources and making a expedition to collect him, with troops and builders to build it. My question, AI will use? Ai will take it? Can i make a fort inside?
HKDeHurricane 3 Apr, 2024 @ 6:50pm 
i realised when you make a Mine and plunder it with one of your units and repeat you'd have unlimited gold !!!
Junky 17 Dec, 2023 @ 10:30pm 
Another question from me: Can you support the natural gas mod?
TehSemyonov 16 Dec, 2023 @ 12:08am 
Hey there, great mod! However, I agree with Junky; can you make it so the new improvements can't be placed on land you already control? I noticed a weird issue where I couldn't build a horseman until I replaced it with the correct type. Or at the very least could you label them differently?
Junky 22 Nov, 2023 @ 11:51am 
Wow. If I remove the foreign mine on my territory that I had misplaced adjacent to my city center, it won't be my territory anymore. Thats a very strange behaviour.
Junky 22 Nov, 2023 @ 10:56am 
Hey Liam,
Can you change the new improvements in a way they cant't be placed in own territory?
Sometimes I am too fast and plopped the wrong improvement in my territory and then I don't get any extra yields from the improvement.
rigwald 14 Aug, 2023 @ 1:06pm 
Does this only work for strategic resources? Does it work for luxury resources?
12 Aug, 2023 @ 2:12am 
need Foreign luxury please
Fancypants McVomitshirt 8 May, 2023 @ 10:28pm 
Yes, it would be good if ownership was transferred to any Civ you are at war with that enters the tile, BUT you should be able to pillage it yourself to deny it to them. In addition, as I mentioned before, there should be a gold cost per turn to maintain the improvement, so if you or another Civ take over an existing one you take on the cost of maintaining it (unless you pillage it). One more thing, it would be good if these remote improvements could be built by both workers and military engineers (but only them). Thanks :)
Fancypants McVomitshirt 8 May, 2023 @ 9:53pm 
@sascha Maintaining a remote outpost should involve a trade off, otherwise it's unrealistic. The "value" of the resource is in possession of the resource (strategic/luxury). In reality there is a cost to weigh up whether it's worth maintaining (and defending) a far flung part of the map. Just dropping down outposts on every unclaimed resource without a penalty is dumb.
camembert4u 3 May, 2023 @ 6:17am 
@Fancypants McVomitshirt I think that we can assume that the value of the resources extracted compensates for the cost of maintaining the outpost.
camembert4u 3 May, 2023 @ 6:16am 
Hey Liam, I love your mod, but I have a question: you say that when a Foreign Improvement is pillaged, the ownership is removed. Does this also apply when another civilization pillages it, or in that case is the ownership transferred to them? I think that it would be really cool if it were transferred, because then you could start wars over foreign extraction of resources.
Fancypants McVomitshirt 2 May, 2023 @ 8:00pm 
I would suggest that foreign resource improvements should provide a reduced number of resources per turn compared to improvements within your normal boundaries. This would account for the fact that it's difficult to get the resources back to your Civ. Either that or they should incur a significant gold cost per turn (say 5 gold?) to simulate the real cost of maintaining a remote outpost. There should definitely be some trade off involved for not having a city there. This would make it more balanced and realistic.
LooseCannon135 16 Apr, 2023 @ 1:11pm 
I've been wanting something like this for a long time. This will make colonization much more rewarding.
Dark MAGA 1 Apr, 2023 @ 3:07am 
I think it would be more acceptable if opened with Mercantilism. AI can use this mod?
Liam  [author] 31 Mar, 2023 @ 10:24am 
It is setup to copy the valid terrain types from the oil well, so it should work, perhaps another mod is interfering?
CruJones33 31 Mar, 2023 @ 9:48am 
I have an issue where I cannot build an oil well. The terrain type is "snow". Is this a bug or am I not able to build on "snow" with this mod?
[Ger]Ghost 26 Mar, 2023 @ 10:38am 
Hmm doesnt seem to work for me, started a new game after i installed the mod but am not able to build anything, tryed with Niter and Coal so far.
Liam  [author] 26 Mar, 2023 @ 5:41am 
Yes any resource outside of claimed territory
[Ger]Ghost 26 Mar, 2023 @ 5:36am 
I have no idea how this is working. Just go to the recource with a worker and then?
Rocinante 20 Mar, 2023 @ 2:13pm 
so i downloaded the mod again, and now it's working as intended. also improvement show up on the civic tree whereas they didn't before
Quartan 19 Mar, 2023 @ 6:54am 
This is an awesome mod, I love it! May it be possible to make this compatible with Raubak's Natural Gas Mod, so natural gas can also be extracted?
Liam  [author] 19 Mar, 2023 @ 5:58am 
do the improvement show up on the civic tree?
Rocinante 19 Mar, 2023 @ 5:29am 
I have the civic Colonialism but I can't improve outside my territory
Liam  [author] 18 Mar, 2023 @ 3:20pm 
I dont understand you have the civic right (colonialism) and you are saying that you cannot build the improvement outside your territory or does it not grant the territory. If it is not granting the territory try switching to strategic view for a sec to load the border.
Rocinante 18 Mar, 2023 @ 9:47am 
I have all the DLC, playing normal game. As soon as i add back the line 38 for prereq civic it stop working and i can't improve tile anymore
Liam  [author] 17 Mar, 2023 @ 12:40pm 
Sorry I can't replicate that bug, it seems to still be working for me.

Could you please provide some more information? What DLC do you have? Are you playing a scenario? Stuff like that.
Rocinante 17 Mar, 2023 @ 12:08pm 
Mod no longer works if i activate the prereqcivic in 'Foreign Resource Extraction.sql'

Tested with no other mod active
NuDDen 13 Mar, 2023 @ 4:49am 
Was this Mod already tested in MP? Are there any desyncs?
Liam  [author] 12 Mar, 2023 @ 2:59pm 
Yes but it would extremely op so it would definitely be a separate mod
Aleksandr 12 Mar, 2023 @ 12:31pm 
Would it be possible to update this to work with Luxury resources too?
Liam  [author] 12 Mar, 2023 @ 7:39am 
Sorry what is your issue?
Saturitius 4 Mar, 2023 @ 9:30am 
This was an ingame feature in Civ3 and it was really missing from IV, V, and VI. Thanks!
Liam  [author] 17 Feb, 2023 @ 1:21pm 
LOL I kinda already did this if you go into this mods folder and open 'Foreign Resource Extraction.sql' you can add that functionality by removing the comment on line 38.

I think it is already setup for the Colonialism civic.
Grillchef Norbert 17 Feb, 2023 @ 1:11pm 
Haven't tried this yet but it definitely looks interesting! One thing though I think would make sense is that these buildings are locked behind a civic (and obviously the tech of the base building).

For both gameplay & immersion it makes sense that the resources could only be extracted from foreign (neutral) territories somewhere around a Colonialism civic - in terms of immersion because plain simple it wasn't really done before then; in terms of gameplay because it's relatively powerful and denies any early game shennanigans even more. This way the mod would have to be used as (seemingly) intended.
Liam  [author] 16 Feb, 2023 @ 11:38am 
Yes well it doesn't seem to work without the dlc. I dont really know why to be honest. I updated the mod to say it requires the dlc now.
Kass 16 Feb, 2023 @ 11:21am 
I've been experiencing what he said as well, I removed both niter mines, built cities next to them and put new mines and it provides a negative amount. I built another mine on a third niter source and it doesn't provide any resource other than some production.

I don't have any major dlc, just various leaders that I purchased a while ago. I've only used the mod today, just looked into modding a few days ago, so I have no experience with it beyond today.
Liam  [author] 16 Feb, 2023 @ 11:12am 
Okay so I disabled all the dlc and was able to reproduce the bug. But after playing around with it I have no idea, what is happening.

Did it work with previous versions of this mod?
Liam  [author] 16 Feb, 2023 @ 10:32am 
Do you have DLC?
Titties 16 Feb, 2023 @ 7:25am 
Update for my last comment. I removed both mines and when I build a new mine I dont got any iron from it unless i build the other mine - means I got negative amount of Iron