Sid Meier's Civilization VI

Sid Meier's Civilization VI

Zee's Strategic Resource Overhaul
TheColdHands 26 May, 2022 @ 2:04pm
Sugestion for Strategic Resource use
Sorry for posting here, I use the Epic version. I love your mods, I even have several of them installed and I don't play without them. I have a suggestion: How about creating a use for strategic resources related to buffing the functioning of districts and improvements?
I would like to make this kind of mod myself but I don't have such skill, but it would work like this: Some districts would use strategic resources like fuel (something that only happens with Coal, Oil and Uranium) to buff something in their functioning. For example: Horses are historically used as a form of entertainment, the entertainment complex itself has a building based on it, so if you have horses in your territory you could gain an Amenities or Culture buff with a small consumption per turn. Niter is a base for fertilizer production, so you could have a small expense from it to increase food production in your empire.
< >
Showing 1-1 of 1 comments
_Zee  [developer] 19 Jun, 2022 @ 2:16pm 
A very cool idea, and something that could probably be done in theory. We already have a template for this in the power plants, since they use resources as buildings.

Working out how to implement the benefits and bonuses would be a bit of a challenge though. I wouldn't call it super difficult but it wouldn't be a small task either. Setting up toggles to activate/deactivate the resource consumption would involve UI work as well, which I don't have experience with in Civ6.

Again, a cool idea, but probably not something I'll be able to do.
Last edited by _Zee; 19 Jun, 2022 @ 2:17pm
< >
Showing 1-1 of 1 comments
Per page: 1530 50