Sid Meier's Civilization VI

Sid Meier's Civilization VI

Ananse's BFG Modpack
Ananse  [developer] 24 Mar, 2017 @ 9:05am
Bonus Resources
One of the more invisible changes I'm making that has a big effect on the early game concerns bonus resources. I will try to get this documentation inside the game soon, but for now it only exists here!

1. ALL BONUS RESOURCES now provide 1 happiness (as opposed to the 4 happiness provided by Luxury Resources). This means that improving a bonus resource will create 1 happiness for 1 of your cities. Multiple copies do not create multiple happiness, and unlike luxuries, they cannot be traded away.

2. ALL BONUS RESOURCES now provide 1 science per turn in the Capital city so long as your civilization has access to a single copy of the resource. Multiple copies do not create multiple science.

3. EACH BONUS RESOURCE now has specific, modest bonuses which are unlocked over the course of various technologies. Having access to at least 1 copy of the bonus resource anywhere in your Empire will give you access to the benefits throughout your Empire. Most are fairly trivial amounts of food, with the exception (so far) of Copper at Electricity, and Fish at Sanitation, which provide substantial benefit.

This list is of course subject to revision, and the new resources from Resourceful will be added soon.

Bananas - +1gold to city center at Irrigation. +2gold to Culinary Quarters at Agricultural Revolution.

Cattle - +1food to city center at Animal Husbandry. +1gold to Butchers Quarter at Currency.

Crabs - +1gold to city center at Sailing. +1gold to Fishery at Machinery. +1culture to Boardwalk at Cartography.

Copper - +1gold to city center at Mining. +1science to Smith's Quarter at Metal Casting. +1 Production to ALL DISTRICTS at Electricity.

Deer - +1gold o city center at Archery. +1food to Butchers Quarter at Cartography.

Fish - +1food to city center at Sailing. +1food to Fishery at Celestial Navigation. +1food to ALL DISTRICTS at Sanitation.

Rice - +1food to city center at Irrigation. +1food to Millers Quarter at Mathematics. +1culture to Culinary Quarter at Economics.

Sheep - +1production to city center at Animal Husbandry. +1production to Textiles Quarter at Machinery.

Stone - +1production to city center at Masonry. +1production to Mason's Quarter at Construction.

Wheat - +1food to city center at Irrigation. +1production to Millers Quarter at Agricultural Revolution. +1culture to Culinary Quarter at Economics.
Last edited by Ananse; 24 Mar, 2017 @ 9:07am
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Showing 1-5 of 5 comments
alexanderyou 24 Mar, 2017 @ 10:05am 
This seems pretty interesting, is it implemented already?

Also will it include bonus resources from the resourceful mod?
Last edited by alexanderyou; 24 Mar, 2017 @ 10:06am
Ananse  [developer] 24 Mar, 2017 @ 10:20am 
it is, it will, but it doesn't
Ananse  [developer] 24 Mar, 2017 @ 10:20am 
In theory it should make the very early game much less tedious
alexanderyou 24 Mar, 2017 @ 11:04am 
Yeah I can see this being useful early game, maybe it will even let the AI not bankrupt themselves XD.
Will try it out tonight :P
bril1201 24 Mar, 2017 @ 11:39am 
i like, nice change! Looking forward to trying this out this weekend when I'm testing a couple of new mods I made!
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Showing 1-5 of 5 comments
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