Sid Meier's Civilization VI

Sid Meier's Civilization VI

28 ratings
[DEPRECATED] Everything's Removable
   
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Type: Mod
File Size
Posted
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6.732 KB
27 Jan, 2021 @ 8:56am
23 Apr, 2021 @ 12:10pm
7 Change Notes ( view )

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[DEPRECATED] Everything's Removable

Description
DEPRECATED
I'm no longer maintaining this mod and likely won't even respond to comments here. This game option (and many more) is maintained in my flagship mod: DB's Civ VI Gold. Unsubscribe to this and subscribe to that.




Make all resources removable so you can, say, put a district or wonder on that tile. A builder can harvest any resource.

Quirks
When you place a district on, say, diamonds, it doesn't get rid of the diamonds. And once that district is completed, you will get the diamonds for amenity purposes.

When you place a district on, say, horses, it doesn't get rid of the horses. And once that district is completed, you will get the horses in your stockpile.

So, in a completely unmodded game, when you build a district on a harvestable resource (stone, or wheat), the game puts up a dialog box that says "Are you sure? Will harvest the [[Stone]] on this tile." However, it doesn't actually harvest that resource. The stone is no longer accessible, because there's a campus on it, but the resource is still there. And the city never receives the harvest bonus (one-time production) for doing the harvest. So that's how Firaxis programmed it for the already-harvestable resources.

I searched all the moddable code and could not find a way to force the resource harvest when placing a district. If there is a way to do it, it's in the deep code that only Firaxis can change. But it's also entirely possible that it is functioning this way intentionally. Here's what I mean. When you don't know where a resource is early in the game (say, uranium) the game lets you put a district on it, without disturbing the underlying resource. To the player, the resource is invisible, but to the game, it's right there on that tile and the game doesn't want to get rid of it. Thus, building a district on a legitimate resource tile works the same in both situations... whether it's a visible, harvestable, resource (stone) on an invisible potential resource (uranium)... the district co-exists with the resource and the resource has its full value.

Visible resources are either harvestable or not... ones that are harvestable co-exist with districts on them and grant all the normal resource benefits (+ amenities for luxuries, or + stockpile for strategic). The ones that are not harvestable cannot have districts on them, ever.


So here's the choice we have:

a) play the game normally... cannot build districts on tiles that have luxury/strategic resources (i.e. disable this mod)

OR

b) make all resources harvestable (as this mod does)... but the smart player wouldn't actually harvest any luxury/strategic resources, but instead build districts and wonders on them and still get the full benefit of the underlying resource

b2) since resources are harvestable it introduces a tactic to harvest away your enemy's luxuries/strategics... e.g. I take a city, but knowing that I can't hold it, I harvest away the niter/oil/uranium/aluminum


Details
- For strategic resources (niter, oil, etc) they become harvestable at the tech that reveals them
- For all resources that can be improved by mine, plantation, etc, they become harvestable at the tech that unlocks that improvement
- Amber and Oil (the resources that spawn on land and sea) need to be set manually (otherwise one could build a harbor on an oil sea-tile prior to plastics)
15 Comments
Morix 2 Jul, 2023 @ 2:49pm 
Does this Mod still work, or as Jethro says does it now clear the resource entirely
DB  [author] 1 Jul, 2021 @ 7:45am 
Just a quick note to say that this mod is now deprecated but the idea lives on as a Game Option in DB's Civ VI Gold .
Crescidious 25 Jun, 2021 @ 6:24am 
thanks for this. planning out districts and then a strategic resource showing up can really screw things over but this mod fixes that
bongsan20102010 11 Jun, 2021 @ 3:04am 
Working with legui/sukritact resources? Because I couldn't get it to remove these in my last game, and couldn't build district on those either. Do the mod need to be on during game initialisation?
Jethro 5 Jun, 2021 @ 9:50am 
I have game tested the mod on the 05/06-2021 and when a district is placed upon a resource then the resource is lost, unless the district is placed before a tech reveals the resource.
It worked fine before a recent patch from the developers.
Any feedback will be appreciated

Kind regards
Kristian WB
Jethro 23 May, 2021 @ 1:57am 
I am playing with this mod and i cant make it work...
Does it require any special tech other than irrigation to build a district upon citrus luxury or tea, or just to harvest them ?
bahamutkung 7 May, 2021 @ 11:49pm 
Is "A builder can harvest any resource" will have problem with AI?
=[NK]= Col. Jack O'Neil 15 Apr, 2021 @ 5:07am 
Thanks
DB  [author] 4 Mar, 2021 @ 8:16am 
Correct, as far as I know.
=[NK]= Col. Jack O'Neil 4 Mar, 2021 @ 3:29am 
So just to clarify, because your mod gives gold as a yeild, will any other mods that remove all resources conflict?? Just because I like your idea you've got of when things get placed, but I'm just figuring out what harvest mod I want