Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Resource Extraction Efficiency
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9 Apr, 2021 @ 4:13pm
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Resource Extraction Efficiency

Description
All strategic resources have improved extraction through technologies.

So, for instance, Iron is discovered with Bronze Working and starts extracting 2 per turn with mines.
After Machinery is discovered, all improved iron sources have their extraction improved by 1, resulting in a total of +3 (2 base + 1 from technology) per turn, per improved source.

End game total extraction
Technology
Iron
Horses
Niter
Coal
Oil
Aluminum
Uranium
Improvement
2
2
2
3
3
2
3
Machinery
1
1
-
-
-
-
-
Mass Production
1
1
-
-
-
-
-
Industrialization
1
1
-
-
-
-
-
Military Science
-
-
1
-
-
-
-
Refining
-
-
1
1
1
-
-
Steel
1
-
-
1
-
-
-
Combustion
-
-
-
-
1
-
-
Chemistry
-
-
1
-
-
-
-
Computers
1
-
1
1
1
1
-
Nuclear Fission
-
-
-
-
-
-
1
Synthetic Material
-
-
-
-
1
1
-
Nuclear Fusion
-
-
-
-
-
-
1
TOTAL
7
5
6
6
7
4
5
Technology
Iron
Horses
Niter
Coal
Oil
Aluminum
Uranium

NOTE
The total values stated above are PER IMPROVED SOURCE.
So if you have 3 iron sources, the total per turn by the end game wil be: Total sources * (Improvement + total technology bonus) 3 * (2 + 5) = 21 total iron per turn

Balance
This might be unbalanced in vanilla but with unit maintenance overhauls it fits a little better.
Still, any feedback, helping to balance these values, maybe relocate to more "realistic" techs or to better balance the tech tree, is apreciated.

Gathering storm required
24 Comments
56Múmia  [author] 15 Sep @ 7:30am 
Hi,
Sorry, i do not know.

It can go both ways, depending on how the mod you're talking about works.
It can fully override mine (depending on load order) or they could work alongside each other.
For instance, if they increased the yields without changing technbologies somehow, then both mods will most likely work together.

Try it out and let us know how it works ;)
3D Master 15 Sep @ 4:14am 
Does this work with mods that staright up increase the yield? So if that mod increses the amount that is yielded to 6, does your mod add its increases on top of that; or will this conflict?
56Múmia  [author] 8 Mar, 2023 @ 2:24pm 
You can see the code in the files that are downloaded when you install a mod.
You just have to compare the code from my mod and the mod you want this to work in.

Copy the code from one to the other to merge both mods so that they dont override each other.

Unfortunately i cant help much more that this since it has been a long time since i played or modded the game.
Potatoes and Tomatoes 6 Mar, 2023 @ 5:14pm 
do you mind teaching me?
i will pay you for it if you want
56Múmia  [author] 6 Mar, 2023 @ 3:06pm 
No, sorry.
I dont use that mod.
Potatoes and Tomatoes 6 Mar, 2023 @ 2:57pm 
sadly no icon, i use Grand Eras,
do you know how can i edit it such that it works with grand eras? i mean it works, i see it increases, but no icon
56Múmia  [author] 6 Mar, 2023 @ 12:06pm 
If you see the table above you can see which tech gets the bonus.
In game you can go to the tech tree and there should be an icon on the techs similar/equal to the standad ones.
Potatoes and Tomatoes 5 Mar, 2023 @ 8:34am 
how can i add it into the tech tree so i can see whcih tech increases? like a picture or something to the tech?
56Múmia  [author] 9 Dec, 2022 @ 2:46pm 
No problem, i'm happy you like it.
Azura 9 Dec, 2022 @ 10:51am 
I'm currently trying to put together a mod incorporating elements of a few different mods including this one. Do you mind if I reuse your general code with some of my own alterations if I reference you as the author in the description? :)