Sid Meier's Civilization VI

Sid Meier's Civilization VI

34 ratings
Forest Improved
   
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File Size
Posted
Updated
56.830 KB
25 Nov, 2018 @ 12:57pm
5 Jul, 2020 @ 5:10pm
9 Change Notes ( view )

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Forest Improved

In 2 collections by Bluesky95
Lumber Mills Removed
2 items
MUST HAVE MODS
143 items
Description

Description
Increases base production of woods.
Highly recommend using LUMBER MILLS REMOVED mod to make it not overpowered.

Thanks especially to the helpful individuals at civfanatics (LeeS) for making this mod possible.

Compatibility
No issues found through many games.

12 Comments
Bluesky95  [author] 28 Nov, 2021 @ 5:12pm 
@Omni
change it in the steam worshop folder
Omni 11 Jul, 2021 @ 4:07am 
Could you make another mod where woods only gets boosted by one extra production? The +3 right at the start is a bit too much, for me personally.
D34DLY 20 Apr, 2021 @ 12:02am 
With the Preserve district there is a huge bonus to not improving tiles (often woods), so there is a trade off between the preserve and lumber mills.
Bluesky95  [author] 13 Apr, 2021 @ 7:08pm 
Try using lumber mill removed and lmk what i should change, im no expert
Bluesky95  [author] 13 Apr, 2021 @ 7:07pm 
Yea but the thing is i use mod to disable lumber mills. I would like to keep the same balancing as if you had lumber mills in the game but idk this seems the best
D34DLY 13 Apr, 2021 @ 2:22pm 
yes, improvements still make them better, and get better with techs.

I wanted to make forests/rainforests more valuable, to punish the AI for chopping them.
Bluesky95  [author] 13 Apr, 2021 @ 12:25pm 
@D34DLY
Thanks, so does that make the production increase by the techs? One problem i wanted to fix was make the forest production increase when lumber mills are unlocked and through the other couple techs that improve the yields rather then just a large base yield from the beginning. Are you using lumber mill removed? because thats the only reason i had this mod made. I will try out your suggestions but pm if you can help more.
D34DLY 12 Apr, 2021 @ 5:18am 
Instead of your:

UPDATE Feature_YieldChanges SET YieldChange=4 WHERE FeatureType='FEATURE_FOREST' AND YieldType='YIELD_PRODUCTION';
UPDATE Feature_YieldChanges SET YieldChange=2 WHERE FeatureType='FEATURE_RAINFOREST' AND YieldType='YIELD_PRODUCTION';

It should be:

UPDATE Feature_YieldChanges SET YieldChange='2' WHERE FeatureType='FEATURE_FOREST' AND YieldType='YIELD_PRODUCTION';
INSERT INTO Feature_YieldChanges (FeatureType, YieldType, YieldChange) SELECT 'FEATURE_JUNGLE', 'YIELD_PRODUCTION', '1' FROM Features WHERE FeatureType='FEATURE_JUNGLE' ;

for FEATURE_FOREST they have a production yield, so it needs to be changed.

FEATURE_RAINFOREST doesn't exist. it's FEATURE_JUNGLE

For FEATURE_JUNGLE it doesn't have a production yield, so it needs to be added.

I took the liberty of halving the 4,2 to become 2,1 for respective production of forests and jungles.
Bluesky95  [author] 28 Nov, 2018 @ 8:24pm 
yea its mainly required for the lumber mills removed mod otherwise forests will be underpowered
[The] Force 28 Nov, 2018 @ 5:34pm 
Also, I *love* the lumber mills, when you say "must use" is that for balance reasons or do you actually address each other in them thus requiring them be used together? If not I may just use this to make forests ridiculous, not like the AI can't use them.