Sid Meier's Civilization VI

Sid Meier's Civilization VI

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SG's Strategics Revealed
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
20.550 KB
1 Sep, 2019 @ 11:52pm
3 Sep, 2019 @ 5:30pm
4 Change Notes ( view )

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SG's Strategics Revealed

Description
Reveals strategic resources at game start for all human players.

Players will not receive the bonus tile yields from revealed strategics until they have researched the technologies that would normally reveal such resources.

This mod alters the following Eureka moments:
-- Square Rigging from "Kill a unit with a Musketman" to "Own 2 Caravels"
-- Rifling from "Build a Niter mine" to "Kill a unit with a Musketman"
-- Nanotechnology from "Build an Aluminum mine" to "Have the Space Race civic"

Created and uploaded by request.

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IMPORTANT NOTE: This mod is designed for use with the base game, but can be used with all DLCs. Though this mod can be used with Gathering Storm, it doesn't address balance issues that arise with the new strategic resource mechanics included in that expansion.

For a version of this mod that addresses game imbalances introduced with Gathering Storm, please see "SG's Strategics Revealed for Gathering Storm" at: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1863678862
11 Comments
Luna Nova 6 Dec, 2021 @ 9:30am 
Seems to have some issues. It seems to allow city states to harvest late game resources from the beginning of the game, and if you will also accumulate them if you're suzerain. Sometimes it blocks you from building a district on top of strategic you haven't unlocked the tech for.
Greens  [author] 10 Jun, 2020 @ 12:13am 
@EdgeCrusher76 Thanks for the heads up.

Could you describe any issues you're having? I just fired up a game of Civ VI without the Gathering Storm expansion and this mod appears to be working as intended.
EdgeCrusher 23 May, 2020 @ 2:37pm 
Update?
hawaiian_luvr 14 May, 2020 @ 1:22pm 
best way to get around resources that cant be harvested is to either use a harvest all mod or use firetuner in the back ground or on another screen to remove them as needed
Greens  [author] 7 Sep, 2019 @ 3:47pm 
I haven't been able to find a way to modify district or wonder placement over luxury or strategic resources. As far as I know, Civilization VI completely locks players out of placing districts over revealed luxuries or strategics.

There is a workaround out there in the modding community -- some people have published mods that enable the harvesting of luxuries and strategics.

On its own, this mod should enable you to consider city and district placement without having to worry about newly revealed strategic resources messing up your carefully laid-out plans. This would include planned aqueduct placement -- since players can see all strategics on the map from the beginning of the game, players can find appropriate alternative city spots to ensure that a "dry" city can secure a valid aqueduct tile.
emperor_ike 6 Sep, 2019 @ 5:41pm 
You mention improvements, but what about districts? Lately I've had a few games where I'll found a city and plan for an aqueduct, only to have a resource appear before I can get the duct planted, basically gutting the town's growth potential.
Greens  [author] 2 Sep, 2019 @ 9:03pm 
Yes, that's the approach I'm taking.

All strategic resources will provide zero bonus tile yields for all human and AI players until the owner has researched the appropriate technology, at which point the universal trait modifiers will kick in with the appropriate resource and technology (not improvement) requirements.

Everything's written. Play testing now.
JNR 2 Sep, 2019 @ 8:12pm 
If you change the resource yields, don't forget to add them to improvements over those resources later on with modifiers.
Greens  [author] 2 Sep, 2019 @ 7:45pm 
Thanks for the feedback. I don't have Gathering Storm yet, so I hadn't considered how strategic resources would accumulate over time.

Once I've got Gathering Storm, I'll be able to look into those XML tables to see about which tags are necessary to restrict strategic resource generation until the owner has unlocked the appropriate technologies.

Correcting the production yields ought to be a simple fix, and shouldn't require knowledge of the XML tags that would ship with Gathering Storm, so I'll be able to address that issue now.
Borealis 2 Sep, 2019 @ 9:05am 
If i could add to JNR, early ressources shouldnt be yielding the strategics as early as ancient era (imagine having a uranium around you for an entirety of a game), you would have tons of that ressource in the late game.
Maybe allow improvements to be built on them from the start, BUT dont let the improved ressources yield the ressources immediately.
Instead, make techs that increase the ressource production of improved strategics.
Like, let iron and horses produce 1 of them from the beginning, and let iron working improve iron mines ressource output by 1. Just as an example.
Coal could be started to be mined before the industrialization (with 1 coal/mine), but not be used UNTIL industrialization, ect.