Sid Meier's Civilization VI

Sid Meier's Civilization VI

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SG's Strategics Revealed for Gathering Storm
   
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14 Sep, 2019 @ 11:35pm
9 Jun, 2020 @ 11:53pm
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SG's Strategics Revealed for Gathering Storm

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

Players will not accumulate strategics, nor will they receive the bonus tile yields from revealed strategics until they have researched the technologies that would normally reveal such resources.

This mod alters the Ottoman Grand Bazaar's strategic accumulation bonus. Improved strategics in a city with a Grand Bazaar accumulate 2 extra resources per turn.

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"

This mod alters the following Inspiration moment:
-- Venture Politics from "Build a Uranium mine" to "Have 6 Stock Exchanges"

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IMPORTANT NOTE: This mod is for players using Gathering Storm.

For a version of this mod that is compatible with the base game (plus all DLCs before Gathering Storm), please see "SG's Strategics Revealed" at: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1852060267

Popular Discussions View All (1)
1
12 Nov, 2019 @ 1:51am
A problem with Oil
zvszvs
25 Comments
Greens  [author] 4 Apr @ 10:33pm 
Hello Mr_Jxk179,

Thanks for the note. The behavior you pointed out is not intended.

I haven't visited this mod in a very long time though, and I'm not sure that I'll revisit it any time soon.

For now, please enjoy the early production bonuses with Age of Steam Victoria! They're likely to remain available for a long time before I put in a fix for it...

...or maybe not~
Mr_Jxk179 27 Mar @ 8:01am 
There is a bug with Age Of Steam Victoria. You don't get the bonus tile yield from the resource until you unlock the tech that normally gives it, however you do get the +2 production from her Leader Ability.
legendfancy 21 Feb, 2023 @ 8:14am 
Useful mod! This is exactly what I need. Rate 5 stars.
Greens  [author] 10 Jan, 2023 @ 3:22am 
The changes to the eureka and inspiration moments for building mines over certain strategic resources is intended to prevent civilizations from obtaining the Rifling, Nanotechnology, and Venture Politics boosts in the Ancient era. Since Niter, Aluminum, and Uranium are all revealed at the beginning of the game, and since Mining is an ancient era tech, it's easily possible to build Niter, Aluminum, and Uranium mines in the Ancient Era.

Before the introduction of Hammurabi, these early eureka moments weren't a big deal -- just a little bit wacky (ancient manuscripts describing complex nanotechnologies?) -- but since Hammurabi unlocks entire technologies upon obtaining a eureka, the eureka criteria for these two technologies absolutely needed changing. While changing these eureka moments, I decided to also change the inspiration moment for Venture Politics.

Thanks for using the mod! I hope you can still enjoy it with the changes I've made to the game.
Greens  [author] 10 Jan, 2023 @ 3:22am 
Hello MarsEco,

As far as I know, players cannot place districts over revealed strategic resources. I think the developers intentionally disallowed district placement over strategics (and luxuries) in order to prevent abuse during multiplayer versus games -- players can hide the strategic/luxury map icon by covering the tile with a district, and players can make it more difficult for opponents to deny such resources (pillaging a uranium mine to prevent nuclear shenanigans is more difficult if the uranium tile has an Encampment on it). In the vanilla game, it's possible for a player to get "lucky" and place a district over an unrevealed strategic resource, which can lead to the multiplayer abuse mentioned above. This mod prevents such abuse.
MarsEco 9 Jan, 2023 @ 4:22pm 
Didn't see it but the Uranium Mine too. There seems to be zero reveal strat resources without personal bias gimmicks tossed in. :(
MarsEco 9 Jan, 2023 @ 4:16pm 
Suggestion: 1) Make the Square Rigging "Pillage an Enemy Tile (CS or Player) with a Naval Raider Class Unit" (it's a Class of Naval Unit that hasn't been tied into the tech tree Eureka. Norway's Viking Longboat is a Naval Melee Unit, not Raider, so even they would have to wait to get Privateers to get this boosted. Plus ties into the civic tree, which the naval branch needs a high culture game anyways.)

2) Revert Rifling Eureka to "Build a Niter Mine" because there is a Eureka for improving every type of Strat Resource and that shouldn't change imo. 3) Same for NonoTech Eureka, Aluminum Mine please.
MarsEco 9 Jan, 2023 @ 4:05pm 
Quick question: In the game, when something says "improve mining resource" (for example) that means with a mine, not via a City Center or District. So if you placed a Holy Site on an Iron Tile still, would that mean the Bazaar's extra resources from "improved" wouldn't work. OR will it just not let you place a District there, thus making my question irrelevant...
jermapilled 11 Nov, 2022 @ 6:16pm 
Guy below me is incorrect. Mod works fine, and I'm using a lot of other mods.
Darth_Jimbo 31 Aug, 2021 @ 3:06am 
"Players will not accumulate strategics, nor will they receive the bonus tile yields from revealed strategics until they have researched the technologies that would normally reveal such resources." This is NOT TRUE! I can mine and accumulate niter from the beginning of a game (as soon as mining is researched) This is a major bug making the mod unusable for me. I tested it by removing all my other resource related mods to no avail. Didn't test the other resources, though.