Sid Meier's Civilization VI

Sid Meier's Civilization VI

91 ratings
Resource Import
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270.089 KB
26 Jun, 2024 @ 1:38am
1 Jul, 2024 @ 6:25am
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Resource Import

In 1 collection by 还有不到3小时就能玩丝
StarsWhisper's Civ6 Mods
17 items
Description
Resource Import
This mod allows players to cultivate resources onto other plots (only some renewable resources).
If you want to cultivate all Resources and Mod-added Resources, please Subscribe Resource Import Absurd Expansion

This mod is inspired by Pen's LeyLine Detector.

It is recommended to play this mod with all DLCs and using the "Expansion: Gathering Storm" ruleset

New Unit: Agronomist
Civilian unit unlocked with the Early Empire civic, with the following abilities:

Can select seeds on some renewable resources and take them away, but can only carry one type of seed at a time.

Can cultivate the carried seeds in a plot with no resources and suitable terrain or topography, or cultivate some renewable resources owned by your territory within six rings around the unit. If seeds are used for cultivation, they will be consumed. Cultivation takes 8 turns at standard speed, during which any movement by the Agronomist will interrupt the process.

When the unit is in your territory, enemy territory, or unclaimed territory, it can spend 4 turns at standard speed to clear some renewable resources, during which any movement by the Agronomist will interrupt the process.

(If the cultivation button does not appear, it means there are other resources in this plot)

Supported Resources
Bananas, Cattle, Crabs, Deer, Fish, Rice, Sheep, Wheat, Citrus, Cocoa, Coffee, Cotton, Dyes, Furs, Incense, Ivory, Pearls, Silk, Spices, Sugar, Tea, Tobacco, Truffles, Whales, Wine, Horses, Olives, Turtles, Maize, Honey

Other
Due to my laziness and limited experience with Workshop mods, I do not want to make mod adaptations. (For example, unable to manipulate resources added by Workshop mods, and cannot cultivate new Resource on District.)

Regarding adapting new resources, theoretically, adding Workshop mod-added resources to the ResourceIntroduction_ValidResource table should work, ensuring proper load order and considering foreign key constraints.
33 Comments
win2025670702 1 May @ 4:27am 
如果这能与和而不同兼容,这模组可玩性将大大提高
1115702744 3 Feb @ 7:02am 
没问题了,原来是蒸维自身能力判定的问题,读一次档就好了
1115702744 3 Feb @ 6:58am 
而且这个bug触发很奇怪,只有国境内养殖的马不加生产力,养殖国境外的马再扩地到的是可以吃到蒸维加的生产力的
1115702744 3 Feb @ 6:35am 
有个小bug,养殖的🐎对于蒸维的战略资源加锤不生效,只有基础的生产力
Hellopig 7 Jan @ 7:26am 
大佬这个mod好像使用不了了,只要加入就打不开游戏报错显示应该关闭
Hellopig 7 Jan @ 7:12am 
为什么我打开游戏就报错用不了这个mod
猫姬想对你说 29 Dec, 2024 @ 7:32pm 
回上楼,在单元格上选引种后点休眠4回合后就会长出资源
高亦轩 15 Dec, 2024 @ 4:08pm 
请问这个究竟怎么用,在单元格上选引种后点跳过或休眠4回合后长出资源?还是4回合每回合都要点一下种植资源?
thfxyd 3 Nov, 2024 @ 1:28pm 
资源养殖的最小回合是4,可以修改为2吗?四回合过去四回合养起来加上路途时间有点久
excosy 20 Oct, 2024 @ 1:07am 
这个可以扩展出更好玩的玩意。比如资源垄断,即使是大米这种加成资源,不在我这买种子就没产出(什么ABCD)。以及间谍,春秋时期那谁给邻国送熟种来着导致对方颗粒无收