Sid Meier's Civilization VI

Sid Meier's Civilization VI

Foreign Resource Extraction 3.0
Ergebnisse 1–8 von 8
Update: 1. Juli 2024 um 4:32

What Changed in 3.0
Added a way for automatic localisation, for adding " (Foreign)" to the end of the name of the new improvements. This is currently only changed for en_us, other languages should inherit the name of the normal improvement. Please feel free to contact me with the correct translations for your language and I will add them to this mod.
Fixed several bugs with the scripting, it now checks exclusively for the new improvements.

Update: 15. Feb. 2023 um 4:18

This Mod adds 4 improvements which are copies of the existing strategic resource improvements. (Mine, Pasture, Oil Well, Oil Rig)
These improvements inherit properties from the database so they should be compatible with any mods. If you have any issues drop me a comment.
These Foreign Improvements can be built outside of your main territory. (like Airfields) But now culture bombs the tile making it a part of your capital so you can actually accumulate resources from the improvement. This allows you to gain access to resource far away from your lands without having to settle entire cities which you would then have to manage.

What Changed in 2.0
Added new improvements to reduce most of the previous problems that were occurring by trying to add functionality to the original improvements. One of the main reasons for this change is that it means you can once again build improvements in city states you are the suzerain of.
More balanced. The new Foreign Improvements when pillaged or removed will destroy the territory they granted. This means that you cannot plant an Foreign Improvement to gain extra territory in the early game as it would have to be destroyed to be useful.
These Foreign Improvements are identical except for the fact that they do not grant extra yields, this also means that the Foreign Improvement will not be recommended over the original improvement which does not have the downside of destroying territory when it is removed.

Any feedback appreciated.

Update: 2. Feb. 2023 um 12:24

Fixed natural disaster from destroying territory and pillaging.
This fix works by checking if there is an enemy unit ontop of the pillaged tile.
This means strategic resource improvements that are destroyed by bomber need to be repaired by the player and the pillage by a land unit in order to destroy the territory.

Will work on logic on the weekend for checking that it is within the city radius which should minimise alot of these issues.

Update: 1. Feb. 2023 um 4:51

Left testing tools in.

Update: 1. Feb. 2023 um 4:42

I got it working in hot seat, please tell me if any multiplayer issues persist.

I changed the pillaging so that it will only destroy the improvement that were changed in this mod to be able to be placed outside of your territory.

I made it so the pillaging will not destroy forts or airstrips placed outside your borders.
It will destroy mines/oil rigs/pastures though to stop the pillage repair bug.


Any issues give me a shout in the comments.

Update: 30. Jan. 2023 um 23:49

I fixed the capture city removing tile ownership.

Update: 30. Jan. 2023 um 7:21

Fixed improvment repair pillage bug by deleting improvments even if not located on strategic resource.

Update: 28. Jan. 2023 um 14:07