Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Foreign Resource Extraction 3.0
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1.782 MB
2023 年 1 月 28 日 下午 2:07
2024 年 7 月 1 日 上午 4:32
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Foreign Resource Extraction 3.0

描述
No More Late Game One Tile Island Cities Settled for a Single Uranium.

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 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.

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.

With help from:
https://forums.civfanatics.com/threads/civ-vi-lua-mods-culture-bombs-for-districts-improvements.612707/
https://sukritact.github.io/Civilization-VI-Modding-Knowledge-Base/
103 条留言
booyaman85 8 月 16 日 下午 1:26 
mod not appearing to work for oil any1, maybe something broke it?
rilquermascarenhas 8 月 11 日 上午 9:47 
It seems to work from the beginning of the game, it would be nice to set a tech requirement for this. Also, does the AI know how to use these? Havent seen the AI use it at all.
Tomas Wolf 6 月 25 日 上午 7:56 
Does this affect all resources or just oil? And does it work from the beginning of the game?
GRIMZONE 2024 年 12 月 1 日 下午 12:59 
After disabling this mod I was able to build improvements from the "a mountain is fine too" mod again.
Amroth 2024 年 9 月 25 日 上午 11:51 
Also, it would be more intuitive to disallow the AI from building these. They can also (potentially) accidentally build the wrong ones inside their territories, giving them reduced yields for eternity. (since these do not gain more yields with tech).

The AI is already dumb enough, crippling them with these mods is counter intuitive.
Amroth 2024 年 9 月 25 日 上午 11:48 
I wish there was a way to disable the ability to build these inside the settling range of a city (3 tiles around a city).

When I'm building improvements inside my territory, the recommended improvements are ALWAYS these improvements. I always have to go looking for the regular ones.
Tomas Wolf 2024 年 9 月 14 日 上午 11:02 
Is it work for any resource ? even in the game begining ?
Doc_Furtado 2024 年 7 月 1 日 上午 8:10 
Thank you, i think will give a balance, because, in a war, with fortification, the enemy AI will take the tile for himself, i think can work on and can make a will of effort to player keep troops on the tile
Liam  [作者] 2024 年 7 月 1 日 上午 7:58 
I don't think that is necessary, and while I appreciate the suggestions that is not the direction I want to take this mod in.

If you want to do it add 'GrantFortification' to that update statement. Forts typically have a value of 2.
Doc_Furtado 2024 年 7 月 1 日 上午 6:58 
Maybe adding ,Fortify=1; after the SET Housing=0, CanBuildOutsideTerritory=1?