Sid Meier's Civilization VI

Sid Meier's Civilization VI

560 ratings
Bonus Resource Improvements
2
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
32.652 MB
24 May, 2021 @ 4:18pm
1 Sep, 2024 @ 9:40pm
15 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Bonus Resource Improvements

In 4 collections by JNR
JNR's Urban Complexity
26 items
JNR's Playlist (Gameplay-only)
116 items
Play with Project 6T
28 items
Ultimate Maritime Modpack
41 items
Description
Bonus Resources live up to their name: This mod adds a unique bonus to every bonus resource which it provides to any city having a tile with it. These bonuses include a total of 5 new improvements as well as major mechanical changes to how you will plan your cities.

Supports Maya & Gran Colombia Pack, Wetlands, Latin American Resources, and Sukritact's Resources with unique bonuses to resources added by those mods (CIVITAS Resources does not add any bonus resources). Resourceful 2 is supported, its resources will be grouped under existing bonuses, however.

I know I said Urban Complexity was complete, so consider this the encore. I had halted development due to the memory leak bug because originally I wanted a new improvement and non-improvement bonus for every bonus resource. However, I have decided to release what I already have created, cutting it down to one overall boon per resource. While not originally intended, I think this resulted in a more polished mod design that adds meaningful changes to city planning instead of just bloat.

[www.paypal.com]

Features
  • A unique bonus for every Bonus Resource, all requiring a certain Technology as well as actually improving the resource.
  • 4 tile improvements added: Brewery, Caravanserai (requires another mod), Clothier, Paddy Field, Swidden (see below for details).
  • Fisheries are now a regular improvement. Liang receives a replacement promotion for Aquaculture based on old promotions she used to have in Rise & Fall. +1 Food for every adjacent sea resource. Once Plastics is researched: +2 Gold for every adjacent sea resource and +1 Production if built on Kelp Forest (with Sukritact's Oceans mod).
  • New improvements provide adjacency bonuses to a variety of districts.
  • Some bonuses of these improvements also require the presence of the unlocking resource to continue functioning, to avoid exploiting tile swapping too much.
  • Focus on mechanical changes over yield bloat.

Bonus Details
Bananas
  • Requires Mathematics.
  • Unlocks Swidden improvement to build on Rainforest.
  • +1 Food.
  • +1 Production with Feudalism.
  • +1 Food with Scientific Theory.
  • +2 Gold with Globalization.
  • +0.5 Housing.
  • Can only be pillaged (never destroyed) by natural disasters.
Cattle
  • Requires Stirrups.
  • +1 Production to Farms next to a Pasture.
Copper
  • Requires Bronze Working.
  • +15% Production to units and projects.
Crabs
  • Requires Shipbuilding.
  • +2 Gold to Fisheries.
Deer
  • Requires Archery.
  • +1 Amenity to Preserves and cities with National Parks.
Fish
  • Requires Shipbuilding.
  • +1 Food to Fisheries.
Rice
  • Requires Irrigation.
  • Unlocks Paddy Field improvement to build on Grass, Grass Floodplains, and Marsh.
  • + 2 Food.
  • +1 Food from access to Fresh Water and per adjacent Aqueduct and Dam with Feudalism.
  • Receives and provides Food adjacency bonuses as if it were a Farm with Replaceable Parts.
  • +1 Housing.
Sheep
  • Requires Apprenticeship.
  • Unlocks Clothier improvement (one per city; cannot be built on Snow).
  • +1 Production.
  • +1 Production from each Pasture in this city.
  • +1 Gold per Industrial Zone building to international Trade Routes from this city.
  • Standard adjacency bonus to Industrial Zones, Commercial Hubs, and Harbors.
  • -1 Appeal.
Stone
  • Requires Masonry.
  • +10% Production to buildings and wonders.
Wheat
  • Requires Apprenticeship.
  • Unlocks Brewery improvement (one per city; cannot be built on Snow or Desert).
  • +1 Production.
  • +1 Gold from each Farm over a resource in this city. This bonus is doubled if the city is powered.
  • Provides Tourism from Gold with Flight.
  • +1 Amenity.
  • Standard adjacency bonus to Industrial Zones, Commercial Hubs, and Harbors.
  • -1 Appeal.
Maize (from Maya & Gran Colombia Pack)
  • Requires Mathematics.
  • +1 Food to Forest and Jungle next to a Farm.
Peat (from Wetlands mod)
  • Requires visibility of the respective strategic resource.
  • +1 Iron from every improved Peat Resource.
  • +1 Coal from every improved Peat Resource if the city has an Industrial Zone.
Potatoes (from Latin American Resources mod)
  • Requires Currency.
  • Allows building Farms on Tundra (and Tundra Hills with Civil Engineering).
Bison (from Sukritact's Resources mod)
  • Requires Military Tactics.
  • +1 Food and Gold to unimproved and featureless Plains and Plains Hills.
  • +1 Production and Gold to unimproved and featureless Grass and Grass Hills.
Camels (from Sukritact's Resources mod)
  • Requires Banking.
  • Unlocks Caravanserai improvement to build on Desert and Desert Hills (one per city).
  • +2 Gold.
  • +2 Gold per adjacent Oasis.
  • Provides Tourism from Gold after researching Flight.
  • +1 Trade Route capacity.
  • Immediately gain a Trading Post in this city.
  • If in Trade Route range of your Capital, this city also gains a road to it.
  • Provides defenses like a Fort.
  • +1 Housing.
  • Standard adjacency bonus to Commercial Hubs, and Harbors.
Seals (from Sukritact's Oceans mod)
  • Requires Shipbuilding.
  • +1 Production to Fisheries.
Squid (from Sukritact's Oceans mod)
  • Requires Shipbuilding.
  • +1 Faith to Fisheries.

Compatibility and Recommendations

Requires Gathering Storm. Other DLC supported but not required.

This mod is compatible with Wetlands, Latin American Resources, Sukritact's Resources, Sukritact's Oceans, and Resourceful 2. Other resource mods are compatible as long as they do not add bonus resources.

Small note on Wetlands: Swamps do not come with their own bonus, because I plan to turn them into a proper Feature instead of a Resource soon.

Resource groups with Resourceful:
  • Bananas bonus also granted by: Aloe, Rubber, Tomato
  • Cattle bonus also granted by: Ham, Oxen
  • Copper bonus also granted by: Lead, Quartz, Tin
  • Crabs bonus also granted by: Algae, Mussels, Seashells
  • Deer bonus also granted by: Medicinal Herbs, Oak, Pine
  • Fish bonus also granted by: Cod, Mackerel, Salmon
  • Stone bonus also granted by: Granite, Limestone
  • Wheat bonus also granted by: Barley, Sorghum
  • Maize bonus also granted by: Berries, Maize, Mushrooms
  • Camels bonus also granted by: Dates

JNR's Mod Series



197 Comments
lixo burro cego 8 Jul @ 4:54am 
stone and copper look a little OP
JNR  [author] 8 Jun @ 8:03pm 
Caravanserai requires Sukritact's Resources mod because they're unlocked by the Camels resource. Golf Course and Polder aren't from this mod, they're unique improvements of civs added by Rise & Fall.
zorkoczy.z 8 Jun @ 1:04pm 
I see only the clothier and the brewery in the game. How can play Caravanserai, Golf Course, and Polder?
MX 1 Apr @ 10:12pm 
Just a note on peat giving +1 coal. Peat is the first step on the process of coal formation. Peat has been burned for 1000s of years. Germany & it's large bucket wheel diggers use a lot of lignite coal which is one step up from peat.

I actually wish Civ developed a stronger economy mini game. Where resources need to be added like iron + coal gives steel which is needed in modern units.

I really like the climate change game element in Civ6. I think a stronger economy game would add the complexity needed in the late game. Late game resources like titanium would be a nice add on.
Mur16 18 Feb @ 3:19pm 
Hello, on RIB_Text_Resourceful.sql, line 23 you used 'RESOURCE_MAIZE2', but it should have been 'ICON_RESOURCE_MAIZE2'.
By the way, how do you add localization text, it's quite different from the other mods where you just copy and specify the language to pt_BR
Icthiolavarunt 10 Jan @ 4:42pm 
I love playing with this mod but unfortunately it lags my game like crazy. I`m running a 12th gen i5 12400F (6 cores of 4ghz each) with an RTX4060Ti but when the mid games comes around whenever I select a builder the game freezes for half a second, and it gets worse the more the game progresses. Is there any fix for this? (P.S. I know its this mod because when I turn it off I don't get this stutter)
Radon 14 Nov, 2024 @ 2:35am 
could this be updated to be compatible with resourcesful lite
Java 5 Nov, 2024 @ 9:48am 
Hi, JNR
Apparently, the Water Resources Bonus does not show with an icon on the tech tree like the Deer Bonus you showed on the image preview, correct?
Why tough? Did you simply not considered it necessary or there is some game limitation to this?
I can live without it, but I also miss them
BigGamer9211 19 Oct, 2024 @ 10:52am 
One of the best mods out there.