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ConstantHarvestYields

Constant Harvest Yields v1.0.0

Do you:

  • Find it unrealistic that a forest chopped down in 2000AD is somehow 10x as productive as the same trees given the axe in 2000BC?
  • Wonder how harvesting half a dozen deer is as productive as a decade's output in a modern city?
  • Think that chopping is just too powerful?

If any of these are the case this might be the mod you're looking for!

In the base game, harvest yields scale linearly throughout the game based only on tech/civic progress. In this mod they're changed to be a fixed value. Yields from terrain harvests are 50 total food/production, which is roughly the same as harvesting in the middle of the classical era without this mod. Harvest yields for bonus resources are 100 food, 100 production, or 200 gold, which is roughly the same as harvesting in the middle of the medieval era without this mod.

As removing harvest yield scaling significantly reduces the use of Magnus' Groundbreaker promotion (+50% to harvest yields) (and, honestly, because I find that promotion rather overpowered and game warping) several changes are made to Magnus' promotion tree:

  • Groundbreaker promotion removed.
  • New promotion Supply Chain Manager.
    • +1 production to industrial zone buildings with a regional production effect.
    • +3 range to the area of effect of industrial zone buildings.
  • Surplus Logistics promotion is Magnus's initial promotion.
    • Modified to only provide +1 food (down from +2) to trade routes ending in the city.

Magnus rework

Recommendation

As making harvest yields constant requires changing a global parameter that also affects district cost scaling it is recommended to also use a mod that changes how district costs are handled. For example: District Cost Rework

Installation

Compatibility

This mod should be compatible with all other mods. In particular, mods that add new resources will have constant harvest yields for those resources (although the amount harvested will be determined by those mods). However, as with any mod, unforeseen conflicts may occur.

Disclaimer

Sid Meier's Civilization VI, Civ, Civilization, 2K Games, Firaxis Games, and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive Software, Inc who do not sponsor, endorse, authorize or are in any other way associated with this mod.

This mod is provided "as is", without warranty of any kind, express or implied, including but not limited to the warranties of merchantability, fitness for a particular purpose and noninfringement. In no event shall the authors or copyright holders be liable for any claim, damages or other liability, whether in an action of contract, tort or otherwise, arising from, out of or in connection with the mod or the use or other dealings in the mod.