Sid Meier's Civilization VI

Sid Meier's Civilization VI

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[GS] Drenghbar's Strategic Resources Tweaks
   
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21 May, 2020 @ 9:44am
22 Apr, 2021 @ 2:09pm
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[GS] Drenghbar's Strategic Resources Tweaks

Description
This mod changes some resources cost and maintenance of units in the Gathering Storm expansion.

The goal is to have a more balanced use of resources and units. Oil should especially be less essential and less consumed around the world.

Here is the complete list of changes :

**Catapult** requires 10 IRON to build (was nothing)
**Trebuchet** requires 10 IRON to build (was nothing)
**Artillery** requires 20 NITER to build (was 1 OIL and 1 OIL/turn)
**Rocket Artillery** requires 20 ALUMINIUM to build (was 1 OIL and 1 OIL/turn)
**Knight** requires 10 IRON to build and 1 HORSE / turn (was 20 IRON)
**Cuirassier** requires 10 IRON to build and 1 HORSE / turn (was 20 IRON)
**Infantry** requires 20 NITER to build (was 1 OIL and 1 OIL/turn)
**Mechanized Infantry** requires 20 ALUMINIUM to build (was 1 OIL and 1 OIL/turn)
**Submarine** requires no resource (was 1 OIL and 1 OIL/turn)
**Helicopter** requires 20 ALUMINIUM to build (was 1 ALUMINIUM and 1 ALUMINIUM/turn)
**All Air Unit** requires 1 OIL and 1 OIL/turn (was ALUMINIUM for most of them)


I find the game more comfortable with these changes, do not hesitate to give feedback and/or suggestions.
17 Comments
Chrissant 13 Oct, 2022 @ 3:06am 
And also, units like mechanized infantry, helicopter, air units, and especially naval units like carriers.. they all are modern mechanical units. It makes sense for them to consume 1 oil. It also makes oil that valuable.
Chrissant 13 Oct, 2022 @ 3:04am 
For example, 15 Iron and 5 aluminum to make a unit, but only 1 iron to maintain - this way most factions can trade for aluminum and create modern units.
Chrissant 13 Oct, 2022 @ 3:03am 
It might be just me, but I think it makes sense for modern units to require a hybrid amount of aluminum and iron. I mean, it's not like they use mostly aluminum, they use steel. Perhaps a 3:1 Iron to aluminum ratio might be a good compromise?
Oltron 16 Sep, 2021 @ 4:15pm 
@danithaca There are two type of submarines which are "nuclear". One carries nuclear weapons, and one runs on a nuclear reactor. (You might have both even).
danithaca 6 Sep, 2021 @ 8:29pm 
I'm not an expert but nuclear submarine seems to be carrying and launching nucleus weapons not to use it as fuel.
King David 6 Sep, 2021 @ 5:23pm 
Being a Nuclear Submarine sounds like it uses Uranium, do you think? That a side, could you make a tweak in your mod for it to need Uranium of some sort. (Cost 10 Uranium and uses 1 Uranium, something like that) Just a suggestion for your mod. Thanks for your reply
Drenghbar  [author] 6 Sep, 2021 @ 10:47am 
In the vanilla game (with gathering storm) Nuclear Submarine costs no resource. My mod did not change that.
King David 6 Sep, 2021 @ 6:41am 
Is your Nuclear submarine changed in your file to Uranium costing one resource. As im having trouble with other mods similar to yours with this not showing up or appearing. Can you help with this issue on your mod or check if your mod works or it could be a game glitch thing? Thanks
Drenghbar  [author] 4 Sep, 2021 @ 2:26pm 
Thanks. The .sql file of the mod can be modified with notepad++, the code is short so it shouldn't be too hard to identify the values you want to change.
danithaca 2 Sep, 2021 @ 7:16pm 
Great mod. Is it easy for people to modify the cost in a text file or something?