Sid Meier's Civilization VI

Sid Meier's Civilization VI

[GS only] Realistic infantry
50 Comments
Ekmek 7 Mar, 2023 @ 11:41am 
Great mod - and actually felt I needed Iron in the late game too.

Now I need to find a mod that makes horses useful later on
sircharleythecat 10 Apr, 2022 @ 12:32am 
I really like the idea of iron costs. Especially on infantry that doesn't even use oil. Though the vehicles should still have in oil upkeep. Maybe cost both iron and oil to produce them, and then an oil upkeep?

Here's another idea: How about regular troops (all eras) have a food upkeep in addition to the gold upkeep? Food upkeep could also include the warriors and slingers who currently are without upkeep.
diego.wbecker 11 Nov, 2021 @ 7:42pm 
"Good idea but units go on oil, they do not use iron to go. I would use mod if it is just 1 iron and 1 oil pt"

They movement points (only 2, same of a warrior) say they march to get where they should
They aren't motorized
But I believe infantry shouldn't require any strategic resource
Sabnock 15 Oct, 2021 @ 4:07pm 
"Good idea but units go on oil, they do not use iron to go. I would use mod if it is just 1 iron and 1 oil pt"

@jovandimi06 well by that standard, AT units, Anti-Aircraft units, machine guns, settlers, traders, and builders should *also* all take oil since they also use oil irl to move. Further, if a single infantry division takes an oil, imagine how much oil upkeep is needed for the millions of people in cities
jovandimi06 18 Aug, 2021 @ 1:43pm 
Good idea but units go on oil, they do not use iron to go. I would use mod if it is just 1 iron and 1 oil pt
Crater Raider 22 Aug, 2020 @ 7:51am 
It should affect newly created units, that's what I've experienced when I've made mods that effect units.
Tal'Raziid 9 Aug, 2020 @ 12:38pm 
Pretty sure mods loaded are tied to save game. i.e. when you load a save, it loads the mods you had enabled at the start
Snoopycrib 4 Jun, 2020 @ 6:10am 
does NOT affect saved game files, want this to work? will have to start a fresh game.
Geekob  [author] 24 May, 2020 @ 2:52pm 
@o_siyeza I would really like to see this mechanic rebalanced, because its interesting part of the game, but I just cant take it seriousely when one coal plant in whole empire causes global warming :D at that point it doesnt really matter to me, I rather prepare for flood barriers because restraining myself from CO2 stuff just doesnt matter anyways :D
o_siyeza 24 May, 2020 @ 12:44pm 
@Geekob Thank you, just wanting to know. :). I actually think that your changes can balance more the Global Warming mechanic. But im playing the apocalypse mode, so Im actually trying to go full on weather nightmare now :)
Geekob  [author] 24 May, 2020 @ 8:55am 
@o_siyeza No I didn't, this mod just changes resource types needed and thats it. In my opinion global warming is pretty broken mechanic, it doesnt really matter if few units dont count because they use other resources now.
o_siyeza 24 May, 2020 @ 8:07am 
Just a bit of a small question. Does, this mod affect the pace of the global warming? As now I think Infantry and Artillery will not create CO2. If so have you changed anything to restore the balance?
Tal'Raziid 18 Mar, 2020 @ 10:44am 
Is there a way to make this work with some other mods such as R.E.D. and 'Steel and Thunder'?
Supascoop 29 Feb, 2020 @ 8:26am 
I do agree that guns and bullets are obviously made of iron but i don't think the Oil should be removed completely, after all they would consume a bit of oil for Trucks to transport troops ect, maybe make a mod where it keeps the Oil consuming, but also add Iron consuming for new Weapons and bullets ect. (Maybe only 0.5 oil for infantry or something)
Geekob  [author] 1 Jan, 2020 @ 3:42am 
@Ravidalfs
I agree, that you should fight for resources. But you know, in modern era you already have 2 rare resources (oil, aluminum), one lets you build ships and tanks, and the other is for airplanes. If you added another rare resource like niter to need for infantry and artillery, someone with none of these would have huge handicap. Iron is biased, like horses, you are pretty much guaranteed to have it somewhere around, that means that even if you don't have oil and aluminum you still can have somewhat relevant army.
Ravidalfs 31 Dec, 2019 @ 8:55pm 
Thank you for the feedback, Geekob!
Completely see your point, but just dont agree on experience being destroyed due to lack of some resources. In real world this is exactly what happens. Countries with no o little oil have to buy it from someone else or go to war to capture those.
MHO is that this tweak would add some more challenge to the matches.
Domenicus 31 Dec, 2019 @ 9:37am 
Thanks- I think niter makes more sense from an immersion point of view and also because the game seems to be designed such that tougher, offensive units require rare resources- I just dislike that oil is quite as important as it is because it forces you to not upgrade your infantry if you want a navy or cavalry, and I think you should at least be able to have both a good navy and infantry or a good navy and cavalry, or a good infantry and cavalry rather than only having one of 3
Geekob  [author] 31 Dec, 2019 @ 9:07am 
@Domenicus
Steam\steamapps\workshop\content\...\...\UnitResources.sql
There you can change it, it may be that steam will autoupdate the mod, in that case, disable the mod in game, move whole folder into My Games\Civ6\Mods, and you should see that again

In regards to your suggestions. Its not possible to make a unit to require more than 1 resource. At least not from simple data manipulation, it could be done through lua scripting, but in that case it would make sense to have a bigger mod, with some kind of resource overview and stuff like that, if you had more resources like wood, clay, rubber etc. so you could keep track on what is used where. I chose Iron as a resource to use, partly because you really need it to make artilery and infantry and to make shells, and partly because it made iron relevant even after medieval era. If I made those units dependant on niter, it would destroy some games, because not every time (at least from my experience) you get to a niter.
Domenicus 31 Dec, 2019 @ 8:24am 
Hi I like the idea but I'd like to make it niter instead of iron, please can you tell me where to find the file i need to change?
Ravidalfs 22 Dec, 2019 @ 11:47am 
There should be a realistic resource combat units.
From wood during the older eras, to iron and multiple resources in the later era.
Nuke bombers should require, for instance, Iron, alumminum, oil and uranium at least.
This would make things much more realistic.
Mark Loring 27 Nov, 2019 @ 4:01pm 
I agree about Nitre making sense in addition to Iron for Artillery.
GroBoiD 18 Aug, 2019 @ 3:11am 
@Rein, "Metus" but infatry consume oil every turn just like tank. Why build infatry then tank cast same ?
Rein 9 Aug, 2019 @ 5:30pm 
I think the oil cost aside from being a gameplay effect is to represent that the more modern rifles need to be machine manufactured and thus producing them requires the oil to run those machines.
Arcane Boobs 20 May, 2019 @ 11:11am 
ty for the mod!
Arcane Boobs 20 May, 2019 @ 11:10am 
Totally agree with SonofaGlitch - niter makes a lot of sense here. I mean you fire your projectiles (bullets or shells) and you need niter to make it happen. On the other hand you dont really need too much irn

imho:
infantry - niter (just like musketman)
artillery - niter and iron
Junky 6 Mar, 2019 @ 11:17am 
@Geekob I think your plan will be very bad for AI military. Humans don't loose very much military units but the AI does.
Geekob  [author] 4 Mar, 2019 @ 7:48am 
@wadejh33 sorry but this mod has nothing to do with resource spawning. All this mod does is changing resource requirements. You either have bad settings (I think that balanced start option makes sure that you have strategic resources nearby) or use some map mod that has bad scripts.

@SonofaGlitch I was thinking about adding a new resource (military loyalty), where you would need that for army upkeep. Not having enough upkeep would cause combat penalty (just like when you dont have oil or uranium) and later disbanding unit (like when you have negative gold). Every military defeat would lead to losing flat military loyalty (some multiplier based on unit strength), also grievances, culture and stuff like that could have some impact. Some governments and policies could generate that, also military buildings, victories etc. But it would be way above of scope of this mod
OneSilentEnding 2 Mar, 2019 @ 8:48am 
So I'm having a problem, When I start a new game, none of the resources show near my city, only the resources I find after I have explored. Can you fix that?
SonofaGlitch 28 Feb, 2019 @ 10:28pm 
Shouldn't it be niter? At least as well as iron?

Honestly the resource the core army should take up in the late game is loyalty.
Geekob  [author] 24 Feb, 2019 @ 2:44pm 
Sure you need third of your oil well production to lubricate soldiers weapons :D Thats just ridiculous, cmon. Besides that, earlier guns before end of WW2 didnt need that. If you can use your gun after being in the mud day and night for months, im pretty sure you dont need to lubricate that gun.
Drew_Drop 24 Feb, 2019 @ 12:11pm 
not for nothing but a gun may be made from steel but a gun can not function without oil. A gun need oil for the metal parts to slide against each other. oil is lubricant.
Geekob  [author] 22 Feb, 2019 @ 3:15am 
It surely is possible, I just want to keep consistency, this mod is just about making requirements for infantry and artillery realistic, not about overhaul of late game requirements. I personally like having per turn oil requirement, because it reflects how crucial oil actually was in wars. I just dont like random requirements like aluminum per turn for planes (instead of oil), or oil requirement for infantry/artillery. I understand what they want to do balance wise, but this is just lazy balance against late game unit spamming.
=PGC= Rattler501 21 Feb, 2019 @ 9:17pm 
it didnt...had to start over...was already at the infintry stage
Outset 21 Feb, 2019 @ 5:21pm 
do you know if its possible to remove the per turn cost for late game units in a mod with the new build? Im not a fan of the system when your map spawns maybe 2 oil on a continent. I dont mind there being a cost i.e 10 oil for infantry.
Geekob  [author] 21 Feb, 2019 @ 11:37am 
it should work with existing games
=PGC= Rattler501 20 Feb, 2019 @ 9:10pm 
will it work on existing games or do you need to start new one?
LockNesTom 18 Feb, 2019 @ 1:25pm 
Does this remove the Per Turn requirement?
Geekob  [author] 18 Feb, 2019 @ 6:30am 
i would have to look at it, but I think oil is not necesserily rarer than iron, I think you have around the same amount of those on the map, only thing is that you dont need iron for anything besides troops, but you need oil for powering plants etc. idk. Im playing with that mod and I didnt see any problems with that yet, if I will notice something bad about that i might add requirements
Webster 18 Feb, 2019 @ 4:31am 
Yeah, I think your sentiment is pretty spot on. This is a neccesary mod if you don't want to be underwater by the end of the industrial era.

The oil requirement makes sense in an abstracted sense (eg. transport, rubber), but I think they really are trying to a) make strategic resources more important & b) temper the AI's pursuit of most territory (ie. via highest military strength &/or by not accelerating climate change) with diplomacy (ie. debuff players that emit the most CO2, ban a specific resource).

Unfortunately, I think some more balancing is required.
Absent the inevitable patch (*cough* mods *cough*) to strengthen the diplomacy mechanics, I think you're right that this is necessary, but maybe a compromise would be keeping the fuel requirement for Corps/Armies...otherwise, I'm afraid the AI will just spam units on higher difficulties?
Heretic Marlowe 18 Feb, 2019 @ 12:26am 
this is cool thank you
Vandatte 17 Feb, 2019 @ 6:25pm 
I sense HOI4 lol
Geekob  [author] 17 Feb, 2019 @ 5:08am 
in WW1 infantry was moved around in trains and then on foot, artillery on trains and by horses. In WW2 it was mostly trucks. Your argument can be applied to every unit in the game. Why field canons don`t require horses since horses move them around, or why horsemen don`t require iron since they have swords too. For me infantry and artillery needing oil is just ridiculous. Iron just makes much more sense. Should there be more requirements? possibly, but I dont really want to overcomplicate things. Sure it would be fun mod to have with lots of resources and realistic requirements (like rubber for vehicles, silk for clothing...) but I just wanted to get rid of this one requirement that doesnt make sense for me
Kasarov 17 Feb, 2019 @ 3:47am 
Infantry don't simply march from one end of the world to another, and neither does artillery. Even though there is no vehicle model attached (have you thought of the visual clutter that would entail?), it is reasonable to assume that they are being ferried/towed in/by trucks.

Most non-mechanized infantry are motorized infantry. It's just really bothersome adding trucks to literally every single modern unit in the game. If you want to make modern stuff more realistic, I would add coal as well as oil to mech/tanks/modern armor, as armored vehicles required trains to take them any significant distance (or keep them supplied).
Sallibotz 16 Feb, 2019 @ 11:50am 
They eventually end up as Mech Infantry. They leak oil.
Geekob  [author] 16 Feb, 2019 @ 11:29am 
they need 1 iron to make and consume 1 iron per turn
bostonbongrips 16 Feb, 2019 @ 6:38am 
Do these units now consume iron per turn or just require iron to make?
Geekob  [author] 16 Feb, 2019 @ 6:05am 
nah, it just doesn`t make sense. Maybe creating support unit that would give movement to artillery that would be horse/vehicle would make sense, but artillery ingame is just moved around by human crew
JNR 16 Feb, 2019 @ 6:02am 
How about requiring horses to build them then?
Geekob  [author] 16 Feb, 2019 @ 5:59am 
artillery is moved manually there is no vehicle attached to it. In real world it was mostly moved around via horses, trains and later vehicles but since there is no vehicle attached i count only iron as expense for shells
JNR 16 Feb, 2019 @ 5:57am 
How do you think the artillery moves around?

I suggest making a hybrid requirement:

Infantry: requires Iron to be built, consumes niter every turn

Artillery: requires Iron and Coal (i.e. steel, like railroads) to be built, consumes oil every turn