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Rapporter et oversættelsesproblem
Now I need to find a mod that makes horses useful later on
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.
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
@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
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.
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.
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.
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.
imho:
infantry - niter (just like musketman)
artillery - niter and iron
@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
Honestly the resource the core army should take up in the late game is loyalty.
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?
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).
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