Sid Meier's Civilization VI

Sid Meier's Civilization VI

View Stats:
Martin (Banned) Feb 24, 2019 @ 2:17pm
Oil cost is killing my endgame.
Every Oil consuming unit requires oil per turn, which means you need an oil well for every 2 units or 3 if england, (with aquilwhateverhernameis) this is serverely limiting if fighting wars over several fronts, esp if you are trying to capture several areas at once. Also just trying to build up armies to fight in the endgame is practically impossible due to a complete lack of information on each unit to indicate which is using oil and which isn't. Having to check the wikipedia for each unit when that info should be easily placed is just stupid.

The combat and domination victories have suffered a massive nerf in gathering storm.. esp in late game.
Last edited by Martin; Feb 24, 2019 @ 2:17pm
< >
Showing 1-15 of 16 comments
Prometheus Feb 24, 2019 @ 2:23pm 
Oil in the civilopedia has a complete list of which unit uses it.
leandrombraz Feb 24, 2019 @ 2:26pm 
There's a policy that give more oil per source. Victor also have an ability for that IIRC.

The effect GS had on domination is that Corps and Army are way more important in late game. An Army use the same amount of resources than a normal unit, so the best way to fortify your military strength while you save resources is by forming Corps and Armies, reducing the amount of units but they are stronger.

Edit: Also clean energy. Be sure you're not using oil to produce energy. The energy mechanic prioritize clean energy, so if your city have enough to sustain itself, it won't consume resources.
Last edited by leandrombraz; Feb 24, 2019 @ 2:28pm
Prometheus Feb 24, 2019 @ 2:30pm 
And Fleets and Armadas work the same as Corps and Armies. 1 Oil upkeep just like regular units.
Gillio Feb 24, 2019 @ 2:43pm 
Leandrombraz and Prometheus, had not noticed that the cost of a Corps or Army was the same in amount of oil. That information is going to change my mechanics of war, because then, in later phases of the game, I will stop using so many garrisons (for loyalty) and instead I will concentrate on creating more powerful groups.

I was also suffering from this problem of oil shortage, and I did not want to use coal plants for the emission of CO2, but I see that it will be necessary, while the time comes when the coal transformed into nuclear plants
Prometheus Feb 24, 2019 @ 2:46pm 
You can garrison with MGs, AA guns and AT crews for no resource cost. In fact there are a range of units that have no resource cost attached to them. Some units switch with upgrades such as biplane - fighter, aluminum and submarine - nuclear sub (uranium). The modern period is a tight squeeze for Oil, but it gets easier.
Sinophile Feb 24, 2019 @ 3:03pm 
I just thought 1 or 2 oil was all you needed. And that anything more than 3 oil was only good for trading.
Prometheus Feb 24, 2019 @ 3:06pm 
Originally posted by Sinophile:
I just thought 1 or 2 oil was all you needed. And that anything more than 3 oil was only good for trading.

GS and non-GS. Different rulesets.
Tijger Feb 24, 2019 @ 3:53pm 
Originally posted by Sinophile:
I just thought 1 or 2 oil was all you needed. And that anything more than 3 oil was only good for trading.

In Gathering Storm the whole system of strategic resources is drastically reworked and while I think its far better it does mean sometimes you find yourself in a very constrained position.
Units use some form of resource now, some require the resource per round as upkeep as well later in the game so 2 source of oil means, generally, you have 6 oil per turn. A tank or Infantry unit requires an upkeep per round of one Oil. So, your limit is 6 units at that point.

I'm currently playing as Hungary and when the coal era hit I found myself with zero coal. Zero. Meaning no power stations, no ship upgrades from frigates etc. I had to hang in there until oil came around which I got a bit luckier with.
Aieonae Feb 24, 2019 @ 4:14pm 
Originally posted by Tijger:

I'm currently playing as Hungary and when the coal era hit I found myself with zero coal. Zero. Meaning no power stations, no ship upgrades from frigates etc. I had to hang in there until oil came around which I got a bit luckier with.

You do know can get cities states to work those resource for you.

Moverover, you can convince these city state by pushing them envoys. And build mines, derricks and rigs on their lands.

Though arms push arms forces might be more a permenent solution.
Last edited by Aieonae; Feb 24, 2019 @ 4:15pm
Martin (Banned) Feb 25, 2019 @ 5:18am 
Originally posted by Gillio:
Leandrombraz and Prometheus, had not noticed that the cost of a Corps or Army was the same in amount of oil. That information is going to change my mechanics of war, because then, in later phases of the game, I will stop using so many garrisons (for loyalty) and instead I will concentrate on creating more powerful groups.

I was also suffering from this problem of oil shortage, and I did not want to use coal plants for the emission of CO2, but I see that it will be necessary, while the time comes when the coal transformed into nuclear plants

This is a real problem in late game, the problem with using corps or armies is whilst an army is strong.. it isn't as useful as the 3 units it's made from. 3 units can siege a city.. 1 army cannot. Nor in late game with certain policies even make a dent in it's defences.

Trying to cap 3-4 cities in the same turn, keeping them all down in def, so they don't all revolt 3-5 turns later.. and having enough units to do it, because oil chose not to spawn anywhere near your civ.. it completely breaks the game. You can defend.. you don't need oil to defend, but you can't attack. The game has been redesigned to make domination in endgame almost impossible. The worst aspect of this is you have to play a game for hours only to discover it's unwinnable.

Unit maintenance needs to be completely removed. Resources should be used only to create them. The differences between oil and the others, is you only need a few to upgrade/build units but you also need it to maintain.

I personally don't care for the diplomatic, religious, cultural victories. I only play towards domination or science. The game should allow me to do it as equally. But it seems it's now biased to more enforced peaceful ways of playing. Much like irl.
Last edited by Martin; Feb 25, 2019 @ 5:20am
Stako Feb 25, 2019 @ 6:23am 
Think the whole resource use needs to be looked at although i am in favour of units/factories etc. needing resources they seem overly scarce especially the later ones oil,aluminium etc seems easy enough to manage the early game stuff but now in 3rd play through of the gathering storm expansion and have not had sufficient late game resources to support my economy/military.
McČhrispy Jan 4, 2020 @ 5:58am 
I used to have similair problems with strategic recources, especially with Niter and Oil. These are some strategies that helped me when I had low/no strategic recources in my borders:

- Building wide ( having a lot of cities) will increase the chance of having strategic recources.

- Rushing the technologies that reveal Oil/Niter will allow you to have early vision on them. Its not uncommon to settle cities just for those recources, especially if this means this means you can build unique units ( Zeven Provinciën or U-Boat for example).

- Search for weak enemies that do have a lot of the wanted recource. For example: I was playing Germany on a Europe map. I wanted to invade France. I had 3 oil tho. Thats 1 tank, and 2 artillery. Not enough to invade France. Sweden however, had 9 oil in their borders. So i invaded sweden with 3 oil troops and Niter ships (Frigates). After this i had 12 oil. Ready to invade France.

- After reseaching Conservation in the civic tree, you will be able to use the policy card Recource management card, which gives +1 oil and alluminium per oil well and alluminium mine, respectively.

- Use Corpses and Armies instead of 1 star units. Corpses and Armies use 1 oil just like a 1 star unit. Meaning you safe oil but get a stronger unit.

- Focusing on science is generally a good idea to have an advantage over you opponents. Even when you don’t go for a science victory. I ALWAYS build lot’s of Campuses, with every Civ. This puts me ahead and allows me to be aggresive later in the game. It allows you to discover oil and Niter earlier then your opponents. Stealing Oil from an opponent means you switch the problem to them. Now they don’t have Oil.

Oil is mostly found on these tiles: Coast tiles and FLAT remote tiles (desert, marsh, tundra, snow and floodplains). Knowing this you can might predict where oil spawns and adjust your city placement to that if you want early oil.

I hope this works for you!
Oh Snap Apr 20, 2020 @ 9:41pm 
Originally posted by Martin:
Originally posted by Gillio:
Leandrombraz and Prometheus, had not noticed that the cost of a Corps or Army was the same in amount of oil. That information is going to change my mechanics of war, because then, in later phases of the game, I will stop using so many garrisons (for loyalty) and instead I will concentrate on creating more powerful groups.

I was also suffering from this problem of oil shortage, and I did not want to use coal plants for the emission of CO2, but I see that it will be necessary, while the time comes when the coal transformed into nuclear plants

This is a real problem in late game, the problem with using corps or armies is whilst an army is strong.. it isn't as useful as the 3 units it's made from. 3 units can siege a city.. 1 army cannot. Nor in late game with certain policies even make a dent in it's defences.

Trying to cap 3-4 cities in the same turn, keeping them all down in def, so they don't all revolt 3-5 turns later.. and having enough units to do it, because oil chose not to spawn anywhere near your civ.. it completely breaks the game. You can defend.. you don't need oil to defend, but you can't attack. The game has been redesigned to make domination in endgame almost impossible. The worst aspect of this is you have to play a game for hours only to discover it's unwinnable.

Unit maintenance needs to be completely removed. Resources should be used only to create them. The differences between oil and the others, is you only need a few to upgrade/build units but you also need it to maintain.

I personally don't care for the diplomatic, religious, cultural victories. I only play towards domination or science. The game should allow me to do it as equally. But it seems it's now biased to more enforced peaceful ways of playing. Much like irl.

You can't really cap cities in GS on higher difficulties. The loyalty penalty makes it nigh impossible to keep these cities. I always just raise all cities I conquer except the Capitals. Works quite well to not have to deal with cities revolting.
gimmethegepgun Apr 21, 2020 @ 1:52am 
Originally posted by Oh Snap:
You can't really cap cities in GS on higher difficulties. The loyalty penalty makes it nigh impossible to keep these cities. I always just raise all cities I conquer except the Capitals. Works quite well to not have to deal with cities revolting.
If you capture multiple cities in quick succession it becomes far easier to prevent rebellion in all of them.
stadinSneikki Apr 23, 2020 @ 9:30am 
I don't usually even go for oil units until waaay late in the game, cuirassiers and cavalry will do the job just fine (if even needed) until i get fighters and bombers which use aluminum.
< >
Showing 1-15 of 16 comments
Per page: 1530 50

Date Posted: Feb 24, 2019 @ 2:17pm
Posts: 16