Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Resource Cost Rework
   
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Mar 30, 2019 @ 2:50pm
May 25, 2020 @ 2:54pm
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Resource Cost Rework

Description
Changes resource requirements for pretty much all units. Many units now need one type of resource for production and another type for maintenance (for example, battleship require iron for production and coal for maintenance). All mounted units require horses, either for production or for maintenance. Iron is used for units throughout the game, even for information-era units like the missile cruiser. Also, infantry and artillery no longer require oil for maintenance, while aircraft carriers do.

Some ranged units (field gun, machine gun) and some anti-cavalry units (at crew, modern at) now have resource requirements. All unique units have production resource cost cut in half, compared to the standard unit they replace.

In addition, two new military policies are added: heavy industry gives you +2 iron per turn from every iron mine, while industrial nitrate production gives you +2 niter per turn from every power plant. Both policies unlock at mobilization civic in the modern era.

Supports the Steel and Thunder: Units Expanded mod (but not the unique units version).

Complete list of resource requirements (first number is production resource, second number is maintenance resource):

Heavy chariot: 10 horses, 1 horse/turn
Horseman: 10 horses, 1 horse/turn
Swordsman. 20 iron

Courser: 10 horses, 1 horse/turn
Knight: 10 iron, 1 horse/turn

Caravel: 10 iron, 1 niter/turn
Frigate: 10 iron, 1 niter/turn
Privateer: 10 iron, 1 niter/turn
Musketman: 10 niter, 1 niter/turn
Bombard: 10 iron, 1 niter/turn

Cuirassier: 10 horses, 1 niter/turn
Cavalry: 10 horses, 1 niter/turn
Field cannon: 10 iron, 1 niter/turn
Ironclad: 10 iron, 1 coal/turn
Ranger: 10 niter, 1 niter/turn

Battleship: 10 iron, 1 coal/turn
Submarine: 10 iron, 1 oil/turn
Tank: 10 iron, 1 oil/turn
AT crew: 10 niter, 1 niter/turn
Infantry: 10 niter, 1 niter/turn
Artillery: 10 iron, 1 niter/turn
Biplane: 10 niter, 1 oil/turn

Helicopter: 10 niter, 1 oil/turn
Fighter: 20 aluminium, 1 oil/turn
Bomber: 20 aluminium, 1 oil/turn
Destroyer: 10 iron, 1 oil/turn
Aircraft carrier: 10 iron, 1 oil/turn
Spec ops: 10 niter, 1 niter/turn
Machine gun: 10 iron, 1 niter/turn

Nuclear submarine: 10 iron, 1 uranium/turn
Mechanized infantry: 10 niter, 1 oil/turn
Rocket artillery: 10 iron, 1 niter/turn
Jet fighter: 20 aluminium, 1 oil/turn
Jet bomber: 20 aluminium, 1 oil/turn
Missile cruiser: 10 iron, 1 oil/turn
Modern armor: 10 iron, 1 oil/turn
Modern AT: 10 niter, 1 niter/turn
Giant death robot: 10 uranium, 3 uranium/turn

Nuclear submarine: because this is the only unit (except the giant robot) that consumes uranium, I've tweaked the stats a bit to compensate: movement increased from 4 to 6, and maintenance reduced from 8 to 7.

War cart: 5 horses, 1 horse/turn
Maryannu chariot archer: 5 horses, 1 horse/turn
Hetairoi: 5 horses, 1 horse/turn
Horse archer: 5 horses, 1 horse/turn
Legion: 10 iron
Immortal: 10 iron
Black army: 5 horses, 1 horse/turn
Winged hussar: 5 iron, 1 horse/turn
Mamluk: 5 iron, 1 horse/turn
Mandekalu cavalry: 5 iron, 1 horse/turn
Keshig: 5 horses, 1 horse/turn
Samurai: 10 iron
Berserker: 10 iron
Khevsur: 10 iron
De zeven provincien: 5 iron, 1 niter/turn
Jong: 5 iron, 1 niter/turn
Barbary corsair: 5 iron, 1 niter/turn
Seadog: 5 iron, 1 niter/turn
Conquistador: 5 niter, 1 niter/turn
Janissary: 5 niter, 1 niter/turn
Malon raider: 5 horses, 1 horse/turn
Hwacha: 5 iron, 1 niter/turn
Huzcar: 5 horses, 1 niter/turn
Cassack: 5 horses, 1 niter/turn
Highlander: 5 niter, 1 niter/turn
Mountie: 5 horses, 1 niter/turn
Rough rider: 5 horses, 1 niter/turn
Recoat: 5 niter, 1 niter/turn
Garde imperiale: 5 niter, 1 niter/turn
Minas geraes: 5 iron, 1 coal/turn
U-boat: 5 iron, 1 oil/turn
Digger: 5 niter, 1 niter/turn
P51 Mustang: 10 aluminium, 1 oil/turn

Galleas: 10 iron, 1 niter/turn
Rifleman: 10 niter, 1 niter/turn
Gatling Gun: 10 iron, 1 niter/turn
Mortar: 10 iron, 1 niter/turn
Self-propelled Artillery: 10 iron, 1 niter/turn
31 Comments
Chrissant Oct 13, 2022 @ 3:07am 
Was a great mod, sad that it doesnt function quite right anymore.
Titus Valarian Aug 31, 2022 @ 8:14am 
Does this mod change some religous parts and govenors? Ive got some changes from those areas after enabling this mod
RankMayor Dec 28, 2020 @ 9:51am 
Doesn't look like this mod works anymore, too bad. Was a cool mod.
Astacius Nov 15, 2020 @ 12:59pm 
this 1 horse/turn killed this mod, its unplayable
Remove Sniper from TF2  [author] Aug 5, 2020 @ 12:32pm 
yeah that should work
Jauqee Aug 5, 2020 @ 12:29pm 
Oh, I might have figured it out. The database log says it could not find "Horse" as a resource. I bet it has it has to be "Horses". I will try that
Remove Sniper from TF2  [author] Aug 5, 2020 @ 12:24pm 
you can go to documents/mygames/civ6/logs and send me the text in the database.log file
Jauqee Aug 5, 2020 @ 12:11pm 
No new lines of code. I only changed values in the resources xml document. I did change some of the resource per turn values to 0 for rangers, spec ops, galleas, and caravels. I do not know much about code so I dont know if that would create issues or not. I could try and send what I changed if that would help.
Remove Sniper from TF2  [author] Aug 5, 2020 @ 12:01pm 
did you add any new lines of code? I don't think merely changing the numbers in the existing code should possibly stop it from working
Jauqee Aug 5, 2020 @ 11:46am 
So I made some modifications to the xml file and am now getting a warning that says the mod failed to load which prevents the game from starting. Most of the changes I made were to increase the iron cost of tanks, ships, etc. and changed the resource per turn values for some units. I have it saved in the mod folder and can see/manage it in the mod menu in game. Any tips on how to fix that?