Sid Meier's Civilization VI

Sid Meier's Civilization VI

Zee's Strategic Resource Overhaul
211 条留言
_Zee  [作者] 2024 年 6 月 27 日 下午 5:28 
@Funkeneh - Yes, the changes are global.
Funkeneh 2024 年 6 月 23 日 下午 12:36 
Hey Zee. Does this mod and your climate mod alter the requirement s for the ai as well?
MrTango 2024 年 5 月 24 日 下午 12:41 
Makes me miss civ5, some bog standard units like destroyer, infantry/AT didnt need strat resource, but advanced units like bomber/battleship do.
_Zee  [作者] 2024 年 3 月 19 日 上午 9:54 
Ahh yes, you are right. It's been so long since I played vanilla I forgot that Gathering Storm specifically increases only the power sources to +3 when improved.

This was considered when the mod was designed though, and the values of 2 for all improved resources is intentional. A big part of balancing this was removing the resource of oil from infantry (and the power output change I mentioned). Those 2 key changes and the rest of the mod reduce the overall usage of Oil considerably, thus reducing overall power-resource need considerably, so +3 would be too much for any resource.

Working as designed, enjoy!
viola 2024 年 3 月 16 日 上午 3:57 
In vanilla, coal, oil and uranium yield 0 units when unimproved and 3 units when improved. When I go into a game with only this mod, it's the same as vanilla except you get 1 unit of coal and oil when they're unimproved.

Also brainfart on the second point, i didn't realize those numbers were referring to power output.
_Zee  [作者] 2024 年 3 月 15 日 上午 9:18 
All improved strategic resources provide a yield of 2 in vanilla, if you're getting 3 one of your mods is doing that.

Coal - Oil - Nuclear
4 - 4 - 16 (Vanilla output values)
4 - 6 - 10 (Modded output values)
viola 2024 年 3 月 15 日 上午 3:34 
Just curious about a couple things:

"Improved tiles will still yield a total of (2) of the given strategic resource."
-> The fuel strategics usually yield 3 units with improvements on their tiles. Will they continue to do so with this mod?

"Fuel conversion ratios more granular, From (4-4-16) To (4-6-10) (a nice side-effect of this is slightly less global CO2)"
-> Not sure what this means.
_Zee  [作者] 2023 年 10 月 9 日 下午 9:23 
Another small update that standardizes Unique Unit resource discounts and corrects a bug that was preventing 2 units from receiving the resource costs set by the mod. (Dutch Zeven Provincien and English Ship of the Line via Steel & Thunder).

Carry on and enjoy.
_Zee  [作者] 2023 年 10 月 3 日 下午 11:51 
Updated posted - I finally identified why the Nuclear Submarine wasn't getting any resource costs for some people. It should now cost Uranium to build and maintain for all users, as intended.
turkish_villager 2023 年 5 月 25 日 下午 2:41 
haha i was trying to change thesse but i wanted to check steam and saw yours. Thanks buddy. You are great.. lets play
_Zee  [作者] 2023 年 3 月 7 日 上午 10:26 
Line Infantry are already covered by this mod.
Double check your install and check for conflicts. Launch the game with only this mod enabled, test in a NEW GAME, then start turning your other mods back on and see what's causing the conflict (testing in a new game each time).

If you find the conflicting mod let me know the name.
Supercodplayer1995 2023 年 3 月 7 日 上午 5:40 
Newer Firaxis units like the 'Line Infantry' don't appear to be consuming iron/niter per turn like the other units do. They still have the flat rate of 20 niter to produce. Can those newer units get a patch to also work like the original CIV VI units?
_Zee  [作者] 2023 年 2 月 23 日 上午 10:59 
Thanks for posting the new thread! I remember thinking to myself I should sticky that a while ago and totally forgot.
Nizou 2023 年 2 月 23 日 上午 8:08 
@Mushroomancer Since many people asked for it, I created a post above to bring light on a patch for 6T unit packs made by @MightNight, it's really simple and it works very well !
Mushroomancer 2023 年 2 月 12 日 下午 5:18 
Would a patch for JNRs extra units mods be considered? I understand it would be a considerable effort since there are many mods in that modpack, and if its not feasible that's completely a-okay. Awesome mod regardless :steamthumbsup::steamthumbsup:
_Zee  [作者] 2022 年 10 月 13 日 下午 9:37 
@CC Johnson
You will still receive resources from Districts with this mod.
Turn off all your mods, turn only this one on, see if its still happening.
Make sure you do your testing in a new game each time you change your mod list, don't use running saves.
CC Johnson 2022 年 10 月 13 日 上午 8:33 
Hi. Im playing Civ again after a long while and I used to and still do love your mod(s). Thank you for your hard work.
One thing I just came across: Is it possible this mod chances it so that strategic ressources, in my case coal, that pop up under built districts, do not actually give those ressources, not even 1/2?
Schemes 2022 年 10 月 11 日 下午 6:59 
Not sure if you found a solution for the nuclear sub code not working, but I tried mimicking your aircraft carrier code in the XP_2 line, and that worked for me.
Nizou 2022 年 8 月 26 日 下午 3:27 
Hello, this mod is still a must have !
Just wanted to say that added to the need of the patch made by MightNight, I also noticed that the Eques unit (from S&T : Unique Units) has no Horse maintenance cost so it may be the case of all the units of the mods
_Zee  [作者] 2022 年 5 月 29 日 上午 4:13 
Awesome, thanks for posting. When I get time I will look through this and merge it with the mod if it all checks out.
MightNight 2022 年 5 月 28 日 下午 9:58 
@_Zee I went ahead and did it for you (I *should* have gotten them all):

https://pastebin.com/Vvrtez3i

PS: Make sure to change your Load Orders to <LoadOrder>20000</LoadOrder>,otherwise the changes won't work.
_Zee  [作者] 2022 年 5 月 22 日 上午 12:27 
ahh looks like you are correct. looks like my test wasn't thorough enough. i'll pull down the compatibility notice for now.
MightNight 2022 年 5 月 20 日 下午 4:45 
@_Zee are you sure they are compatible with 6T unit mods? I noticed that Longswordsmen have no resource maintenance cost
_Zee  [作者] 2022 年 5 月 6 日 下午 12:09 
@Guynemer, @DaniAngione - Thanks for the request. I took a look at JNR's 6T unit mods and they are already compatible with ZSRO! 6T makes use of template copying and unit-renaming, so many of their additional units are created from the units already modified by ZSRO. So things are already working together and units that would have carried resource costs in 6T will receive the ZSRO adjustment as intended.
- Description updated.

@Bombermans - I don't think anyone has ever asked me that. I guess the answer depends on what you had in mind? PM me and we can talk.
DaniAngione 2022 年 5 月 5 日 上午 8:25 
Can't edit so I have to comment again...

Apparently even though it's not listed, it does support most of the 6T unit mods already!
I'm guessing they share the names with the warfare expanded ones?

Anyway, you can probably add them to the compatibility list :)
DaniAngione 2022 年 5 月 5 日 上午 8:02 
"Extra unit mods will need support patches, so if it isn't mentioned above let me know and I'll see what I can do."

Hello! Love your mod :) Came here to add to the "Can you please add support for the "6T expanded units" mods?
Bombermans 2022 年 5 月 4 日 上午 7:15 
Hello, do you accept payed mod comissions?
Guynemer 2022 年 5 月 1 日 上午 10:44 
I don't want to be "that guy" but I'd love to see compatibility with JNR's 6T series, if at all possible. If not, no big deal.
Orionox 2022 年 4 月 20 日 下午 10:26 
I want to add resource costs to units in warefares expanded, could you point me in the proper direction to figure out how to do that?
Cobber [1st M.I.] 2022 年 3 月 25 日 下午 3:19 
@Comrade:

A great mod to help with boosting the map's resource generation is Truly Abundant Resources, which caters to different personal preferences for resource abundance by offering different levels of resource spawn boost in its set up options when you are setting up a new game. That mod also works fine when used in conjunction with what this mod does, so together they are likely going to give you the challenge from the AI that you're clearly wanting.
Comrade Noot 2022 年 3 月 24 日 下午 11:44 
tbh I never even considered just increasing map resources to compensate for the AI boosters. I might try that.
_Zee  [作者] 2022 年 3 月 24 日 下午 1:16 
That's interesting that you find the vanilla strategic resource system more challenging - not something I hear too often. But to each his own! I am not familiar with the mods you mentioned so I wouldn't even dare to guess what AI-behavior or build-priority changes are provided by them. Usually a resource shortage that's consistent across all the AI in your game would indicate that the map settings aren't providing enough for the number of civs you've selected.

As always - feel free to uninstall and play as you like.
Comrade Noot 2022 年 3 月 24 日 上午 4:30 
Not sure about vanilla AI but with the AI modded by RealStrategy plus AI Booster it is always out of resources. The AI just produces way more units then it can support, and winds up with a whole bunch of very weak units that can't do anything due to the low resource debuff.

I am positive about this as I have confirmed it using Firetuner to run AI-Only battles and periodically checking to see their performance.

I've been using this mod for years and love it, but as I've reached a level where I need more challenge from the AI I will need to uninstall this.
Thendar 2022 年 3 月 5 日 上午 6:54 
Okay, just tested it myself. It seems like that BBG doesnt cause any bugs. Could also be that BBG doesnt change any Units that this mod touches (Submarine, Infantry. Helicopter, GDR)
Thendar 2022 年 3 月 5 日 上午 6:16 
Does this work with BBG? As it also has a couple rebalancings in it like this one
H.Humpel 2021 年 12 月 6 日 上午 1:33 
German translation available in the Civilization VI Mods - German translations .
_Zee  [作者] 2021 年 12 月 5 日 下午 2:13 
It already is. S&T designed and balanced those units with no resource cost, so its simply a neutral mod that needs no changes in the eyes of ZSRO.
Junky 2021 年 12 月 5 日 上午 11:48 
Hi Zee. Are you planning to make this mod compatible with Steel and Thunder : Unique Units ?
_Zee  [作者] 2021 年 11 月 27 日 下午 7:07 
No, this mod does not affect the spawning rates of resources on the map.
Specific map mods might be able to help you with that.
Milf Wrangler 2021 年 11 月 27 日 上午 11:52 
do this mod increase the rate at which you gain resources? or increase the amount of resource plots on the map? i find that specifically oil and uranium late game is damn near impossible to obtain
Fors 2021 年 9 月 6 日 上午 7:44 
I own all dlc and expansions.
King David 2021 年 9 月 6 日 上午 6:52 
I have looked at your file in the edit, and cant see anything wrong with what you have done. Its strange, but i am no expert.
King David 2021 年 9 月 6 日 上午 6:48 
Aztec Civ Pack, Persia and Macedon Civ Pack,Vikings Pack, Australia Civ Pack, Gathering Storm, Rise and Fall, Babylon Pack, Vietnam & Kublai Khan Pack.
P.S I have asked another modder to check his mod if he can get it to work also, and explained the situation. I will let you know if i find out anything.
_Zee  [作者] 2021 年 9 月 6 日 上午 5:26 
Those of you having issues with the submarine, please reply here with your full DLC list. I need to find the common denominator between all of you.
Cobber [1st M.I.] 2021 年 9 月 6 日 上午 3:53 
@King David:

Looks like it is for the Nuclear Submarine, not the Ballistic Missile Submarine, that has been referred to in the coding for this mod. Not sure if that is as helpful as you'd like, but that's what I make out based on the link provided below by _Zee to an imgur picture showing it in the code.
King David 2021 年 9 月 6 日 上午 12:15 
Is it ballistic missile submarine or Nuclear submarine you have used in your coding?
King David 2021 年 9 月 6 日 上午 12:12 
@ _Zee & Fors: I have the exact same problem as FORS with nuclear submarine. I have done everything FORS has done to fix it as well. I have gone into file and its the same. I have tried to run it with only this mod running and doesnt do anything to the tech tree. Does it work on your version of civ6 ZEE?
Fors 2021 年 8 月 16 日 上午 5:21 
Thanks for the help tho. Might still play a full mp game with this on regardless, looks like a lot of fun :)
_Zee  [作者] 2021 年 8 月 14 日 下午 2:58 
Sorry, don't know what else to tell you.

If you confirmed you are on most recent version of Civ6 and the mod code looks correct, something is either conflicting with or overwriting the mod. Good luck.
Fors 2021 年 8 月 14 日 下午 2:34 
Removed all workshop folders and resubscribed. Code seems to be fine but nuclear sub still only costs 1 uranium without uranium maintenance :/