Sid Meier's Civilization VI

Sid Meier's Civilization VI

120 ratings
[GS only] Realistic infantry
   
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Type: Mod
Mod: Gameplay
File Size
Posted
1.347 KB
16 Feb, 2019 @ 5:20am
1 Change Note ( view )
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[GS only] Realistic infantry

Description
This mod changes resource requirements on infantry and artillery from oil to iron, which is more realistic because guns and bullets are made of iron/steel not oil. (from 1 oil and 1 oil per turn to 1 iron and 1 iron per turn)
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 :)