Sid Meier's Civilization VI

Sid Meier's Civilization VI

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No Resource Maintenance Cost for Inactive Units -- Tactical Extension
   
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Type: Mod
Mod: Gameplay
File Size
Posted
6.124 KB
11 Apr, 2019 @ 9:16pm
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No Resource Maintenance Cost for Inactive Units -- Tactical Extension

In 1 collection by Zugaikotsu
Zugaikotsu's Quality of Life Changes
5 items
Description
This is an extension to No Resource Maintenance Cost for Inactive Units
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1702672878, which updates the logic quite heavily and allows for easier customization of these settings. This mod does nothing by itself, and requires that mod to run properly.


The default logic is as follows, and still must be when the unit has not moved/performed an action itself:
Fortify Inside Owned/Allied Territory: Full Refund
Fortify Outside of Owned/Allied/Hostile: Half Refund
Fortify Inside Hostile: No Refund

No Action Inside Owned/Allied: Full Refund
No Action Outside of Owned/Allied/Hostile: Full Refund
No Action Inside Hostile: Half Refund

Defending With No Retaliation: Full Refund
Defending With Retaliation: Half Refund.

Always Active: false (Setting to true will bypass the Movement check, letting a unit with any movement (or lack thereof) allow a refund opportunity.


The lowest value is taken, so if you Sleep inside your own territory, but defend retaliate, you will still get half refund. Additionally, values are always rounded up when dividing, leaving at least 1 refunded resource in all cases applicable.


Modifying the Values:
1. Navigate to your Steam Install Directory (By Default: C:\Program Files\Steam\steamapps\workshop\content)
2. Search for "Zug_RefundInactive_ModSettings.lua" and open in Text.
3. Change the values inside "RefundRates" only.
4. Modify the values according to preference. -1 would be the unit's cost is doubled, 0.5 is the unit cost is halved, 1 the unit cost is zero. Please do not put ".5", but rather "0.5".

Want to Help Support My Progress Towards Making/Updating Mods:
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7 Comments
Zugaikotsu  [author] 30 Jul, 2020 @ 5:43pm 
@pauleol7, I think it should be possible to add an option based on the percentage of movement points, despite potentially adding quite a bit of extra complexity. Unfortunately, I have zero time right now for modding. If there are a lot of requests for this, though, I will make some time to see the actual effort needed, and plan out a time for completion.

I didn't address it in this one, but have in the other mod, but for clarification: There still doesn't appear to be a way to change CO2 easily, nor is there an play-nice way to determine if a unit has healed in the last turn. I've tried/failed on several routes of both, with not much luck.
pauloel7 30 Jul, 2020 @ 7:36am 
Is it possible to use the fraction of movement points? E.g. tank uses 2 out of 4 moving, it would consume half the oil. Can it be done?
o_siyeza 28 Jul, 2019 @ 7:48am 
I think healing should consume resources too.

Maybe the esiest way to correct the CO2 emissions would be to recapture CO2, if that is accesible for modding.
Furry Profile Pic 7 May, 2019 @ 4:35pm 
Unfortunate but understandable. I'll be following the feeds with anticipation.
Zugaikotsu  [author] 6 May, 2019 @ 6:54pm 
@Phoenix Striker, it currently does not affect CO2 Outputs; they will still grow at the previous rates. I'm still working on a way to handle that more properly.
Furry Profile Pic 5 May, 2019 @ 9:32pm 
How does this affect CO2 outputs?
bostonbongrips 12 Apr, 2019 @ 7:38am 
Excellent, thank you