Sid Meier's Civilization VI

Sid Meier's Civilization VI

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AI Resource Booster
   
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Type: Mod
File Size
Posted
Updated
15.697 KB
10 Feb, 2021 @ 9:44pm
10 Oct, 2021 @ 9:10pm
10 Change Notes ( view )

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AI Resource Booster

Description
This mods focus is to make resource more important and balancing the resources on higher difficulties more in favor of the AI, to Boost the AIs ability to be competitive.

The mod is a companion mod to my AI Booster mod, but can also be used independently.

Three main changes.

* Resource Balance have been changed to allow AI to build modern unit easier.

* The AI can now build units without oil. But oil as in real life is now the life blood of a effective modern military.

* Double the resource cost to build all early units, AI on higher difficulties get bonus production of resources.

Iron will be stay important for modern navy in the later part of the game.

The AI can now build all modern units without having oil. (But will have a strength penalty without enough oil)

Size of AI air force is not hampered by aluminum maintenance.

Navy oil usage wont stop planes from being built.

Lack of oil or lack of coal will not stop modern navy production, (Your or the AIs units just wont be as effective)

A fully operational war machine require access to a lot of oil.

Detailed Changes:

All pre-modern resource build cost is doubled. Swordsmen for example need 40 instead of 20 iron (Standard Speed).

Default Oil Extraction from an OIL resource is now 5 instead of 2. (Cover the new OIL usage in modern age)

In Classical Era the following kicks in.

All players get 30 extra stockpile limit.

(New) Oil plants for Electricity move to Synthetic Material (Much later in Tech Tree) and Maintenance is 10.


King AI gets
+2 Oil per extraction (Total of 7 per Oil)
+20 Extra Stockpile limit

Emperor AI gets additional
+1 Iron per Extraction
+1 Horse per Extraction
+1 Niter per Extraction
+1 Coal per Extraction
+2 Oil per Extraction
+1 Aluminium per Extraction
+1 Uranium per Extraction
+20 Extra Stockpile limit

Immortal AI get additional
+1 Iron Production (Total of 4 per Extraction)
+1 Horse Production (Total of 4 per Extraction)
+1 Niter Production (Total of 4 per Extraction
+1 Coal Production (Total of 4 per Extraction)
+2 Oil Production (Total of 10 per Extraction)
+1 Aluminum (Total of 4 per Extraction)
+1 Uranium (Total of 4 per Extraction
+20 Extra Stockpile limit (Total 60 extra)

No Change to Diety, so same as Immortal.

Global Warming Threshold increased by 50% lots of OIL being used.

Resource build and use changes. (Mainly Modern Units)

Ship Changes.
(Some iron needed for all modern ships)

Ironclad now require 40 Iron to build (Coal to maintain)
Battleship now require 40 Iron to build (Coal to maintain)
Minas Geras now require 40 Iron to build (Coal to maintain)
Destroyer now require no OIL to build (Oil to maintain)
Missile Cruiser now require 40 Iron to build (Oil to maintain)
Carrier now require 40 iron to build (Oil to maintain)
Submarine now require no OIL to build (Oil to maintain)
Uboat now require no OIL to build (Oil to maintain)
Nuclear Submarine now require 1 Uranium to build (nothing to maintain)

Air Unit Changes

Biplanes no longer require any resource to build or maintain.
Fighters, Bombers, Helicopters, Jet Fighters and Jet Bombers and P51s require Oil to maintain

Modern Ground Unit Changes

Infantry no longer require any resource to maintain or build
Artillery, Rocket Artillery and Mobile Sam now require 20 Niter to build
Rocket Artillery and Mobile Sam require Oil to maintain
Tank and Modern Armor require 40 Iron to build and Oil to maintain
Mechanized Infantry require 40 Iron to build and Oil to maintain


12 Comments
axatoramus 14 Apr, 2022 @ 9:36pm 
You are awesome, I dont know what to say :)

I did find out that AI tends to make lots of heavy chariots...
R.E.D  [author] 14 Apr, 2022 @ 1:30pm 
I am working on the Experience Booster right now, but turning this mod around is on my list.
axatoramus 7 Apr, 2022 @ 6:08pm 
Testing it now!
axatoramus 6 Apr, 2022 @ 4:56pm 
Hi @R.E.D, did you test it? How does it work out?
R.E.D  [author] 26 Oct, 2021 @ 3:42pm 
I will try to see how much the AI pays, turning it around and halving the resource production and then add AI bonus is not a bad idea. I generally have great balance success in changing it that way. I might create a alternate version that does that change.
StompySquirrel 11 Oct, 2021 @ 10:03am 
Do you know whether these changes affect what the AI is willing to pay in trade for strategic resources? I feel the AI pays too much - I can usually finance my entire early empire by selling a few plots worth of horses - but I have not been able to find anywhere to mod the AI exchange rate. I worry that the increased resource cost of early units would magnify this unless the AI somehow knows that each horse/iron is individually less valuable. Thoughts?
Have you considered halving early resource income instead?
R.E.D  [author] 10 Oct, 2021 @ 9:18pm 
Moved Oil Plants and Conversion project to synthetic materials and increase maintenance to 10
R.E.D  [author] 10 Jul, 2021 @ 8:34am 
Increase maintenance for oil plants from 3 -> 8. They can be used in worse case but will now as in real world be more expensive to run.
-=Maure=- 3 Apr, 2021 @ 8:22am 
I like the mod but I feel it makes it too easy to get power from Oil Plants as just two Oil locations can power an entire civilization.
R.E.D  [author] 13 Feb, 2021 @ 1:32pm 
Updated to support other difficulties and increase all players base stockpile and added difficulty bonus stockpile increase for the AI.