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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!
Also brainfart on the second point, i didn't realize those numbers were referring to power output.
Coal - Oil - Nuclear
4 - 4 - 16 (Vanilla output values)
4 - 6 - 10 (Modded output values)
"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.
Carry on and enjoy.
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.
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.
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?
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
https://pastebin.com/Vvrtez3i
PS: Make sure to change your Load Orders to <LoadOrder>20000</LoadOrder>,otherwise the changes won't work.
- 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.
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 :)
Hello! Love your mod :) Came here to add to the "Can you please add support for the "6T expanded units" mods?
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.
As always - feel free to uninstall and play as you like.
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.
Specific map mods might be able to help you with that.
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.
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.
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.