Sid Meier's Civilization VI

Sid Meier's Civilization VI

Zee's Strategic Resource Overhaul
211 Comments
_Zee  [author] 27 Jun, 2024 @ 5:28pm 
@Funkeneh - Yes, the changes are global.
Funkeneh 23 Jun, 2024 @ 12:36pm 
Hey Zee. Does this mod and your climate mod alter the requirement s for the ai as well?
[PIGZ]MrTango 24 May, 2024 @ 12:41pm 
Makes me miss civ5, some bog standard units like destroyer, infantry/AT didnt need strat resource, but advanced units like bomber/battleship do.
_Zee  [author] 19 Mar, 2024 @ 9:54am 
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 16 Mar, 2024 @ 3:57am 
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  [author] 15 Mar, 2024 @ 9:18am 
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 15 Mar, 2024 @ 3:34am 
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  [author] 9 Oct, 2023 @ 9:23pm 
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  [author] 3 Oct, 2023 @ 11:51pm 
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 25 May, 2023 @ 2:41pm 
haha i was trying to change thesse but i wanted to check steam and saw yours. Thanks buddy. You are great.. lets play
_Zee  [author] 7 Mar, 2023 @ 10:26am 
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 7 Mar, 2023 @ 5:40am 
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  [author] 23 Feb, 2023 @ 10:59am 
Thanks for posting the new thread! I remember thinking to myself I should sticky that a while ago and totally forgot.
Nizou 23 Feb, 2023 @ 8:08am 
@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 12 Feb, 2023 @ 5:18pm 
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  [author] 13 Oct, 2022 @ 9:37pm 
@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 13 Oct, 2022 @ 8:33am 
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 11 Oct, 2022 @ 6:59pm 
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 26 Aug, 2022 @ 3:27pm 
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  [author] 29 May, 2022 @ 4:13am 
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 28 May, 2022 @ 9:58pm 
@_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  [author] 22 May, 2022 @ 12:27am 
ahh looks like you are correct. looks like my test wasn't thorough enough. i'll pull down the compatibility notice for now.
MightNight 20 May, 2022 @ 4:45pm 
@_Zee are you sure they are compatible with 6T unit mods? I noticed that Longswordsmen have no resource maintenance cost
_Zee  [author] 6 May, 2022 @ 12:09pm 
@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 5 May, 2022 @ 8:25am 
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 5 May, 2022 @ 8:02am 
"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 4 May, 2022 @ 7:15am 
Hello, do you accept payed mod comissions?
Guynemer 1 May, 2022 @ 10:44am 
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 20 Apr, 2022 @ 10:26pm 
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 25 Mar, 2022 @ 3:19pm 
@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 24 Mar, 2022 @ 11:44pm 
tbh I never even considered just increasing map resources to compensate for the AI boosters. I might try that.
_Zee  [author] 24 Mar, 2022 @ 1:16pm 
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 24 Mar, 2022 @ 4:30am 
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 5 Mar, 2022 @ 6:54am 
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 5 Mar, 2022 @ 6:16am 
Does this work with BBG? As it also has a couple rebalancings in it like this one
H.Humpel 6 Dec, 2021 @ 1:33am 
German translation available in the Civilization VI Mods - German translations .
_Zee  [author] 5 Dec, 2021 @ 2:13pm 
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 5 Dec, 2021 @ 11:48am 
Hi Zee. Are you planning to make this mod compatible with Steel and Thunder : Unique Units ?
_Zee  [author] 27 Nov, 2021 @ 7:07pm 
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 27 Nov, 2021 @ 11:52am 
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 6 Sep, 2021 @ 7:44am 
I own all dlc and expansions.
King David 6 Sep, 2021 @ 6:52am 
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 6 Sep, 2021 @ 6:48am 
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  [author] 6 Sep, 2021 @ 5:26am 
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 6 Sep, 2021 @ 3:53am 
@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 6 Sep, 2021 @ 12:15am 
Is it ballistic missile submarine or Nuclear submarine you have used in your coding?
King David 6 Sep, 2021 @ 12:12am 
@ _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 16 Aug, 2021 @ 5:21am 
Thanks for the help tho. Might still play a full mp game with this on regardless, looks like a lot of fun :)
_Zee  [author] 14 Aug, 2021 @ 2:58pm 
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 14 Aug, 2021 @ 2:34pm 
Removed all workshop folders and resubscribed. Code seems to be fine but nuclear sub still only costs 1 uranium without uranium maintenance :/