Sid Meier's Civilization VI

Sid Meier's Civilization VI

Resource Cost Rework
31 Comments
Chrissant 13 Oct, 2022 @ 3:07am 
Was a great mod, sad that it doesnt function quite right anymore.
Titus Valarian 31 Aug, 2022 @ 8:14am 
Does this mod change some religous parts and govenors? Ive got some changes from those areas after enabling this mod
RankMayor 28 Dec, 2020 @ 9:51am 
Doesn't look like this mod works anymore, too bad. Was a cool mod.
Astacius 15 Nov, 2020 @ 12:59pm 
this 1 horse/turn killed this mod, its unplayable
Remove Sniper from TF2  [author] 5 Aug, 2020 @ 12:32pm 
yeah that should work
Jauqee 5 Aug, 2020 @ 12:29pm 
Oh, I might have figured it out. The database log says it could not find "Horse" as a resource. I bet it has it has to be "Horses". I will try that
Remove Sniper from TF2  [author] 5 Aug, 2020 @ 12:24pm 
you can go to documents/mygames/civ6/logs and send me the text in the database.log file
Jauqee 5 Aug, 2020 @ 12:11pm 
No new lines of code. I only changed values in the resources xml document. I did change some of the resource per turn values to 0 for rangers, spec ops, galleas, and caravels. I do not know much about code so I dont know if that would create issues or not. I could try and send what I changed if that would help.
Remove Sniper from TF2  [author] 5 Aug, 2020 @ 12:01pm 
did you add any new lines of code? I don't think merely changing the numbers in the existing code should possibly stop it from working
Jauqee 5 Aug, 2020 @ 11:46am 
So I made some modifications to the xml file and am now getting a warning that says the mod failed to load which prevents the game from starting. Most of the changes I made were to increase the iron cost of tanks, ships, etc. and changed the resource per turn values for some units. I have it saved in the mod folder and can see/manage it in the mod menu in game. Any tips on how to fix that?
Remove Sniper from TF2  [author] 4 Aug, 2020 @ 10:18am 
copy the mod into the folder users/documents/mygames/civ6/mods (this prevents any update here from overwriting your changes, if you don't want that to happen), then just edit the .xml as you want
Jauqee 3 Aug, 2020 @ 12:06pm 
What would be the best way to make modifications to the mod if I wanted to tweak a few things? Love this mod, btw!
ALittleMessi 29 Jun, 2020 @ 11:00pm 
Had a loading error with this mod by itself and others. Read through the logs and the error is that unit types "digger" and "indonesian jong" didn't exist. Not sure if I'm missing something but I have the content DLCs not new civs. Fixed the error by deleting those lines from Resources, now it works
Remove Sniper from TF2  [author] 25 May, 2020 @ 2:58pm 
Is fixed now.
Jauqee 25 May, 2020 @ 2:03pm 
Done. I had to copy it over four messages so there are some breaks.
Remove Sniper from TF2  [author] 25 May, 2020 @ 1:52pm 
if you go to documents/mygames/civilizationVI/logs, and open database.log, copy the text and send it to me, then I can check it
Jauqee 25 May, 2020 @ 1:27pm 
There is an issue with this mod that is preventing me from starting games. A message appears after starting a game stating that one or more mods are incompatible and prevents the start of a game. After spending some time turning some mods on and off, this one is the culprit.

I do have many mods in play but this was working fine until today so I'm assuming a recent update has caused the issue. Do you have any recommendations or need more info?
BimmerBlitz 25 May, 2020 @ 1:23pm 
This is a fantastic mod - great work! It stops the unit spam the AI tends to do and makes the whole game more realistic/challenging as strategic resources become that much more important. I've modified some of the values on top of this mod to make some units MUCH more expensive to build (i.e. Battleships now cost 100 iron), but just my personal taste. Great mod!
Remove Sniper from TF2  [author] 25 May, 2020 @ 6:21am 
Updated. See change notes for detail.
Nizou 19 May, 2020 @ 3:56pm 
Yeah I'll subscribe when a compat with S&T wil be made !
Remove Sniper from TF2  [author] 9 Apr, 2020 @ 8:33am 
steam -> steamapps -> workshop
Cherokee Gage 9 Apr, 2020 @ 8:31am 
Where is this mod located so I can edit maintenance requirements?
MasterYosa 4 Apr, 2020 @ 1:13pm 
I would also like to encourage you to expand this mod for the steel an thunder units. It would be a blast!
Tatuzka 5 Nov, 2019 @ 3:11am 
Please update this! :) Also if you could i'd also would hope if you could apply this to Steel and Thunder's units. After and if you do that, i will get this mode in a heartbeat. This really does seem like the best resource mod out here!
k.a.n101 20 Jul, 2019 @ 10:03am 
Can you make this mod apply to Steel and Thunder’s units too (longswordsmen, Gatling guns, etc.)
thibaulthc 17 May, 2019 @ 9:50am 
it does laucnh WITHOUT GS though :/
I hope it will be upgraded I really like to try it
thibaulthc 17 May, 2019 @ 9:09am 
won't load for me neither , with no other mods at all :(
too bad, looks like one of the bes resourrces mod
thibaulthc 16 May, 2019 @ 8:21pm 
looks nice!
-I'm just a bit afraid that the world might lack of niter very fast...
-rocket artillery could use oil/turn
ashton2879 1 May, 2019 @ 3:26pm 
Most balanced Resource consumption overhaul I've found. Thank you for the great content and your effort.
Plumpynut 12 Apr, 2019 @ 4:54am 
This wouldn't run for me. I'm running GS, so maybe it's just for R&F
Bene Gesserit 10 Apr, 2019 @ 7:01am 
This looks very good. I think it adds a very important and missing part of the game. Thank you.