Sid Meier's Civilization VI

Sid Meier's Civilization VI

No Resource Maintenance Cost for Inactive Units
79 Comments
Zugaikotsu  [author] 28 Sep, 2022 @ 7:15pm 
@spartan1204, no promises for multiplayer. Multiplayer wasn't part of my testing, and I can't recall utilizing in multiplayer. If you do utilize it, please let me know how it goes.
spartan1204 25 Sep, 2022 @ 12:56pm 
When I mention compatibility, I'm referring to desyncing
spartan1204 25 Sep, 2022 @ 9:06am 
Also I'd like to ask, is this mod compatible with multi-player?
Zugaikotsu  [author] 23 Sep, 2022 @ 5:01pm 
I'll unfortunately need to deprioritize the work to fix the "just 1 more turn" deactivating the mod bug, due to other priorities. I should still have time to look at it before the year's end.
Roy Aster 23 Aug, 2022 @ 10:51pm 
@zugaikotsu thank you for the update!
Zugaikotsu  [author] 23 Aug, 2022 @ 6:45pm 
@Roy Aster, last I checked there was nothing exposed from the game code that could allow this to be done gracefully. While I haven't checked the updated APIs recently, I haven't seen any indication that it'd be added.
Roy Aster 23 Aug, 2022 @ 8:46am 
Is there still work being done to fix the known CO2 issue?
Zugaikotsu  [author] 31 Jul, 2022 @ 10:09am 
@spartan1204, thanks for letting me know. I don't have the free time to fix it for the next several weeks, but will try to investigate and resolve before end of September.
spartan1204 29 Jul, 2022 @ 4:42pm 
So after going through another game and testing the final few turns before victory a couple of times. I think I have narrowed it down to being "just 1 more turn" breaking something. Not sure how or why it breaks after "just 1 more turn", but these are my findings.
Zugaikotsu  [author] 5 Jul, 2022 @ 8:13pm 
@spartan1204, thanks for the notice and keep me updated. I don't have much free time to debug right now, but if you can help isolate it, it'll certainly be a lot faster for a fix.
spartan1204 4 Jul, 2022 @ 10:14pm 
So after looking into it for a bit, it seems to have stopped working after I clicked "just 1 more turn". I'll try to see what my experience is like after another run.
spartan1204 30 Jun, 2022 @ 12:09pm 
Just letting you know that it works as intended
spartan1204 16 Jun, 2022 @ 10:25am 
If an aircraft is deployed, there is no refund correct?
Zugaikotsu  [author] 15 Jun, 2022 @ 6:34pm 
@spartan1204, it should be compatible, but depends on that mod's implementation. Let me know if you run into any issues. Refer to my comment from Jan 8, 2021 for a more technical explanation.
spartan1204 14 Jun, 2022 @ 4:31pm 
Does this work with Realistic Strategic Resource Rebalance? It has some support units consume resources.
Zugaikotsu  [author] 22 Apr, 2021 @ 8:34pm 
@Neocriss, I've not heard any reports otherwise. Please let me know if you run into any issues. It should work as long as you are running Gathering Storm.
Neocriss 22 Apr, 2021 @ 2:01pm 
Is this mod compatible with the April 2021 update?
sullenskulls 9 Jan, 2021 @ 11:35am 
OK. It does appear to be working so far. Playing a long game that took me a while to get a mod-list I like. I'll let you know if I come across any problems further into the game.
Zugaikotsu  [author] 8 Jan, 2021 @ 6:38pm 
@sullenskulls, it would depend on their implementation of the resource maintenance. If they modified the Units_XP2 table for the appropriate columns (which would likely be the route they took), it should work out of the box. Give it a shot and let us know.
sullenskulls 8 Jan, 2021 @ 12:13pm 
I was just wondering if this mod only refunds default resource costs for units, or if it would automatically adjust for modded costs.
Been looking at Zee's Strategic Resource Overhaul and feel that mod combined with this one and its extension have a really great synergy, that I like the idea of.
Just checking. Thanks for a great mod.
Zugaikotsu  [author] 3 Dec, 2020 @ 6:17pm 
@Wolfhound, the mod shouldn't have any interaction with mines. As the mod is set to where it shouldn't impact saved games, can you disable this mod (and preferably only this one), and re-load, to see if you are now able to build?
Wolfhound88 2 Dec, 2020 @ 10:09pm 
I believe this is creating a bug where I cant build mines on Uranium or Alluminum.
Mauld 28 Apr, 2020 @ 12:06am 
Well I assumed as much but if you do find any way to do that it would be amazing and appreciated for making this game better. Thankfully I can at least configure a few different scenarios for refunding already.
ChrisMartin 27 Apr, 2020 @ 10:23pm 
The games lac a more dept of function for units; It should differentiate between Fortify (with full bonus) and Fortify until healed (with half fortification bonuses) So full Fortification bonuses should prevent healing, and 2 more "level of stasis" should be introduced; Unit moved to "HomeGuard" (with 1 turn response/activation time, with resource re-founding and only gold upkeep in none-active time. Or Unit could be placed in "Reserve mode" on 5 turns response/activation time, with no maintenance cost in gold or resources in the none-active time. And then this mod should re-found resources accordingly.
But that is way outside this mod's scope of creation, in my opinion.
Zugaikotsu  [author] 27 Apr, 2020 @ 5:24pm 
I've seen that request a few times at this point. I know I looked at it in the past, but the only approach I found was lackluster and too involved to be viable -- much like the CO2 refunding. Regardless, I can reach out to the modding community to see if there is something I was missing when I went through initially. If it looks like an easy win, I'll add it. If it is looking as involved as it was previously, I may have to wait until there is more gathered interest before I can dig that deep due to personal time constraints.
Mauld 26 Apr, 2020 @ 10:36pm 
Apparently I am mistaken, it is working in my current game. I'm not sure what went wrong with my test game, probably my error. Sorry for wasting your time, again amazing mod. Is there any chance you would/can differentiate between fortifying and fortifying to heal in the future? Right now I set fortify to no refund largely because of this.

Thank you!
Mauld 26 Apr, 2020 @ 10:24pm 
You are correct, apparently I am mistaken. I just viewed it in my current game and it is working. I tried it before in a test game and I could've sworn it did not(same modlist + cheat mod). Sorry to have wasted your time.
Zugaikotsu  [author] 26 Apr, 2020 @ 11:53am 
@VRAD, I have looked through their code, and didn't see any issues that would cause incompatibility. I have also tested the Axeman (without the Tactical Extension Mod) and it seemed to have behaved correctly on my end by refunding when it was supposed to and not when it wasn't, based on the criteria of this mod.
Is there a certain action perhaps that isn't refunding as expected for you?
Mauld 26 Apr, 2020 @ 5:11am 
First off, fantastic mod, thank you very much for it. Also glad to hear it works with Steel and Thunder.

It doesn't appear to work with the axemen unit mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=879072894) , but this mod redefines copper to be strategic. Would that be why or should it work with your extension mod?
Zugaikotsu  [author] 25 Jan, 2020 @ 2:59pm 
Utilizing just the three Steel and Thunder mods from that collection and this mod, I have tested this with the Self Propelled Artillery and the S.A.S.R. (and a Destroyer just as a base case) with both successfully behaving as expected. Are you utilizing the Tactical Expansion? Is there specific units that you are having troubles with?
Skylance 23 Jan, 2020 @ 4:50am 
Great! Thank you :joyUB:
Zugaikotsu  [author] 22 Jan, 2020 @ 6:32pm 
I have not tried it with that mod. It is possible the modder is doing something unique which may be interfering with this one. I can try to check this weekend. If it is something I can fix, I will try.
Skylance 22 Jan, 2020 @ 5:36am 
Tested with steel and thunder only. Still won't work :(
Skylance 22 Jan, 2020 @ 3:18am 
I use it with this mods
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1970459160

Maybe it's not compatible with steel and thunder?
Zugaikotsu  [author] 21 Jan, 2020 @ 7:14pm 
I won't be able to test it until this weekend. I had just played with it the other day though and it seemed to be working. Can you ensure that this is the only mod active? If it is having an error, is it in a certain situation?
Skylance 21 Jan, 2020 @ 6:03pm 
Looks like it broke. Waiting for patch :C
Emperor Cheesius Secundus 21 Dec, 2019 @ 11:04pm 
Great!... now to actually get gathering storm... derp
Zugaikotsu  [author] 21 Dec, 2019 @ 10:49pm 
It should be working fine. I haven't had any issues with it personally.
Emperor Cheesius Secundus 5 Dec, 2019 @ 7:51pm 
gathering storm* computer derped
Emperor Cheesius Secundus 5 Dec, 2019 @ 7:51pm 
Does this work with the newer patches? haven't played really since
牛爱花 4 May, 2019 @ 8:22am 
nice
AspectOfWisdom 25 Apr, 2019 @ 1:57am 
Not sure how difficult it would be to code it but imo Healing should consume resources.
Juggernaut-X15 20 Apr, 2019 @ 6:08am 
@Dante, I tested it after subscribed/installed and i can say it effects your saved games too.
@Zugaikotsu, Thanx for the great mod, i was looking for iit! I was thinking exactly the same idea for unit resource consumption! This way strategic resource consumption is more realistic.
Zugaikotsu  [author] 14 Apr, 2019 @ 3:40pm 
I do not believe it disables achievements.
Spartan 14 Apr, 2019 @ 11:48am 
This mod prevents archievements to be earned ?
Zugaikotsu  [author] 12 Apr, 2019 @ 7:11pm 
@Skatman, I added another item in the ModSettings folder "AlwaysActive" set this to "true" and it should do just that. You will need the second mod, though.
Skatman 12 Apr, 2019 @ 5:01am 
Is there any way that you could create a mod that just does a blanket reduction in resource cost? I don't mind the idea behind it, but in most games you can only afford like 1 or 2 nuclear submarines and a Giant Death Robot is almost always out of the question. Or is this what the second mod does?
Zugaikotsu  [author] 11 Apr, 2019 @ 9:37pm 
All, I have uploaded the extension to this mod based on the requests here. The original mod has not been changed in functionality, so if you are currently utilizing it, it should remain that way. If you wanted a more expanded scenario base for this one, please look at that Extension, found in the Description above.
Zugaikotsu  [author] 10 Apr, 2019 @ 7:27pm 
Yes. I'm working on an extension to this mod which should allow for more varied situations for refunds with easier customization of the values. Ideally will be out before end of week. Finishing up the final few situations.

CO2 not refunding on the other hand has proven much more difficult. I'll need to get a bit more creative on that front, and will take some time.
PolitelyWicked 10 Apr, 2019 @ 6:37pm 
Good looking mod, is there any chance you can have one that makes inactivity cost maybe half or a third the resources/CO2 omissions? -- or is there something that can be edited to change this? @Reaper had me thinking of how military my not be actively using the resources they require during war, but there's still a matter of drills/training/patrols and maintenance. The game does go by in a matter of years after all.