Sid Meier's Civilization VI

Sid Meier's Civilization VI

No Resource Maintenance Cost for Inactive Units -- Tactical Extension
7 Comments
Zugaikotsu  [author] 30 Jul, 2020 @ 5:43pm 
@pauleol7, I think it should be possible to add an option based on the percentage of movement points, despite potentially adding quite a bit of extra complexity. Unfortunately, I have zero time right now for modding. If there are a lot of requests for this, though, I will make some time to see the actual effort needed, and plan out a time for completion.

I didn't address it in this one, but have in the other mod, but for clarification: There still doesn't appear to be a way to change CO2 easily, nor is there an play-nice way to determine if a unit has healed in the last turn. I've tried/failed on several routes of both, with not much luck.
pauloel7 30 Jul, 2020 @ 7:36am 
Is it possible to use the fraction of movement points? E.g. tank uses 2 out of 4 moving, it would consume half the oil. Can it be done?
o_siyeza 28 Jul, 2019 @ 7:48am 
I think healing should consume resources too.

Maybe the esiest way to correct the CO2 emissions would be to recapture CO2, if that is accesible for modding.
Furry Profile Pic 7 May, 2019 @ 4:35pm 
Unfortunate but understandable. I'll be following the feeds with anticipation.
Zugaikotsu  [author] 6 May, 2019 @ 6:54pm 
@Phoenix Striker, it currently does not affect CO2 Outputs; they will still grow at the previous rates. I'm still working on a way to handle that more properly.
Furry Profile Pic 5 May, 2019 @ 9:32pm 
How does this affect CO2 outputs?
bostonbongrips 12 Apr, 2019 @ 7:38am 
Excellent, thank you