Sid Meier's Civilization VI

Sid Meier's Civilization VI

Remove Strategic Resource Maintenance Costs
20 Comments
MeFor3 15 Aug, 2023 @ 9:43pm 
Okay great. Amazing mod btw. I love how you didn't just remove the cost per turn but increased the price to make it so it's not too easy.
3D Girls Are Obsolete  [author] 15 Aug, 2023 @ 4:05pm 
Climate change: CO2 emissions are calculated according to resources consumed on a turn, so the impact with this mod would be a larger up front emission cost on the turn you build a unit, but no ongoing CO2 impact from the unit. You'll see larger spikes in global warming progression as players upgrade their armies, but overall emissions per era should be similar to vanilla.

Using on an existing save: There should be no issues adding this mod mid-save, aside from balance related issues as players would have gotten units cheaper than the mod is balanced around before installation.
MeFor3 14 Aug, 2023 @ 1:04pm 
Also, is this safe to use on a world that is already created? It won't cause corruption or anything right?
MeFor3 14 Aug, 2023 @ 1:03pm 
How does this work with the climate change system? Like how some units consume coal or oil that contribute to climate change. I'm really just trying to make sure that nothing is corrupted or gets bugged out.
뒤누아 13 Mar, 2023 @ 8:40pm 
I love this mod.
MrGummy 28 Sep, 2022 @ 1:45pm 
Thank you so much, huge help.
FlandreX 6 Jun, 2022 @ 8:28pm 
I have a question about this.At the beginning I load this mod to a new game and the units'strategic resource costs was exactly removed.But when I save it and exit and next time I load the same game,I found the units'strategic resource costs appeared.Plus I pressed "Esc"at the game I found that all of Additional Contents did not include your mod,How strange it is.Also,I restart another new game but it was still remaining this situation...So what's wrong?
爱唱歌的汪 9 Dec, 2021 @ 2:10pm 
I found the reason,because i used “No Embark Air Units”,It was normal after I closed it,thanks again😁
3D Girls Are Obsolete  [author] 8 Dec, 2021 @ 5:50pm 
Thanks for giving this mod a try.

I gave Warfare Expanded a test with and without this mod installed. Without this mod, I saw an initial cost for Attack Helicopters of 1 Aluminum, with a maintenance cost of 1 per turn. With this mod installed, I saw an initial cost of 30 Aluminum with no maintenance cost, so it seems to be working as intended. Are you running any other mods that could affect units or the cost of units, or just Warfare Expanded?
爱唱歌的汪 8 Dec, 2021 @ 1:43pm 
when i use Warfare Expanded (Pack 1): Reloaded,I found Attack Helicoper ,that it can be built without resources,maybe it's a bug?(From Google Translate😁)
belko 14 Jun, 2021 @ 9:14am 
Thank you.
ligmanuts 3 May, 2021 @ 2:52am 
thank god some1 has finally made a mod for this, love your work
3D Girls Are Obsolete  [author] 4 Mar, 2021 @ 1:36pm 
Yep, that mod would definitely cause the behavior you were seeing, since in that bombards and artillery would use the same resource. Let me know if there's any more weirdness from interactions with that mod, I'll try to get them fixed if there are.

And you may be right on the AI stuff. I don't touch AI at all with this mod, but there could have been something under the hood in vanilla factoring in maintenance costs. I'd imagine with the last patch's tweaks to how the AI approaches building an air force, when running this mod you'll probably see the AI buying up all the aluminum they can to build a much larger than normal defensive air force since they don't need to maintain it each turn. Bombers might actually face some resistance now.
djconner 4 Mar, 2021 @ 1:06pm 
Oh, duh.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2403218986

I subscribed to this mod about the same time as yours, and was mentally kind of mixing their effects together. So I think the Bombard promotion actually makes sense with that mod, in the same way the Coursers promotion makes sense in vanilla.

So all good, I think, and it seems to encourage some desirable AI actions. It's not uncommon that I get offers from AI Civs to buy 20 units of some strategic resource in exchange for (something, usually pretty good.) I don't think they did that much before, probably because they were factoring maintenance costs in.
3D Girls Are Obsolete  [author] 4 Mar, 2021 @ 8:11am 
For Bombards -> Artillery, I was unable to reproduce your bug. When I performed an upgrade myself I was correctly charged 30 Oil, 15 with the 50% upgrade cost policy card active. Do you have any other mods that may affect units active so I could give it a try with your mod setup?

For Coursers -> Cavalry, neither of those units have a maintenance cost in vanilla, so this mod does not modify those units. Additionally, since they both require horses to build, an upgrade from one to the other would not charge you strategic resources a second time by the vanilla upgrade rules.

For great people that grant free resources, I am aware of this, but I have chosen not to balance around them (or anything, really). My goal with this mod was to keep the scope extremely narrow and to not mess around with other areas of the game, just maintenance and initial costs.
djconner 3 Mar, 2021 @ 5:03pm 
I just upgraded a bunch of Bombards to Artillery and Coursers to Cavalry, and was charged 0 resources each time.

Also, this may be a bug or feature, depending on your viewpoint, but I got the Great Person who gives you a free Ironclad, plus 1 Coal per turn. Originally, the intent is to ensure you can actually use the free Ironclad, since you are likely to get it before Coal.

In my game, it means I have a small stockpile of coal early. As it happens, due to Shuffle, I also have railroads before Industrialization, and the fact that I have that coal means I can start building railroads even though I technically haven't discovered the resource yet.
Elon Mosque the Space Jihadi 27 Feb, 2021 @ 2:14pm 
THANK YOU, making gathering storm not aids one mod at a time
Saniala 27 Feb, 2021 @ 12:44pm 
Alright. I'll be trying it out on my next game, to see how it works in action. I do like the idea of this mod.
3D Girls Are Obsolete  [author] 27 Feb, 2021 @ 12:39pm 
For upgrade material costs, upgrading will cost the same amount of resources as if you actually built the unit, same as in vanilla. So an upgrade from Musketman to Infantry will cost 30 oil, an upgrade from Infantry to Mechanized Infantry will cost 0, as they use the same resource.

For CO2 emissions you are correct, the ongoing emissions will be negated. However there will still be some emissions on the turn resources are removed to create or upgrade a unit, as you are still consuming a CO2 emitting resource that turn.
Saniala 27 Feb, 2021 @ 11:16am 
So how does this mod handle upgrade material costs? And I'm guessing the CO2 emissions from units would be eliminated since they no longer use resources each turn.