If I'm lucky enough to see professionals in the thread, then I'll try. Platy has a mod component that changes the resource model to something between civ5 and civ 6. That is, one copy of resources is not enough for the endless production of units, a copy is needed for each unit. At the same time, resources accumulate. However, you cannot specify the consumption of multiple copies of the same resource.
https://forums.civfanatics.com/thre...sant-posh-python.497337/page-44#post-12851573
https://forums.civfanatics.com/resources/manufactured-resources.21936/ - the actual code
"Certain Resources produce X New Resources Per Y Turns.
These new resources can then be set as requirements for units or whatever.
Units consume 1 copy of these resources when built."
"D) Currently, it is all set to consume just 1 copy of each resource when unit built.
1) Unit Created however, does not consume because that requires onUnitCreated callback, you can shift it there if you like
2) If you want to define more copies per unit, such as 3 Bananas per Monkey, then that requires (i) cannotTrain callback (ii) Long list of units and consumables, which means can be done but I am lazy to do so
"
The problem is that the metal consumption of the knight and the militia differed dozens of times. Then there were battleships weighing 2,000,000 knight armor
. Or 2000 medium tanks (a dozen German divisions). In general, it is impossible to build a normal military-economic model based on the current code. At the same time, it was very large differences in the cost of maintenance and resource intensity of "units" that determined the structure of armies in reality.
However, while I figure out programming, civ 4 will move into the field of archaeology.
Is there a good Samaritan who can help me? At least explaining what the author meant? I am tormented by the idea that by combining components already available on the forum or in mods, you can create realistic and interesting game mechanics. Perhaps it's not just me she's secretly tormenting.