Resource cap way too high?

Stringer1313

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Sep 10, 2014
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was wondering if anyone else felt that resource caps r way too high (or the accumulation rate is too fast). i am constantly swimming in them. i have never had a shortage issue except maybe once when i just discovered niter and needed a ton of it quickly, but that was only bc i just started mining niter.

I do love the resource system but it hasnt really impacted my play that much. EXCEPTION: if i have zero access to a resource then yes i need to get it somehow. but once i find just one, im quickly swimming in it.
 
That's Civ VI, baby!

You aren't supposed to have management concerns about shortfalls in Civ VI. You aren't supposed to plan things out in waves. You aren't supposed to hit the pause button until you achieve a breakout point. Planning in a tight, cyclical fashion makes players sad and is unfun.

Civ VI is about constant growth, unchecked expansion, easy wealth. Gimme, gimme, gimme, or else I'll accuse your game of being heavy on micromanagement!

Can you imagine if you built a bunch of planes and battleships and then you actually ran out of oil?
 
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Curious. I don't care for resource caps as much, but I try to buff my accumulation rates as often as I can, so I'd say that I'm feeling some amount of scarcity.

In my sessions, there are sometimes only 6 aluminum nodes on the planet, and I'd usually have access to 2 or 3 by having eliminated the other civs on my landmass. I can't exactly run a decent air force off of 2 aluminum nodes.

Other strategics (besides Oil) can be somewhat limited as well, depending on how map RNG feels. Oil isn't too limited, but the nodes are more often in the water than on land IME.
 
excellent example discussion that shows the difference between single and multiplayer.
single player , glutton of resources that you can sell to computer and still have everything you ever need,
multiplayer , war over resources to build even a few strategic units
 
Horses, iron and niter is seldom a concern. Coal, oil, aluminum and uranium on the other hand are often tight. Sometimes you get lucky, at other times I have to start colonizing far away island for which I run the risk of not getting barriers up in time.
Also depends on whether I go warmongering or play peacefully.
 
I don't why, but I want all ressources gathering be 3 times faster, but all cost 3 times more, and pollution be 3 times lower. But, units that use strategic ressource as maintenance like Tank will only 1 Oil per turn, but goes up to 3 when it is an army.
Also, the power consumption will be more gradual. If you need 5 Power, you will not consume 2 Coal per turn and loose 75% of the second Coal in the process. Furthermore, doing railroad will not drain your Iron / Coal like crazy if they stay at 1 of each and do not increase to 3.
 
I'm ALWAYS low on coal (and usually oil as well) due to factories and battleships, infantry etc. I can't see how you cannot quickly run out of those resources. However, Niter is never a problem. Iron is quite sparse in Civ VI as well in my opinion. If I'm lucky I get 1 iron tile near my borders when I pop the research.
 
I've had serious problems getting enough coal and oil in several games.

Nearly every game for me. Due to the way I go through the tech tree, I am using coal a long while before I get oil. I also like to build railroads (assuming I have steel which sometimes I don't). The high resource caps are fine with me as it does allow me to get a lot of railroads down before I start running out of coal due to power demands. Having high aluminum count is also nice for science victory.
 
I think every unit that requires resources should require 1 maintenance per turn. That way, you can't just trade for 21 horses and have your horseman live and heal infinitely many times.

Or, perhaps, units should have 3 values - initial cost, heal cost, and maintenance cost.
So, for example, a horseman could need 20 to build, 1 to heal, and 0 maintenance, meaning you will need more than 20 horses for the lifetime of it, but they won't deplete you at 1 per turn forever unless if you're in battles. Healing is still cheaper than buying new, but it still costs you something.

If you did it that way, that would be a nice balance between units being forever free or forever costing you. It would also add some fun extra strategy - if the healing was just 1 per turn, then it's another reason to try to heal your unit in 3 turns instead of 4 in some cases.
 
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I seem to be always low on Niter. If I'm lucky, I will have one Niter source in my territory, and you hit renaissance era, and bam! You need Niter for your melee units, your siege units, your heavy cavalry units and your naval units.

I can sort of relate to deposits being high, but not at all to the accumulation rate being it, quite the contrary.
 
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