Well my grand idea for a mod just went out the window after some testing. Units are limited to one strategic resource each. A tank can't require oil and iron.
That's stupid. The requirements are way too lax in the base game and some of them don't make any sense, like not needing horses for knights and not needing oil for modern vehicles. I'm sure it will be possible to fix this though. Hopefully also alternative resources, like how you could build carriers in Civ 4 with either oil or uranium.
That's stupid. The requirements are way too lax in the base game and some of them don't make any sense, like not needing horses for knights and not needing oil for modern vehicles. I'm sure it will be possible to fix this though. Hopefully also alternative resources, like how you could build carriers in Civ 4 with either oil or uranium.
That's stupid. The requirements are way too lax in the base game and some of them don't make any sense, like not needing horses for knights and not needing oil for modern vehicles. I'm sure it will be possible to fix this though. Hopefully also alternative resources, like how you could build carriers in Civ 4 with either oil or uranium.
Some measure of abstraction is required. A line has to be drawn somewhere.
Sure, Knights might realistically require Horses as well as Iron, but if you went for full realism, for instance, Modern Armor would require Iron, Coal, Niter, Aluminium, Oil and Uranium. Pretty much everything but Horses.
Also, not to take a snipe at the concept of multiple resource requirements, but doesn't the AI have enough trouble procuring one type?
Some measure of abstraction is required. A line has to be drawn somewhere.
Sure, Knights might realistically require Horses as well as Iron, but if you went for full realism, for instance, Modern Armor would require Iron, Coal, Niter, Aluminium, Oil and Uranium. Pretty much everything but Horses.
Also, not to take a snipe at the concept of multiple resource requirements, but doesn't the AI have enough trouble procuring one type?
Modern Armor would not require Niter. The use of Niter ended by the beginning of WWI. Smokeless gunpowder took it's place and the raw materials were easier to get. The mod I created for Civ5 worked pretty well and the AI handled it fine. But you might be correct about VI and the AI.
Some measure of abstraction is required. A line has to be drawn somewhere.
Sure, Knights might realistically require Horses as well as Iron, but if you went for full realism, for instance, Modern Armor would require Iron, Coal, Niter, Aluminium, Oil and Uranium. Pretty much everything but Horses.
Also, not to take a snipe at the concept of multiple resource requirements, but doesn't the AI have enough trouble procuring one type?
In Civ III, Modern Armor really did require multiple different resources. I think it was Oil, Rubber and Aluminium. Locking the most powerful units behind significant prerequisites is just good game design, and makes building them feel more rewarding.
That was my backup plan and that doesn't work either. Buildings can not require resources or produce them. The only thing that is remotely close to that is Wonders can require an adjacency to resources. The game mechanics that you see in the base game is what I am limited to in the xml. What I ultimately did is have late game units require the Factory and Shipyard. Better than nothing.
I'm very limited in what I can do right now with Civ6. Civ5 had a bunch of unused tables that were fun to experiment with. Modders could access mechanics that players could not see in the base game.
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