Units can only require one Strategic Resource

UncivilizedGuy

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May 24, 2012
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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. :wallbash:
 
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.
Civ 4 xml was set up so that multiple resources could be required for units. Some fancy Lua modding might fix this for Civ 6.
 
A clever way may be to exploit the requirements system already in place. This way you can have both ANY and ALL requirements separately for each unit.

Otherwise you can create a new table that sets non-unique entries that match unit (building?) to multiple resources.
 
A clever way may be to exploit the requirements system already in place. This way you can have both ANY and ALL requirements separately for each unit.

Otherwise you can create a new table that sets non-unique entries that match unit (building?) to multiple resources.
Iron Age units upgrade to gunpowder units then to oil units. So there is an indirect connection I suppose.
 
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.
 
Perhaps lock the later unit types to various encampment buildings and make the buildings themselves resource dependent?
 
Perhaps lock the later unit types to various encampment buildings and make the buildings themselves resource dependent?
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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