Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Strategic geography MOD v. 1.1 - Alpha
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
48.346 KB
16 May, 2019 @ 8:28am
31 May, 2019 @ 10:04am
7 Change Notes ( view )

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Strategic geography MOD v. 1.1 - Alpha

Description
Strategic geography MOD v. 1.1 - Alpha

What this Mod attempt to do amongst other things is to make use of hills for example as a strategically Position.

This Mod is Changing Day by Day, and the Development is going in an Direktion, where we (me and Tovarish for now) want to create a Mod that, focus on terrain and geographic features, trying to make things more realistic or enhance the Gameplay, and there could be features that are not directly related to geography.

We are Mod builder Beginners, and are still learning every day, it´s a lot of fun.

This Mod is an still an Alpha version, and not every feature works Perfekt, it still can be buggy, things will be added or removed overtime..

If you are intrested just give this Mod a Try, and we would be happy if you leave a Comment,

-What do you think about the features,
-What do you like,
-Do you have any Ideas or suggestions

Thank you very much and have fun

Here in Detail all changes:

1. Encampments gain + 100 torward City Fortification when Build on a Hill (Works)
2. Forrest Defense Modifikator is raised to 4 (Works)
3. Jungle Defense Modifikator is raised to 5 (Works)
4. Fort Defense Modifikator is raised to 6 (Works)
5. Citys Gain 1+ Extra Attack Range when Build on a Hill (Testing)
6. All Capital Citys and City Staates Start with an Ancient Wall (Works)
7. +20% Growth in City´s when build on rice or wheat resource (Works)

8. Unit Ability´s
a. + 1 Extra Sight Range on a Hill (Works)
b. + 2 Extra Sight Range On Encampments or Forts that are Build on a Hill (Testing)
c. + 1 Extra Attack Range on Hills (Works)
d. - 5 Reduced Combat Strenght when Attacking Forrest or Jungles (Works)
e. Cannot Attack Marsh (Testing)
f. See Through Jungle and Forest when on a Hill (Works)
g. See Hidden Units when on a Hill (Works)
h. Unit is Hidden in Forrest or Jungle (Works)
i. + 1 Extra Attack when on a Hill (Works)
j. Move and Attack Abillity on Plains, Grass and Tundra Terrain (Testing)


Units:

'UNIT_ARCHER', / 'UNIT_CROSSBOWMAN', / 'UNIT_CATAPULT',
+ 1 Extra Sight Range on a Hill
+ 2 Extra Sight Range On Encampments or Forts that are Build on a Hill
+ 1 Extra Attack Range on Hills
- 5 Reduced Combat Strenght when Attacking Forrest or Jungles

'UNIT_ARTILLERY', / 'UNIT_BOMBARD', /
'UNIT_FIELD_CANNON', / 'UNIT_ROCKET_ARTILLERY',
+ 1 Extra Sight Range on a Hill
+ 2 Extra Sight Range On Encampments or Forts that are Build on a Hill
+ 1 Extra Attack Range on Hills
+ 1 Extra Attack when on a Hill

'UNIT_HORSEMAN', / 'UNIT_KNIGHT', / 'UNIT_CAVALRY', / 'UNIT_RUSSIAN_COSSACK',
+ 1 Extra Sight Range on a Hill
- 5 Reduced Combat Strenght when Attacking Forrest or Jungles
Cannot Attack Marsh
Move and Attack Abillity on Plains, Grass and Tundra

'UNIT_MACHINE_GUN', / 'UNIT_MUSKETMAN', / 'UNIT_SCYTHIAN_HORSE_ARCHER',
+ 1 Extra Sight Range on a Hill
+ 2 Extra Sight Range On Encampments or Forts that are Build on a Hill
- 5 Reduced Combat Strenght when Attacking Forrest or Jungles

'UNIT_MECHANIZED_INFANTRY',
+ 1 Extra Sight Range on a Hill
+ 2 Extra Sight Range On Encampments or Forts that are Build on a Hill
Move and Attack Abillity on Plains, Grass and Tundra
Cannot Attack Marsh

'UNIT_MILITARY_ENGINEER', / 'UNIT_PIKEMAN', /
'UNIT_MEDIC', / 'UNIT_ENGLISH_REDCOAT', / 'UNIT_SPEARMAN', /
'UNIT_INFANTRY', / 'UNIT_ROMAN_LEGION', / 'UNIT_SLINGER', /
'UNIT_SWORDSMAN', / 'UNIT_WARRIOR',
+ 1 Extra Sight Range on a Hill
+ 2 Extra Sight Range On Encampments or Forts that are Build on a Hill

'UNIT_RANGER', / 'UNIT_SCOUT', / 'UNIT_SPY',
+ 1 Extra Sight Range on a Hill
+ 2 Extra Sight Range On Encampments or Forts that are Build on a Hill
See Through Jungle and Forest when on a Hill
See Hidden Units when on a Hill
Unit is Hidden in Forrest or Jungle

'UNIT_TANK',
+ 1 Extra Sight Range on a Hill
- 5 Reduced Combat Strenght when Attacking Forrest or Jungles
Cannot Attack Marsh
Move and Attack Abillity on Plains, Grass and Tundra


Thanks MR.Pat
Popular Discussions View All (1)
0
31 May, 2019 @ 10:35am
What features do you want, any Ideas or Suggestions ???
MR.Pat
22 Comments
MR.Pat  [author] 31 Aug, 2020 @ 1:44pm 
@WitchyStella ,,,,, Thanks a lot
MR.Pat  [author] 31 Aug, 2020 @ 1:43pm 
Hello Everybody, Wasnt online for a while, sorry for that. I Dont have Time to work on this Mod anymore. so if some one can update and maintain it , i would be Happy....

Thanks
MsCrowley 31 Aug, 2019 @ 12:41am 
ok so i changed both the camp defense modifier AND the city ranged strike modifier - i'm not sure which one it was, i think it might be possible the "range strike" modifier wasn't actually changing the range, but the power. they're both set to 1 now and it seems more normal.
MsCrowley 30 Aug, 2019 @ 1:27am 
for those running into the overpowered city strike problem, i'm thinking it's most likely "MODIFIER_ENHANCE_CAMP_DEFENSE" which is set to 100 - i just changed it to 10 and am gonna give it a try shortly.
KMABoss 14 Jul, 2019 @ 10:27am 
MR Pat hasn't been online for 26 days, so not sure if the problems are going to be fixed any time soon.

I do have to say though, the concept of this mod makes absolute sense and for most part is great.

I'm not too sure if it's this mod or a tech tree mod, or a possible combination or completely something else, but just today my build queues have been deleting if I select something then cancel out of it, then go look at something else and then comeback to check it. The thing with this is that it deletes it from my list as well, so it hasn't been built and it no longer shows as an option to be built (really strange).

I also lost all of my catapults that were currently building and in my building queues when the Ballistic Tech (trebuchet enable tech) researched. It also deleted them from the build list completely and didn't update the list to include trebuchet, so I no longer had the ability to build any type of a ranged ballistic weapon.

Anyone had the same problems or similar?
Fargengru 13 Jul, 2019 @ 2:58pm 
Ok if it isnt just me than yeah. To the modder id recommend looking into the damage done by cities. Once that is resolved ill do another game with the mod to see how it is
VayanSk 13 Jul, 2019 @ 10:07am 
And as I said my cities on hills that dont have walls or other defences can attack too. That cant be right. I dont think they could when they were founded though. They somehow got this ability later.
VayanSk 13 Jul, 2019 @ 10:03am 
Fargengru I have the exact same problem. I was not sure what was causing it as I tried to change almost every related modifier I could find in mod/mods or game assets without any effect. Or disable/change/delete mod or parts of it. No change whatsoever. But I guess that some changes dont have immediate effect on save games so I couldn't do anything about it. Eventually after few daysI got desperate and gave up. But I'm not a modder.
Anyway I hate the fact that city ranged damage in this game is somehow related with your strongest ranged unit, defenses mostly only affect city defence not city attack. Anyway given that my average city that dont even have walls is able to shoot and instantly kill enemy crossbowman in medievel era or My chariot / numidian cavalry gers killed instantly too on the opposite side of the border tells me that something is wrong. If It's not a "feature" of latest patch than it must be this mod.
Fargengru 11 Jul, 2019 @ 1:01pm 
I'm unsure if it's the mod or if I'm just bad or what since I'm new to Civ VI. I downloaded this mod, I like many of the concepts behind it and I see lots of potential. But my issue I ran into so far is that since downloading it (it's the only mod that affects combat stats I've downloaded thusfar), cities in the early-ish game are virtually untouchable. I went to sack a city with overwhelming force and it was one tapping each army. I had tech advantage and everything but every attack thrown by the city itself would do the full 100 damage and instantly kill units. It was just not a sustainable assault. So that's a bit of a turn off for me, I'm unsure what causes it, I'm only pointing this out as it's my only issue I've encountered so far.
Kars 21 Jun, 2019 @ 5:36pm 
This mod adds a lot of flavor with rules that aren't too complex. My advice; keep it simple and easy to pick up. Gathering Storm has a lot of complex mechanics so a mod like this that makes troop movement/combat a little more rewarding can be a great addition. I'm starting a game this weekend with this mod, will let you know when I have some feedback.