Sid Meier's Civilization VI

Sid Meier's Civilization VI

194 ratings
Collateral Damage
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Type: Mod
Mod: Gameplay
File Size
Posted
24.299 KB
28 Jun, 2019 @ 8:17pm
1 Change Note ( view )

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Collateral Damage

Description
No Longer Maintained
This mod has not been updated since 6/28/2019. It may or may not still function correctly. Anyone who wishes may feel free to create a fork of this mod and modify it however you like.

Collateral Damage
Combat causes collateral damage. Improvements, buildings, and districts have a chance to be damaged (pillaged without rewards) when attacked. Cities have a chance to lose population.

The likelihood that collateral damage will occur depends on the damage dealt to the defender, as well as other factors like attack type, city population, and siege status.

Effects
  • Non-fort improvements have a chance to be pillaged when attacked.
  • Fortification improvements are pillaged when an occupying defender is killed.
  • Districts and buildings have a smaller chance to be pillaged, but it increases with every additional building added to the district.
  • Cities have a chance to lose population when attacked (if they have more than 1 population).
  • Sieged cities have a chance to lose population each turn if they are damaged.
  • Population lose on conquest is halved to compensate.

Compatibility
  • Works with all DLC and Expansions.
  • Can be enabled or disabled at any time.
33 Comments
Sejick  [author] 10 Jul, 2022 @ 5:38pm 
Hey everyone, sorry for being unresponsive. I no longer play Civ VI and I am generally inactive on Steam overall.

Anyone who wishes may feel free to create a fork from this mod and modify it however you like.
Nim 11 Oct, 2021 @ 4:44am 
I really like the idea of this mod, but unfortunately it creates a bug in the game logic whereby districts under construction can be pillaged. This prevents them from being fully finished and also nullifies any culture bombs you might get from completing them. It should be possible to gate the pillaging for districts under construction however.
Malata Societa' Official 4 Jan, 2021 @ 9:11pm 
"Although this mod is overall great. there is just one big problem with it. That's when it cause a bug to districts. The thing is when a district got pillaged and it is still under construction or has no upgrades, the city does not allow me to construct that district anymore and the city thinks that they don't have that particular district. The pillaged district appears to be present but has no function and I cannot construct them in a new location or continue to construct. It's suck as the bug will be stuck in the city for the rest of the game."

if there is this problem it's very suck the ball's i unsubscribe until UPDATE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
LJMiranda 13 Dec, 2020 @ 12:10am 
Although this mod is overall great. there is just one big problem with it. That's when it cause a bug to districts. The thing is when a district got pillaged and it is still under construction or has no upgrades, the city does not allow me to construct that district anymore and the city thinks that they don't have that particular district. The pillaged district appears to be present but has no function and I cannot construct them in a new location or continue to construct. It's suck as the bug will be stuck in the city for the rest of the game.
Vengeance 1791 10 Nov, 2020 @ 2:05pm 
this mod still works btw
That Feel When 3 Sep, 2020 @ 8:44am 
I really liked it. But it doesn't work now, game crashes with it.
bigd 3 Dec, 2019 @ 2:57am 
is this mod compatible with current version?
murkadha 29 Oct, 2019 @ 9:55am 
What I'd really like to see is intentional collateral damage, i.e: using siege weapons to clear terrain barriers. This was a tactic especially common in WWI, where concentrated artillery barrages would be used to clear forests and foliage in preparation for an infantry advance (even if that wasn't the actual intention, whole forests would get torn to shreds). Also using artillery to destroy improvements, regardless of whether there's a unit on the tile or not. I think these uses mainly apply to modern artillery with explosive shells, but maybe earlier artillery units could gain this ability through a promotion (using incendiaries to burn forests?). Anyway, very cool mod, I'll be installing for my next game.
ChocoletteLlama 18 Oct, 2019 @ 11:56am 
Love this mod. Easily one of the best mods for Civ. I didn't love the population loss when attacking a city so I went into the script.lua and changed that. But even with population loss on it was still 10/10
Varenyky 30 Sep, 2019 @ 9:30am 
Does this mod allow city states to get razed? I thought that wasn't allowed in base game, but I noticed some city states getting razed once I used this mod.