Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Military Tactics
   
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Type: Mod
Mod: Gameplay
File Size
Posted
5.628 KB
3 Aug, 2019 @ 6:38pm
1 Change Note ( view )

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Military Tactics

Description
A collection of various changes intended to increase the tactical demands of land combat.

Change Summary
- Combat terrain much more potent.
- Support and Flank bonuses improved.
- Attacking provides slightly more experience due to increased risk.
- War weariness accelerated from combat.
- All siege units are now Support units and technology requirements adjusted slightly for more appropriate timing.

Change List
Experience:
- Attacking units now receive 3 experience instead of the standard 2.

Modifiers:
- Combat support modifier (i.e. having an adjacent unit) increased to 3 from 2.
- Combat flank modifier increased to 5 from 2.

Technology:
- Masonry now requires Wheel.
- Battering Ram moved to Wheel from Masonry.
- Wheel science cost decreased to 50 from 80.

Siege Units:
- All siege units are now Support units (like traders, battering rams, medics, etc).
- The ranged siege units like Catapults can still used their ranged attacks despite being Support units.

Terrain:
- Rivers provide a defensive bonus of +15 increased from +5.
- Amphibious attacks have an offensive penalty of -15 increased from -10 (this refers to embarked attacks against land units).
- Forests provide a defensive bonus of +5 increased from +3.
- Jungles provide a defensive bonus of +7 increased from +3.
- Open terrains provide a defensive penalty of -3 increased from 0.
- Marsh grants a defensive bonus of +5 increased from -2 (effectively +2 because of the -3 from grassland).
- Hills provide a defensive bonus of +10.
- Barbarian camps provide a bonus of +1.
- Forts & The Great Wall improvements provide a defensive bonus of +10 increased from +4.

War Weariness:
- Weariness per combat in allied lands increased to 4 from 1.
- Weariness per combat in foreign lands increase to 5 from 1.

Thoughts Behind Changes
Experience:
- Attacking is more risky now due to so many defensive terrain modifiers, so I made it more rewarding.

Modifiers:
- These bonuses depend on positioning your units more tactically, and therefore are being improved.

Siege Units & Technology:
- Siege units are even more vulnerable and require protection.
- The pacing of siege units are now spread out a little bit more.

Terrain:
- It's hard to attack up-hill so hills provide a defense bonus.
- It's easier to hide in forests and jungle so they provide a defense bonus as well.
- Open terrain is easy to attack on so they provide a defense penalty.
- Marsh is hard to move in, so it provides a defensive bonus.
- Attacking across a river is rarely a good idea.

War Weariness:
- People don't like fighting.
- Even more-so in foreign lands.
- Keep wars short/fast or take advantage of enemy inability to do so.

Notes on Combinations
- Hill Jungles provide a defensive bonus of +17. Watch out for barbarian camps on a hill jungle tile with +18 defensive bonus.

- A fort on a hill would be a highly defendable position for an archer.

- Escorting a catapult with an archer can lead to quick and devastating city damage.

- Gandhi receives a notable buff to his Satyagraha leader bonus (double war weariness for aggressors) since values are 4/5 instead of 1.

- Roman Legions receive a buff now that Forts have a larger defensive bonus.

- With Hojo's Divine Wind leader bonus a coastal jungle hill would stack up a defensive bonus of +22 or a bonus of +25 for a costal hill fort.

- Scotland's Highlander could stack up to a +25 bonus with a hill fort.

Recommended With Mods
1. Supply Logistics
23 Comments
Angryr  [author] 10 Oct, 2023 @ 6:22am 
@spartan1204 This mod is 4 years old, I'm surprised anyone is using it at all lol. I'm pretty sure the units you speak of came out after I stopped playing. As for the promotion stuff, I left that in because I didn't see a problem with it.
spartan1204 9 Oct, 2023 @ 9:05pm 
So I wanted to do some testing with the support siege units.
Not all of the the siege units have been properly set to support units like Trebuchets and Rocket Artillery

Siege units can still form corps and armies if the siege unit was previously a combat unit

Siege units can still get promoted

Siege units don't seem to benefit from Great Generals

You can't see the estimated damage a siege unit will do

Unfortunately due to the inconsistencies I cannot see myself continuing to use this mod.
Spaghetti 30 Dec, 2022 @ 8:04pm 
Is there a way to disable siege units as support units. I love the mod, but its really unbalanced to stack swordsman on catapults.
Lucius, the Heavenly Dragon 2 Mar, 2022 @ 8:34am 
It does work with Steel and Thunder
Angryr  [author] 22 Jan, 2022 @ 5:27pm 
Beats me. Try it and find out.
Lucius, the Heavenly Dragon 22 Jan, 2022 @ 4:56pm 
Would this work with Steel and Thunder?
Erenussocrates 8 Sep, 2021 @ 3:41am 
should make the marshes have a defensive bonus of +5 for melee attacks, but still have a defense penalty of -2 against ranged attacks. Makes more sense.
Angryr  [author] 24 Dec, 2020 @ 9:09am 
Probably not. One day if I get the time and feel like it I might look into adding that, but AI is a bit of a daunting task imo.
sixela1 24 Dec, 2020 @ 3:50am 
Does the AI use the stacking siege units properly??
Angryr  [author] 3 Oct, 2020 @ 3:17pm 
I understand what you're saying now. I think it might be possible if reworked to use modifiers with requirements instead of the built-in stuff. Unfortunately, I have no plans to do that currently. I've kind of lost interest in Civ 6 (Very deep into making custom builds in Path of Exile and The Division 2 right now).