Sid Meier's Civilization V

Sid Meier's Civilization V

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Tactical Combat!
   
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1 Oct, 2019 @ 9:20am
13 Oct, 2019 @ 8:48am
3 Change Notes ( view )

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Tactical Combat!

Description
Rebalances the different unit types to create a more interesting and dynamic combat experience.

This mod makes the battle require complex tactics, where every unit type counters another, so the result is actual tactical combat!
In the base game, ranged units are far better than melee units, while siege or cavalry units are rarely used. This mod aims to change that, and make every unit type useful for some roles.

Ranged units get a big penalty when attacking cities, and a small penalty when attacking wounded foes.
This reflects their historic purpose as softening up the enemy before the melee forces finish them off - Ranged units are now meant for weakening enemy units before finishing them off.

Cavalry units got a big strength buff, around 15% across the board - They are great for finishing weakened units off.

Melee units received a small bonus for attacking cities - Making them better for conquering land than ranged ones.

Spear units got a very slightly reduced power, but instead gotten a bigger bonus against mounted units - Spears are now meant as a counter to cavalry rather than as a main combat unit.

Siege units have gotten a universal range of 3, but without being able to shoot over hills and with a very reduced power - Siege units can now shoot at cities from afar and the defender must have control over his land or risk having his city taken - Just like real sieges, the defenders must leave their city's safety to fight siege weaponry.

Lastly, the Infantry unit has been moved from the Plastics tech to the Ballistics tech. Combat units tech is always on the lower part of the tech tree and the Plastics tech was overpowered with both Infantry and Science Labs being on it. This change gives players a reason to rush ballistics instead of always rushing to plastics.
24 Comments
Folio_Nov9m 30 Aug, 2024 @ 4:32am 
Damn, I've always wanted this mod and had no idea!
SJWs R TRAITORS 19 Jun, 2024 @ 11:27pm 
Great mod, more realistic but please, more love to catapults - "4" , you cannot use them to defend city walls, they are useless against attackers.
Lunar Magister 29 Feb, 2020 @ 10:22pm 
You sir, are a genius. Combat finally feels fair and tactical. Cities aren't impossible to take until flight, nor are they too easy. Mod of the month right here. Should have been how the game was released.
JoshK 18 Dec, 2019 @ 6:40am 
@layelaye I've just had the same problem that @Assasin43 is describing... There must be some mod that doesn't play friendly with this one :P
BurgerAttacker  [author] 1 Nov, 2019 @ 7:02am 
Man I did not change the cities at all, Ihave no idea what you are talking about

The melee units are stronger against cities in this mod so again I think you may have installed some other mod and not mine

Catapults have +200% vs cities so they should do good damage to them.
Assassin43 30 Oct, 2019 @ 10:07pm 
Not for me. The AI has no problem but my catapults do only 8 damage to anything, including cities. Melee units barely dent them while having half their health gone. It seems that cities with walls are alot stronger than in the base game, which would be fine if siege units were a bit more powerful. A catapult got one shot by a composite bowman and the city
BurgerAttacker  [author] 28 Oct, 2019 @ 3:53pm 
@Assasin43 Ranged units are weakened in this mod so I don't see how that makes sense. Taking cities is easier
Assassin43 25 Oct, 2019 @ 9:34pm 
This mod makes it a bit too hard to take cities. If you have a ranged unit in it you can pretty much one shot most units from the Ancient era to Medieval.
BurgerAttacker  [author] 23 Oct, 2019 @ 11:08am 
Your changes will require a DLL change which will make this mod not compatible with many other mods, so I won't implement them
The Grimwar 21 Oct, 2019 @ 8:36pm 
What about my suggestion?