Sid Meier's Civilization VI

Sid Meier's Civilization VI

Not enough ratings
Combat Adjustments
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
32.158 KB
13 May, 2020 @ 5:30am
13 May, 2020 @ 5:38am
2 Change Notes ( view )

Subscribe to download
Combat Adjustments

Description
I believe this collection of tweaks will make conquest a little more challenging, and also promote the use of a more varied army composition.

All pre-ancient units have maintenance cost increased from 0 to 1. The palace provides 7 gold (up from 5) to alleviate this extra cost at the start of the game. Maintenance of pikemen has increased from 2 to 3, maintenance of Impi has increased from 1 to 2, and maintenance of AT crew has increased from 4 to 6.

Promoting units heals for 20 HP (down from 50), and pillaging farms and similar improvements grants gold instead of HP. Fortification now provides a maximum of +6 defense (up from +4). All types of forts can now be built in woods and rainforest, and provides +6 defense (up from +4). Engineers have been moved from the military engineering tech to the engineering tech, so that they unlock earlier. They can build forts immediately, without needing the siege tactics-technology. Engineers no longer require an armory to be built, and production cost has been reduced from 170 to 100.

The strength of the following units has been adjusted:
- Spearmen: 25 -> 30
- Pikemen: 41 -> 43
- Musketmen: 55 -> 56
- Pike and shot: 55 -> 54
- Infantry: 70 -> 74
- At crew: 70 -> 72
- Modern AT: 80 -> 83
- Slingers: 5 -> 1
- Archers: 15 -> 11
- Crossbowmen: 30 -> 26
- Field Cannons: 50 -> 46
- Machine guns: 65 -> 61
- Destroyer: 80 -> 82
- Nuclear submarine: 80 -> 75

Some other unit attributes has also been adjusted:
- Slingers: Range 1 -> 2
- Quadriremes: Range 1 -> 2
- Destroyers: Movement 4 -> 5
- Submarines: Movement 3 -> 4
- Battleships: Movement 5 -> 4
- Battleships: Range 3 -> 4
- Missile cruisers: Range 3 -> 4
- Tanks: Sight 2 -> 1
- Modern armor: Sight 2 -> 1
- Destroyers and submarines can no longer reveal enemy submarines.
- The "vs anticav"-ability of melee-units, and the "vs cavalry"-ability of anticavalry-units, has been reduced in strength from +10 to +5.

Various unit classes has some new attributes:
- Melee units like warriors and spearmen have +5 strength when fighting in woods, rainforest, or a district.
- Ranged units like archers have +5 strength when defending in forts and hills.
- Cavalry units like horsemen and knights have +5 strength when attacking on flat, open terrain (no hills/fort/district/woods/rainforest)
- Cavalry units also have -7 strength when attacking walled districts and units in forts.
- Recon units ignore enemy zone of control, but do not exert zone of control themselves.
- Recon units gain +1 sight after the astronomy-technology is unlocked.
- Spec Ops units can scale cliff walls.
- Destroyers have +5 strength when fighting against submarines.
- Late-game artillery units (battleship, artillery guns, missile cruiser, rocket artillery) gain the ability to attack support units directly.

The combat strength of the crusade-belief has been reduced from +10 to +5. The name of a few units has been changed. For example, "Infantry" has been renamed "Rifleman", and Modern Armor" has been renamed "Main Battle Tank".
3 Comments
ollj 21 Jun, 2024 @ 4:33am 
giving singers more range only makes them as OP as archers.
you may do this, BUT how about having them deal a LOT less damage on range=2.
ollj 21 Jun, 2024 @ 4:30am 
oh look, this may make civ6 almost playable, because without this. civ6 is ALL about archers, as in;
- research archers and have 5 of them as fasdt as possible) (only build slingshots, no builder/settler)
- never even once build any settler/worker/district/building (spamming archers is just better)
- only have archers and 2-4 cheap warriors, only to capture empty cities.
. only when you are blocked by coasts everywhere, build transport ships. archers easily protect them.
archer-rushes in groups >10 can only be defeated by larger archer rushes.
so its all about archers, and this ends up me having 50 to 100 archers on highest difficulty, having captured half of the world, before anyone has walls or crossbows.

but this only lowers an upper limit to this, it does not really address the issue.
CipoteLoco 11 Jan, 2023 @ 11:28am 
I've played a few games with this mod and it's super fun! Great addition to the game!
Now it feels more challenging to play specially because of these nerfs to ranged units