Sid Meier's Civilization VI

Sid Meier's Civilization VI

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ARS - Improved Movement v2.2
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6 Jun, 2020 @ 12:41pm
24 Jun, 2022 @ 11:18pm
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ARS - Improved Movement v2.2

In 1 collection by Arstahd
Arstahd's Mods
14 items
Description
Overhauls the unit movement system to allow for more fluid gameplay.

Introduces 3 new combat unit formation classes: Land Ranged, Land Cavalry, and Naval Ranged. Units with differing formation classes may occupy the same tile. This is complemented by increased base movement for all units.


Combat unit formation classes.
  • Land Combat : Consisting of Melee, Recon, and Anti-Cavalry Units.
  • Land Ranged : Consisting of Ranged and Siege Units.
  • Land Cavalry : Consisting of Light Cavalry and Heavy Cavalry Units.
  • Naval Combat : Consisting of Naval Melee and Naval Carrier Units.
  • Naval Ranged : Consisting of Naval Ranged and Naval Raider units.
A tile may contain one unit from each formation class.

Unit adjacency bonuses from: Flanking, Support, Hungary's Black Army, Gaul's Ambiorix, have all been reduced by 1 to balance the greater unit density now possible due to unit stacking.

Increased base unit movement.
  • +1 movement to Land units.
  • +1 movement to Air units.
  • +2 movement to Sea units.
  • +2 movement to Embarked units.
  • Great Admirals grant +2 movement.

Adjustments to roads and road building.
  • Settlers can build roads. (6 charges base, 12 with The Wheel)
  • Roads now upgrade at every odd numbered Era.
  • Classical Road renamed to Medieval Road.
  • Railroad renamed to Smart Road, now works like all other roads.

  • Ancient Road movement cost = 75%. (Can now build bridges)
  • Medieval Road movement cost = 60%. (Medieval Era)
  • Industrial Road movement cost = 50%. (Industrial Era)
  • Modern Road movement cost = 33%. (Atomic Era)
  • Smart Road movement cost = 25%. (Future Era)

Other notes.
  • The AI can utilize unit stacking without issue.
  • Units can no longer swap positions during movement.
  • Units with the new formation classes are unable to Auto Explore.
  • Units with the new formation classes can't be linked to each other.




Compatible with the base game and both expansions.
Compatible with any mods that add new units that use the standard promotion classes.
Compatible with "Warfare Expanded: Reloaded" mod.
Compatible with JNR's "6T" unit expansion mods.

Created by Arstahd


Popular Discussions View All (1)
1
29 Jun, 2020 @ 9:53pm
issues with CQUI
iskander
95 Comments
Akahige 1 Jan @ 2:13am 
Changed Railroad back issue, myself. Find and change lines if you want to, too.

steamapps\workshop\content\289070\2121840605
Improved Movement Data.sql
--UPDATE Routes SET MovementCost=0.25, PrereqEra='ERA_FUTURE' WHERE RouteType='ROUTE_RAILROAD';
--INSERT OR REPLACE INTO Routes_XP2 (RouteType, BuildWithUnitChargeCost, BuildOnlyWithUnit, PrereqTech) VALUES ('ROUTE_RAILROAD', 1, 0, NULL);
--DELETE FROM Route_ResourceCosts WHERE RouteType='ROUTE_RAILROAD';

Improved Movement Text.sql
('en_US', 'LOC_ROUTE_RAILROAD_NAME' , 'Railroad'),

With that said, I REALLY appreciate all the work you did for this mod. Made combat actually fun for me in CIV.
Akahige 1 Jan @ 2:04am 
I agree with the last comment. Absolutely love this mod but HATE the railroad change.
Mk9fOS 1 Apr, 2024 @ 6:52am 
Removal of the Military Engineer ability to put down unlimited roads & RAILROADS at 1 segment per turn makes the unit useless to me since the items it CAN build are limited to only 2 builds per unit AND are a little flaky as to where they can be built. The addition of road building to Settlers is interesting but also seems to cause flakiness (after using a couple of road build turns I couldn't create a city with the settler the next turn though eventually I was able to do so after moving around a bit ???). Also consider that settlers as road builders are MUCH more expensive than M.E.s since they cost a population decrease when created.

Otherwise, I've enjoyed your Mods and find that I agree with most of your additions and changes. Keep up the good work!
Arstahd  [author] 17 Mar, 2024 @ 10:43pm 
sloth.dc - Go right ahead, just credit appropriately if you release it.
sloth.dc 16 Mar, 2024 @ 7:43pm 
Any chance you would let me lift the code from this? I'm doing a modmod that splits off recon/lightcav units and would slightly prefer to package them all together (not least because doing it separately borks up the unit flagging)
Arstahd  [author] 18 Feb, 2024 @ 7:44am 
Rectunator - It's handled in "civ6common.lua", with the IF function starting at line 160.

I just made the "true" result match the "false" result so it does a normal move either way.
Rectunator 10 Feb, 2024 @ 12:49pm 
I'm trying to find the part in the mod code for disabling the unit swapping during movement. That is immensely annoying and I wish to get rid of it, but only it for now. I havent found it on other mods yet.
Arstahd  [author] 15 Mar, 2023 @ 10:36pm 
The Big Red Cheese - Thanks for the clarification. I'll look into it when I get a chance.
The Big Red Cheese 15 Mar, 2023 @ 5:52pm 
One of the mountain wonders lets them move on hills at full speed... I don't think it's literally called alpine, but it does affect them as well as scouts... and I think other units with fast hills movement may be affected.
Arstahd  [author] 14 Mar, 2023 @ 1:13am 
The Big Red Cheese - Am I missing something? How do Apostles and Missionaries have access to Alpine? Isn't that promotion only for recon unit types? I'm not sure how this mod would be effecting any promotions.