Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Tactical Turns by Tom Illar (Old)
   
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4.974 KB
25 Nov, 2020 @ 9:01am
28 Nov, 2020 @ 3:15pm
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Tactical Turns by Tom Illar (Old)

Description
Adds new Turn Types: Two-phased turn with short dynamic turns for warfare only and simultaneous turns as a second phase / turns with "ready check" option / turns with 3s delay before your turn.

Adds 19 new Turn Types for Multiplayer for a wide choice of preferable gameplay. I don't know which Turn Types will be more popular, so I've made basically all possible options you can mod of it.

Only the host needs the mod to work in multiplayer.

1-4. Quick/Regular/Long/Longest Tactical Turns: Separate a turn into 2 phases.
Phase 1: Short Dynamic Turns for players at war when only units are moved. Basically a small window of time to make quick tactical strikes for each player at war.
Time: 3/6/9/12s + 0.5/1/2/4s for each unit
Phase 2: Simultaneous turns ( you can both build and move units ).
Time: 21/18/15/12s base + 8s per city + 3.5/3/2/0s per unit

5. Delayed Simultaneous Turns: Simultaneous turns with a 3 seconds pause at the beginning of each new turn.
Time: 3s pause + 24s base + 8s per city + 4s per unit.
Tip: At start only skip the very first phase once.

6-9. Delayed Quick/Regular/Long/Longest Tactical Turns
Tactical Turns with a 3 seconds delay at the beginning of each new turn.
Tip: At start only skip the very first phase once.



Ready Check Option: at the beginning of each turn each player must confirm that he is ready for playing ( 60m timer ). This is an alternative for Pause. As I see it, players must agree how often and in what circumstances they can take breaks. Ready Check option will not allow others to unpause the game and you won't loose your timer. It is also easier to have proof on other players if they abuse breaks because timer will show how much time have passed.

Example:
You can agree on a game with 5m breaks each 1h/every 50 turns, 20m breaks each 4h/every 100 turns, possible individual break for 10-15m for each player

10-13. Quick/Regular/Long/Longest Tactical Turns with Ready Check
Tip: At start only skip the very first phase once.

14. Simultaneous Turns with Ready Check
Tip: At start only skip the very first phase once.

15-18. Delayed Quick/Regular/Long/Longest Tactical Turns with Ready Check
Tip: At start only skip the very first phase twice.

19. Delayed Simultaneous Turns with Ready Check
Tip: At start only skip the very first phase twice.
12 Comments
Dartmor  [author] 5 Aug, 2021 @ 2:21pm 
As far as I understand the issue should be fixed. I have also added new turn types. Old "Tactical Turns" are now "Long Tactical Turns".

I also reuploaded the mod, so this page will be eventually deleted.
New page: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2566978194
Dartmor  [author] 1 Aug, 2021 @ 10:47am 
I am going to fix the issue and also add a new turn type. Sorry for the delay. Was busy with life stuff and making overhaul mod. Finally almost done.
Max 19 Feb, 2021 @ 5:59am 
It seems like the announcements what turn type happens now don't work. Also it's a bit weird that the game still selects units to be moved / behaves like you could still move a unit, even though actually can't.

If I can help with fixing this, I'd be more than happy. Added you in steam :)
Touhma 29 Jan, 2021 @ 2:16pm 
Well it's allright I made a fix on my side with some modification. If you add me on steam i'll send you the fix for your mod :)
Dartmor  [author] 29 Jan, 2021 @ 12:08pm 
Been very busy lately and plus some delay with sending me the files I need :P
Touhma 26 Jan, 2021 @ 1:01pm 
any news for the fix ? :)
G1n8er 1 Jan, 2021 @ 4:30pm 
Very cool, just tell me what you need.
Dartmor  [author] 31 Dec, 2020 @ 11:06am 
I don't have GS and won't buy it because I am mainly working now on overhaul mod for the entire game for Vanilla version, though I have R&F. I will try to fix it without buying GS, but I need you to send me some XML files from your GS version to look what they've changed there.
G1n8er 31 Dec, 2020 @ 7:08am 
So, tested a little more and found the issue. Works fine without Gathering Storm. GS introduces the World Congress, a new turn type that plays after the normal turn. There must be a problem with that part of the mod. I don't know if it's possible for you to fix that in future? We love this mod and it's such a great benefit for online play.
G1n8er 31 Dec, 2020 @ 6:41am 
Yes, tested it with all other mods disabled. All DLCs and just this mod actived, same results again. No access to World Congress, icon for possible city attacks not showing up (shows up after moving a unit out of city, but not if their is no unit), multiple messages (diplomatics) not accessable. I will do a bit of testing with the DLCs.