Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Tactical Turns by Tom Illar
   
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Type: Mod
File Size
Posted
40.130 KB
5 Aug, 2021 @ 2:18pm
1 Change Note ( view )

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Tactical Turns by Tom Illar

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.

Please leave comments which turns types you use the most and why.

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.
18 Comments
Fogux 31 Mar, 2022 @ 6:33am 
Great mod but causes some annoying bugs for me :
Cities can't be destroyed when taken in the unit phase
with the Extensions :
- diplomacy votes do not play
- each gouvernor event prevents you from passing the turn
PraiseTheLordChrist 30 Dec, 2021 @ 4:57pm 
It is causing quite a few bugs.
Shitdivers 29 Sep, 2021 @ 3:48pm 
i want to use this mod but it's still confusing as to what the turns are because no popups appear to show what turn it is.
PraiseTheLordChrist 29 Sep, 2021 @ 3:14pm 
Is the base turn time for Simultaneous Phase of Tactical Turn Mode meant to say 12/15/18/21s + 8s per city + 0/2/3/3.5s? It seems like you wrote it backwards in the description
Dartmor  [author] 13 Sep, 2021 @ 3:20pm 
ChessPro2007, I really like your idea, it's so discouraging that it can't be modded. Basically your idea would allow to play a turn faster to safe time for next turns, that will both benefit a faster playstyle and allow to gain time because of fast decisions. If i would ever make my own 4X game, I would definitely add this idea.
Dartmor  [author] 13 Sep, 2021 @ 3:16pm 
J Dennis, I am not sure about your words. When I tested my mod each phase had correct pop ups. War pop-ups during Tactical Phase and peaceful pop-ups ( like science, culture, building ) during Building Phase. Maybe I haven't tested it deep enough, I will check it out, but can you tell me what turn type are you playing exactly ( where you have a problem with pop-ups ) ?
Dartmor  [author] 13 Sep, 2021 @ 3:09pm 
I think i've made a mistake as I remember now that all types of Delayed turns should be 3s for all players at the same time, but I've made those 3s go on dynamic mode instead of simultaneous. I will make an update now. But that's 100% not possible to make like you want it Max, as all players must go through each turn all-together.

So basically as I understood you wanna a 3s delay for all players at war at the same time while other players at peace won't have 3s delay? Is that correct? If yes, my answer is right.
Dartmor  [author] 13 Sep, 2021 @ 2:41pm 
I can't mod 3s delay only for players at war and not for players at peace. Best option would be "Delayed Simultaneous Turns". It adds 3s delay in dynamic mode, so players at peace must go through 3s together while players at war must each wait 3s separately. Now when I'm thinking about it - maybe it should be 3s for all players at the same time no matter if they're at war or not...?
Max 13 Sep, 2021 @ 9:10am 
If we just want a 2-3s delay at the start if there is war (and only if) - and otherwise fully simultaneous. Which setting is correct for us? :)
J Dennis 25 Aug, 2021 @ 2:09pm 
I really like this mod. If it's possible to get rid of the popups (era dedication, city management etc.) during the tactical phase then this would be a lifesaver for our group. Sorry for spamming the comment section. :)