Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Plot's Roads And Movement v1.02
   
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Type: Mod
Mod: Gameplay
File Size
Posted
5.563 KB
24 Feb, 2017 @ 5:55am
1 Change Note ( view )

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Plot's Roads And Movement v1.02

Description
--NOTE: I am no longer supporting this mod. For GS and later versions, see similar mods by DB https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1546339539 for the modern unit speed buff and https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1512164583 for the roads buff. The author lists them as "inspired by" this mod, but they are not identical, so see his notes for the details on them.

Plot's Roads and Movement v1.02
===============================

Changes
-------

- Builders construct roads.
- Builders' cost does not increase.
- Roads are more effective.
- Modern and later units get 50% movement bonus for land, 100% movement bonus for sea and air.

Purpose
-------

The 1 UPT rule combined with nerfs to movement and roads compared to previous Civ versions makes wars and even basic movement interminably slow and painful.

The road nerfs in particular remove an important tactical element of the game--sending workers with your army to build roads as they go. Historically, Rome built its road network primarily to enhance the movement of its legions--but the vanilla classical roads do *nothing* on 1 movement point tiles.

So, first this mod buffs roads. Since military engineers come fairly late, builders now construct roads. Since this means buying a lot more builders, builders' cost no longer scales with the number bought.

Late game units are generally stuck with the same movement points as their ancient versions. A tank blitzkrieg is brought to a halt by a hill. End-game naval units, which can't even use the pathetic roads, crawl across the map like they're still using oars and sails. And end game bombers that should be able to strike across continents can barely cover the distance between a few cities.

So, secondly, the movement points of modern and later era units are buffed by 50% for land units and 100% for air and sea units.

Road Effects
------------
Ancient 1/2 movement cost, supports bridges
Classical 1/2 movement cost
Industrial 1/4 movement cost
Modern 1/8 movement cost


Changed Unit Movement Old New
------------------------ --- ---
UNIT_ANTIAIR_GUN 2 3
UNIT_ARTILLERY 2 3
UNIT_AT_CREW 2 3
UNIT_INFANTRY 2 3
UNIT_MACHINE_GUN 2 3
UNIT_MOBILE_SAM 2 3
UNIT_MODERN_AT 2 3
UNIT_OBSERVATION_BALLOON 2 3
UNIT_ROCKET_ARTILLERY 2 3
UNIT_MECHANIZED_INFANTRY 3 5
UNIT_AIRCRAFT_CARRIER 3 6
UNIT_BIPLANE 3 6
UNIT_GERMAN_UBOAT 3 6
UNIT_HELICOPTER 4 6
UNIT_MODERN_ARMOR 4 6
UNIT_NATURALIST 4 6
UNIT_SUBMARINE 3 6
UNIT_TANK 4 6
UNIT_DESTROYER 4 8
UNIT_FIGHTER 4 8
UNIT_MISSILE_CRUISER 4 8
UNIT_NUCLEAR_SUBMARINE 4 8
UNIT_BATTLESHIP 5 10
UNIT_JET_FIGHTER 5 10
UNIT_AMERICAN_P51 6 12
UNIT_BOMBER 10 20
UNIT_JET_BOMBER 15 30

Compatibility
------------

Modern and later units are identified by the era of the tech/civic required to build them and their movement is updated with a formula, so this mod should also increase the movement of modern+ units added by other mods.
Popular Discussions View All (1)
0
16 Feb, 2018 @ 10:02am
Awesome R&F Mod Collection which includes this mod:
titan_vfaf
51 Comments
Cobber 30 Mar, 2020 @ 4:00pm 
@Balmung Furuya: As far as I know and can recall it was the update released for Civ VI just before Gathering Storm went live that seems to have affected this mod's functionality, but it could be that it was the first update post-GS that did the damage instead. Either way, its definitely linked to the launch of GS, as I never had any issues before, during and after the launch of Rise & Fall with this mod's functionality, none whatsoever.
PlotinusRedux  [author] 30 Mar, 2020 @ 3:48pm 
@Balmung Furuya, the reports seemed to be it's an expansion that breaks it, but you'd really just have to test it.
Balmung Furuya 29 Mar, 2020 @ 1:39pm 
Out of curiousity, does this still work in base game or have updates broken it? (I'm not running any dlc or expansions) (I'll test it later, but thought I'd ask in the off chance someone else already knows)
PlotinusRedux  [author] 29 Dec, 2019 @ 4:14pm 
Np, DB, thanks for carrying the idea on.
DB 17 Dec, 2019 @ 6:18am 
Thanks for the idea, Plot, and thanks for the links. I still have Civ 6 installed and am happy to carry the torch. :)
Cobber 16 Nov, 2019 @ 12:19pm 
Your welcome, happy to help.
PlotinusRedux  [author] 16 Nov, 2019 @ 4:22am 
Thanks, cobber51, links added to description.
Cobber 8 Nov, 2019 @ 5:48pm 
And here's the other link for the Better Roads half of your mod, also GS friendly thanks to DB: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1512164583 .
Cobber 8 Nov, 2019 @ 5:47pm 
@PlotinusRedux: Here's the first link, for the faster modern units aspect of your mod made GS friendly by DB: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1546339539 .

Will get the other link for the roads aspect of your mod and post it for you in a couple of minutes time.
PlotinusRedux  [author] 8 Nov, 2019 @ 8:39am 
@cobber51 If you'll give the links to the Warfare Expanded mods you mentioned, I'll add them to the mod description. I haven't had Civ 6 installed for over a year--I just lost interest it--so I won't be updating this mod, but would be glad to point people to the GS compatible versions.