Sid Meier's Civilization VI

Sid Meier's Civilization VI

More Movement
38 Comments
sqwendysamotnaf 8 Jun @ 5:53am 
It's not a good mod - AI uses it
Mavoc 14 Mar @ 1:50am 
I was noticing that the Units added by JNR's Unit Expansion series were not getting the added movement. Seems he is adding new units with a load order of ~16000 which is well after this loads at 200. I made this load at 20000 and it all works now.
Shamalamadingdong Durek 6 Jan, 2024 @ 9:47am 
Works perfectly for me
Jackalope 8 Jan, 2023 @ 11:57pm 
This doesn't work in January 2023
Zarce 21 Mar, 2022 @ 7:35am 
Thanks!!
wuTz 3 Mar, 2022 @ 8:05pm 
a MUST HAVE mod
killpoohXIe 13 Jun, 2021 @ 8:23am 
고마워요! 떙큐!
Junky 17 Nov, 2020 @ 12:50pm 
What should be done that just religious units could not retrieve this movement addition.
Eggs n Cheese 14 Oct, 2020 @ 3:52pm 
does the mod change enemy movement speed aswell?
MrStobbart 18 Sep, 2020 @ 5:42am 
To reproduce the bug start a game in the classical era and move the builder on water. It has only movement 2 while it has movement 3 on land. Normal boats are fine.
MrStobbart 18 Sep, 2020 @ 5:40am 
This mod does not affect movement of embarked units. This can be changed by adding the following line to your sql:

-- MOVEMENT_WHILE_EMBARKED_BASE was 2
UPDATE GlobalParameters SET Value = 3 WHERE Name = 'MOVEMENT_WHILE_EMBARKED_BASE';

I changed your mod locally with this and it's great, but I would like everyone to not have movement 2 embarked units anymore ;)
Rangeloveh 24 May, 2020 @ 10:39pm 
Any report on it working with the frontier pass update?
Krios 6 Apr, 2020 @ 3:42am 
@daimyo so did you find out yourself man?
DerBube 12 Feb, 2020 @ 10:20am 
y'all gay





nohomo
Daimyo 2 Jan, 2020 @ 10:20pm 
Does this work with latest patch? Any issues with multiplayer?
p0kiehl  [author] 17 Mar, 2019 @ 8:49am 
Updated for Gathering Storm. And no, this mod does not and cannot affect Traders (or spies).
Cattywhampus 23 Feb, 2019 @ 10:30am 
thx luv u
najizhimo 22 Feb, 2019 @ 1:50am 
thx for the test~
Vengeance 1791 20 Feb, 2019 @ 12:44pm 
akirajeff, tested this mod after 250+ turns and everything works fine.
rlong9000, this mod didn't ever impact traders. A new mod would have to be created for such a purpose as traders are hardcoded at 1 hex per turn to allow for route creation, pillaging, and other factors.
rlong9000 19 Feb, 2019 @ 3:40pm 
@p0kiehl - Did this mod ever, or ever intend, to affect the tiles per turn of the trader unit? Other modders such as the publisher of Farther Trade Routes have come up against a wall on the game's hard code of one tile per turn and I wondered had you ever applied any thought to that issue? Thanks for all you add to the game!
akirajeff 15 Feb, 2019 @ 4:16am 
I see, thanks so much guys for the effort and hard work~~~!!!!!
Vengeance 1791 14 Feb, 2019 @ 5:31pm 
akirajeff, I'm about to test it, i'll let you know, but p0kiehl has been updating all day, I'm sure he intends to update it
akirajeff 14 Feb, 2019 @ 9:15am 
will this be modify & update for the "gathering storm" ??
Parker Posey's Mouth 25 Jan, 2019 @ 11:08pm 
For some reason, it's stopped working quite abruptly for the Warfare Expanded mod. It had been fine, but now all the units added by WE have reverted to default movement values.
johnmyster 3 Jul, 2018 @ 11:48pm 
This mod is a must-have for any Civ 6 player to keep their sanity.
titan_vfaf 22 Feb, 2018 @ 11:18pm 
@-Apolo
Ranged units SHOULD be more vulnerable to flanking and all kinds of counter-attacks! In reality they are only strong when attacking but are quite easily killed/destroyed in case of one's failure to protect them (outside of walls) with units of other classes. It is pure realism so I suggest you learn to live with it...
titan_vfaf 22 Feb, 2018 @ 11:08pm 
@p0kiehl
Hello! I have a suggestion you could add to this mod...

+1 movement for embarked units also! This doesn't happen now, even though one would assume that right?

What's more, there seems to be an issue with Cartography tech. It should add +1 movement for embarked units but in reality this isn't true. Have others noticed this also? Anyway if this is a bug in the base game, maybe you could fix it at the same time with this mod - or make a separate one just for the fix?
Maitre Supreme 22 Feb, 2018 @ 5:08am 
Great mod - THX ! :steamhappy:
p0kiehl  [author] 11 Feb, 2018 @ 8:05pm 
Yes, I know. I set up the mod to apply after other mods and content, and the code is non-specific.
alexanderyou 11 Feb, 2018 @ 8:02pm 
By compatible I'm talking about giving the added units the +1 movement.
p0kiehl  [author] 11 Feb, 2018 @ 7:19pm 
@Alexanderyou - This mod should be compatible with any and all mods that add units.
alexanderyou 2 Feb, 2018 @ 3:14pm 
Is it possible to make this compatible with mods like Moar Units?
-Apolo 23 Dec, 2017 @ 7:21pm 
Its an awesome mod nevertheless!
-Apolo 23 Dec, 2017 @ 7:21pm 
this mod kind of makes range units useless, as their range is unchanged and melee/calvary/other ranged units can easily raid em. If it is not much to ask, could create a similar mod with +1 range for ranged land/naval units (and maybe cities) with this +1 movement ?
Beurre_Breton 19 Dec, 2017 @ 12:33pm 
Omg thank you so much
Nik-3741 8 Nov, 2017 @ 1:56am 
Thank you! i feel like the arbitrary 2 movement speed is so dumb. Like if your playing on Huge/large it breaks my immersion how my soliders can only move over a hill in 3 years:steamhappy:
mmmbombs 30 Jul, 2017 @ 4:26pm 
I love this and will be using it in the mean time, but is there a mod that removes the river/jungle movement penalty or gives non-mounted units only +1 movement? I don't really see why mounted units get twice the movement when you're not really paying extra or getting less power for the production cost.
Portinou 29 Jul, 2017 @ 6:20am 
Yes! Finally! Thank you so much!