Sid Meier's Civilization VI

Sid Meier's Civilization VI

Hard Land (deprecated)
17 Comments
Spartak 30 Jun, 2022 @ 4:58pm 
Also, any ideas on how to have attrition on enemy lands? like -2hp/turn?
Spartak 30 Jun, 2022 @ 2:37pm 
This works and it's awesome! Thank you
CoachGunns 18 Apr, 2021 @ 2:26pm 
I tested this mod with GS seems to work ... any update on this mod ?
Reggie 27 Jun, 2019 @ 12:17pm 
I'd recommend 'REQUIREMENT_PLOT_IS_FRESH_WATER' to test for rivers, lakes, oases and even fresh water from natural wonders.
Seileach  [author] 17 Jun, 2019 @ 11:56am 
I'm using pre-existing Requirements, I don't know how to create new ones.

Civ6 has a REQUIRES_PLOT_ADJACENT_TO_RIVER requirement, it doesn't have a REQUIRES_PLOT_ADJACENT_TO_LAKE requirement.

So lake healing is beyond my limited skills.

Sorry :)
MightNight 16 Jun, 2019 @ 2:18pm 
What about lake healing?
Seileach  [author] 9 Jun, 2019 @ 2:41am 
just did an update on this mod: the boost requirement for the civic Political Philosophy is now meeting 1 city state.

with exploration being harder, meeting 3 city-states could be crippling at such an early stage of the game.
Junky 6 Jun, 2019 @ 9:58am 
Then i will test the other mod with yours together.
Seileach  [author] 6 Jun, 2019 @ 3:54am 
also, if you use this mod with Cromcrom's «Passable mountains + static and moving attrition», those AI units won't stay there for very long XD
Junky 5 Jun, 2019 @ 12:23pm 
okay that is a reason i can pretty much understand. Thanks for your answer.
Seileach  [author] 5 Jun, 2019 @ 9:39am 
this is a very simple mod, i only set a few values on GlobalParameters to zero and then added a healing bonus to rivers and oases.

what you're suggesting would require fiddling with the UI, which would probably mean Lua, which is out of reach for my very limited computer skills ^_^

that said, AI is pretty dumb even without the mod, so i usually play Civ6 as a game of solitaire anyway and pretty much ignore whatever the AI is doing.
Junky 4 Jun, 2019 @ 11:45am 
Can you turn off the option to heal outside the territory except if you are next to rivers or oases?
I think then you won't have the problem ai leaves their troops for healing without coming to an end.
Seileach  [author] 30 May, 2019 @ 2:16pm 
thanks :)
mdoliver_2000 30 May, 2019 @ 12:29pm 
So this is such a simple idea and yet so revolutionary. It changes the game is all sorts of amazing ways - you don't have random scouts wandering all over the world at 2000 BC when IRL they would have been killed by someone or something.

I do agree that the AI seems to have some issues with this - I do randomly see units that seem stuck when they aren't healing by a river or oasis (I keep forgetting to check that.) But I love that it extends to land units what has long been the case for naval units - you have to get back to your homeland to really heal. I love it - it has made the game so much more interesting. And if I have to choose between the unrealistic early wanderings of scouts here and there or the AI not quite knowing how to deal with all this, I'll take the AI's difficulties with no questions asked. It makes the game so much more interesting.

Thanks for doing this!
Toheck 23 Mar, 2019 @ 2:15pm 
Thanks. Fair enough.
Seileach  [author] 23 Mar, 2019 @ 12:20pm 
haven't tested it all that much yet, but so far it seems AI handles it well enough. haven't seen AI units standing still until they die.

that said, if you want the AI to challenge you during the game then i wouldn't advise this mod :)
Toheck 22 Mar, 2019 @ 5:23pm 
Can the AI handle this? Do they know not to try and heal outside of friendly territory?