Sid Meier's Civilization VI

Sid Meier's Civilization VI

Better Walls
17 Comments
Etterra 18 Dec, 2022 @ 3:49pm 
Is there a way to config this so it just allows you to keep building walls past the research of Urban Defenses specifically for the tourism bonus and not add or replace anything else? I don't want to get rid of Urban Defense or add new walls, just keep the ability to build walls after their defensive bonus ends.
joeoeti 17 Dec, 2022 @ 11:12am 
for siege tactics tech that is
joeoeti 17 Dec, 2022 @ 11:11am 
does this mod also change the eureka condition to 2 trebuchets instead of bombards since I have that changed by my mods and this seems most likely to do so
JasonMemes 27 Feb, 2021 @ 4:33pm 
I know that you're probably not gonna see this, but I think two projects that allow you to
1. temporarily increase fortification strength based on population, say 10 turns on standard
and 2. increase the strength of your walls (but it disappears at each new tier built) and gives +1 amenity the first time it's completed, (maybe 1 engineer point/turn after?)
would be really cool. the first would represent the last-minute fortifications of cities IRL and the second means that you can have truly "fortress-cities" like constantinople, that need huge armies or navies to capture.

might be too much work but that seems neat.
bigfudge 13 Jan, 2021 @ 7:56am 
I think that Georgia unique wall (Tsikhe) should also generate science from the "military research" policy card because for some reason they aren't classed as "renaissance walls"
Luke ✞ Jesus Saves ✞  [author] 1 Jan, 2020 @ 5:37am 
Thank you, Happy New Year to you and your family too :)
Ingolenuru 31 Dec, 2019 @ 11:50pm 
Happy new year!
Luke ✞ Jesus Saves ✞  [author] 31 Dec, 2019 @ 8:22pm 
Thanks, glad you're enjoying.
M4CB 31 Dec, 2019 @ 12:53pm 
Nice mod dude
Luke ✞ Jesus Saves ✞  [author] 13 Dec, 2019 @ 12:23am 
Added another mod that combine the Policy Cards: Citadel Policy Card .
Ingolenuru 5 Nov, 2019 @ 12:09am 
Thank you very much. I will look into that. It would be very cool but I have a problem thinking straight due to being medicated.
Luke ✞ Jesus Saves ✞  [author] 3 Nov, 2019 @ 7:15am 
Sorry while it may be possible (I am not sure), it's way beyond the scope of this mod. Maybe you can make a request on a modder forum/subreddit?
Ingolenuru 1 Nov, 2019 @ 2:40pm 
I think the mods that use siege units to give full damage to walls is a good way to handle walls being useful but not being impossible. Can you make siege units easy to kill if they are in the open traveling and then buffing their defense by a LOT when they are up against city walls? Siege units and sappers were always defended as part of the attack by troops with shields and archers firing at the defenders directly above the siege unit. I don't know if it is possible but it would make walls a very interesting part of the game.
Ingolenuru 1 Nov, 2019 @ 12:45pm 
Thank you very much for the reply. I think my issues were because I was too fuzzy to read the description. I have the free walls and extra troops to stop city state rushes by the AI in the early game. I think this mod should work with the others though.
Luke ✞ Jesus Saves ✞  [author] 1 Nov, 2019 @ 1:46am 
Should be, I have been playing with this mod on and do not notice any problem.
Ingolenuru 1 Nov, 2019 @ 1:36am 
Any mod that helps walls is mod worthy of praise. Does it work with the Sept 10 patch?
artistelyonnaise 15 May, 2019 @ 9:31pm 
"I am also adding a card that combines Limes and Bastions, probably at Guilds or Mercenaries."
I think Guilds would be appropriate.