Sid Meier's Civilization VI

Sid Meier's Civilization VI

Strategic geography MOD v. 1.1 - Alpha
22 Comments
MR.Pat  [author] 31 Aug, 2020 @ 1:44pm 
@WitchyStella ,,,,, Thanks a lot
MR.Pat  [author] 31 Aug, 2020 @ 1:43pm 
Hello Everybody, Wasnt online for a while, sorry for that. I Dont have Time to work on this Mod anymore. so if some one can update and maintain it , i would be Happy....

Thanks
MsCrowley 31 Aug, 2019 @ 12:41am 
ok so i changed both the camp defense modifier AND the city ranged strike modifier - i'm not sure which one it was, i think it might be possible the "range strike" modifier wasn't actually changing the range, but the power. they're both set to 1 now and it seems more normal.
MsCrowley 30 Aug, 2019 @ 1:27am 
for those running into the overpowered city strike problem, i'm thinking it's most likely "MODIFIER_ENHANCE_CAMP_DEFENSE" which is set to 100 - i just changed it to 10 and am gonna give it a try shortly.
KMABoss 14 Jul, 2019 @ 10:27am 
MR Pat hasn't been online for 26 days, so not sure if the problems are going to be fixed any time soon.

I do have to say though, the concept of this mod makes absolute sense and for most part is great.

I'm not too sure if it's this mod or a tech tree mod, or a possible combination or completely something else, but just today my build queues have been deleting if I select something then cancel out of it, then go look at something else and then comeback to check it. The thing with this is that it deletes it from my list as well, so it hasn't been built and it no longer shows as an option to be built (really strange).

I also lost all of my catapults that were currently building and in my building queues when the Ballistic Tech (trebuchet enable tech) researched. It also deleted them from the build list completely and didn't update the list to include trebuchet, so I no longer had the ability to build any type of a ranged ballistic weapon.

Anyone had the same problems or similar?
Fargengru 13 Jul, 2019 @ 2:58pm 
Ok if it isnt just me than yeah. To the modder id recommend looking into the damage done by cities. Once that is resolved ill do another game with the mod to see how it is
VayanSk 13 Jul, 2019 @ 10:07am 
And as I said my cities on hills that dont have walls or other defences can attack too. That cant be right. I dont think they could when they were founded though. They somehow got this ability later.
VayanSk 13 Jul, 2019 @ 10:03am 
Fargengru I have the exact same problem. I was not sure what was causing it as I tried to change almost every related modifier I could find in mod/mods or game assets without any effect. Or disable/change/delete mod or parts of it. No change whatsoever. But I guess that some changes dont have immediate effect on save games so I couldn't do anything about it. Eventually after few daysI got desperate and gave up. But I'm not a modder.
Anyway I hate the fact that city ranged damage in this game is somehow related with your strongest ranged unit, defenses mostly only affect city defence not city attack. Anyway given that my average city that dont even have walls is able to shoot and instantly kill enemy crossbowman in medievel era or My chariot / numidian cavalry gers killed instantly too on the opposite side of the border tells me that something is wrong. If It's not a "feature" of latest patch than it must be this mod.
Fargengru 11 Jul, 2019 @ 1:01pm 
I'm unsure if it's the mod or if I'm just bad or what since I'm new to Civ VI. I downloaded this mod, I like many of the concepts behind it and I see lots of potential. But my issue I ran into so far is that since downloading it (it's the only mod that affects combat stats I've downloaded thusfar), cities in the early-ish game are virtually untouchable. I went to sack a city with overwhelming force and it was one tapping each army. I had tech advantage and everything but every attack thrown by the city itself would do the full 100 damage and instantly kill units. It was just not a sustainable assault. So that's a bit of a turn off for me, I'm unsure what causes it, I'm only pointing this out as it's my only issue I've encountered so far.
Kars 21 Jun, 2019 @ 5:36pm 
This mod adds a lot of flavor with rules that aren't too complex. My advice; keep it simple and easy to pick up. Gathering Storm has a lot of complex mechanics so a mod like this that makes troop movement/combat a little more rewarding can be a great addition. I'm starting a game this weekend with this mod, will let you know when I have some feedback.
see two 5 Jun, 2019 @ 3:08am 
'UNIT_RANGER', / 'UNIT_SCOUT', / 'UNIT_SPY', did you mean Spec Ops?
MR.Pat  [author] 30 May, 2019 @ 11:57pm 
Hey Thanks, Grathocke... :steamhappy:
Grathocke 30 May, 2019 @ 8:31pm 
Great job with this. This is something that has been needed ever since elevation was introduced way back in like Civ II or III.
MR.Pat  [author] 30 May, 2019 @ 8:46am 
ok thanks for the Advice, i will remove this feature
Aramas 30 May, 2019 @ 8:30am 
Great concept, I would recommend reducing the scale of the changes. For example, there already exist lots of stand-alone mods which change city distance and civ starting distance requirements. I would use your sight and defense mod if it did NOT include those features. Good work tho!
MR.Pat  [author] 27 May, 2019 @ 9:27am 
Hey Thomas, for now you cant build encampments on Mountains, but i will think about it to add this feature
thomas.g.higgins 26 May, 2019 @ 6:14am 
How about building encampments on mountains?
MR.Pat  [author] 23 May, 2019 @ 2:31pm 
@Thibaulthc
Thanks a lot for testing and giving some Feedback ,
yes i realized it to that the 1+ range and a double Attack is way to much for all ranged Units and it dosent makes realy sense, Tonight i will fine tune the Mod a little bit and do some Code cleanup.

I want to add the ability to certain units and not just to a complete class like ranged Units for example.

still a lot of work.

Again thank you and if you have any ideas then just leave a comment

thibaulthc 23 May, 2019 @ 9:51am 
+1 range and double attack (sometimes work, sometimes doesn't) is way too powerful
just give bonus to the recon units, that'd be great
units already have +1 sight from hills in vanilla iirc
+1 range for recon units on hills seems good for me; the rest is OP
I liked the idea of light and heavy cavalry unable to attack marshes and having -5 in forest , but unfortunatelly it doesn't work; I tried to fix it with my very low modding skills, but didn't success yet :(
(one of the error is in the last lines, where you INSERT TypeTag (unit, ability) instead of (ability, unit) and there is some mess with the CLASS_CAVALRY_UNITS_CANT_ATTACK_MARSH I think
Good luck on that :p I hope you'll get it working properly :)
MR.Pat  [author] 19 May, 2019 @ 3:28pm 
Thanks to Both of you for your comment, i realized that there still are some issues with this Mod, im Working on it, the main problems are that the extra Attack range for Units doesnt work right, but i think i get that fixed, and yes goldensword52 starting distance and minimum range dont realy belong to this mod, i gues i will remove it, thanks again
Reggie 18 May, 2019 @ 9:48am 
Fantastic Idea! This should have been a core feature of the game to begin with! I really like how recon units get even more benefit from being on hills. Just a couple of thoughts:
+1 range to ranged units and cities is too powerful in my opinion. However, I think +1 range to recon units would be very appropriate. It might even be cool to give siege units +1 range on hills, but they would be very strong too.
Capitals starting with ancient walls, minimum city starting distance, and minimum city distance seem like they don't have anything to do with the rest of the mod. It might be best to remove those to prevent compatibility issues, and if you want, release them as a separate mod.
Is it intentional that only melee units, not anti-cavalry or cavalry units, get additional sight on hills? That seems kind of arbitrary to me.
Keep up the good work!
GG0ld 17 May, 2019 @ 2:42pm 
Love the ideas! Just one question about the Hills themselves, do they not grant any combat bonuses besides what exists already in the game?