Sid Meier's Civilization VI

Sid Meier's Civilization VI

Collateral Damage
33 Comments
Sejick  [author] 10 Jul, 2022 @ 5:38pm 
Hey everyone, sorry for being unresponsive. I no longer play Civ VI and I am generally inactive on Steam overall.

Anyone who wishes may feel free to create a fork from this mod and modify it however you like.
Nim 11 Oct, 2021 @ 4:44am 
I really like the idea of this mod, but unfortunately it creates a bug in the game logic whereby districts under construction can be pillaged. This prevents them from being fully finished and also nullifies any culture bombs you might get from completing them. It should be possible to gate the pillaging for districts under construction however.
Malata Societa' Official 4 Jan, 2021 @ 9:11pm 
"Although this mod is overall great. there is just one big problem with it. That's when it cause a bug to districts. The thing is when a district got pillaged and it is still under construction or has no upgrades, the city does not allow me to construct that district anymore and the city thinks that they don't have that particular district. The pillaged district appears to be present but has no function and I cannot construct them in a new location or continue to construct. It's suck as the bug will be stuck in the city for the rest of the game."

if there is this problem it's very suck the ball's i unsubscribe until UPDATE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
LJMiranda 13 Dec, 2020 @ 12:10am 
Although this mod is overall great. there is just one big problem with it. That's when it cause a bug to districts. The thing is when a district got pillaged and it is still under construction or has no upgrades, the city does not allow me to construct that district anymore and the city thinks that they don't have that particular district. The pillaged district appears to be present but has no function and I cannot construct them in a new location or continue to construct. It's suck as the bug will be stuck in the city for the rest of the game.
Vengeance 1791 10 Nov, 2020 @ 2:05pm 
this mod still works btw
That Feel When 3 Sep, 2020 @ 8:44am 
I really liked it. But it doesn't work now, game crashes with it.
bigd 3 Dec, 2019 @ 2:57am 
is this mod compatible with current version?
murkadha 29 Oct, 2019 @ 9:55am 
What I'd really like to see is intentional collateral damage, i.e: using siege weapons to clear terrain barriers. This was a tactic especially common in WWI, where concentrated artillery barrages would be used to clear forests and foliage in preparation for an infantry advance (even if that wasn't the actual intention, whole forests would get torn to shreds). Also using artillery to destroy improvements, regardless of whether there's a unit on the tile or not. I think these uses mainly apply to modern artillery with explosive shells, but maybe earlier artillery units could gain this ability through a promotion (using incendiaries to burn forests?). Anyway, very cool mod, I'll be installing for my next game.
ChocoletteLlama 18 Oct, 2019 @ 11:56am 
Love this mod. Easily one of the best mods for Civ. I didn't love the population loss when attacking a city so I went into the script.lua and changed that. But even with population loss on it was still 10/10
Varenyky 30 Sep, 2019 @ 9:30am 
Does this mod allow city states to get razed? I thought that wasn't allowed in base game, but I noticed some city states getting razed once I used this mod.
lokiredking 28 Sep, 2019 @ 11:56am 
This mod is tops. Adds both new elements of strategy and immersion.
How are you 16 Sep, 2019 @ 8:50pm 
附带损害
战斗会造成附带损害。当受到攻击时,改进、建筑和区域有机会被破坏(掠夺而无回报)。城市有可能失去人口。

附带伤害发生的可能性取决于防御者受到的伤害,以及攻击类型、城市人口和围攻状态等其他因素。

效果
非要塞改进在受到攻击时有机会被掠夺。
当占领防御者被杀时,防御工事的改进会被掠夺。
地区和建筑被掠夺的机会较小,但是随着每增加一栋建筑,被掠夺的机会就会增加。
城市在受到攻击时有机会失去人口(如果他们有一个以上的人口)。
被围困的城市如果遭到破坏,每一轮都有机会失去人口。
征服后的人口损失减半进行补偿。

兼容性
适用于所有DLC和扩展。
可以随时启用或禁用。
truiz024 12 Sep, 2019 @ 8:57pm 
Are the odds of collateral damage more likely for units like catapults, bombards, bombers, etc?
tonycoolbek 4 Sep, 2019 @ 8:35am 
Anyways you could add a mod that adds the plague as well?
Plato 26 Aug, 2019 @ 8:22pm 
is the balancing good? It can obviously adversly effect the game but is it worth it?:Uranium:
DahvPlays 26 Aug, 2019 @ 3:00pm 
This mod is amazing, I haven't been able to play without it for a while. Honestly, I think these features should be standard for vanilla
Parker Posey's Mouth 22 Aug, 2019 @ 9:06am 
The thing I love most about this is that it makes sieges way riskier, and plunder a real risk/reward system. Instead of just taking everything from cities I don't want, and leaving intact the ones I do, I have to really think about how to approach a siege, or prolonged fighting near cities, and if I really want to loot, I have to do it quick, or risk losing the chance. Really has made combat more interesting by far!
Leugi 12 Aug, 2019 @ 1:46pm 
just wanted to say, I played with this mod quite a bit and I'm greatly enjoying it. Great job!
View The Phenom 5 Jul, 2019 @ 1:32pm 
That's a lot of damage!
alyyxxx 5 Jul, 2019 @ 11:45am 
Good mod!
UnCaged 3 Jul, 2019 @ 12:34pm 
Nice Thanks
Sweepy 3 Jul, 2019 @ 11:13am 
Really interesting mod. Thank you.
CoachGunns 1 Jul, 2019 @ 8:56pm 
You should earn aything its not a traditional pillage its collateral damge ...
K_RL 1 Jul, 2019 @ 1:11pm 
@Sejick I think pajamathekid meant that when a tile is pillaged due to collateral damages, it doesn't give the player the gold/science/etc boost the players normaly get when they pillage the tile with the vanilla pillaging system (earning science when pillaging a campus for exemple)
ALWAYS BY MY SIDE 30 Jun, 2019 @ 2:14pm 
I don't know if AI would repair their cities
if AI doesn't(I never see AI repairing anything since I play this game), this mod would make it an unfair game cause once a human player has some fight in their cities, win or lose, AI would never use that tile at all
If they do consider repairing, this is definitely a good mod
Eden Elvis 30 Jun, 2019 @ 2:15am 
This looks awesome! I never do much pillaging because I don't like having to repair when I capture but this will add a lot more depth to the game. I wasn't even going to play civ today but now I have to :D Thanks
CoachGunns 29 Jun, 2019 @ 9:43pm 
@Sejick First off your mod is amazing ... Is there anyway to add the option to pilliage the tiles at a higher rate due to combat ... I did a test run ... It took around 5-7 jet attacks on a unit to pillage the tile. Just curious whats the current persentage for tile destruction based on attack ? FYI AMAZING JOB BRO !!!! I FREAKING LOVE IT !!!:steamhappy:
CoachGunns 29 Jun, 2019 @ 8:21pm 
OMG cool mod ... Please continue to update this .. Brilliant idea !! I followed your workshop...
Sejick  [author] 29 Jun, 2019 @ 2:50pm 
@dnarik Thank you for that! I always misspell it.
see two 29 Jun, 2019 @ 1:32pm 
liklihood isn't correct in the mod description on steam
Sejick  [author] 29 Jun, 2019 @ 10:38am 
@pajamathekid Neat, I didn't know about that mod! Also, I just tested it out again and yields do return when the structure is repaired. Under what circumstances did the yields fail to return, and were you using any mods? Thanks.
pajamathekid 29 Jun, 2019 @ 4:32am 
This is cool, also for anyone wondering this mod is compatible with AOM's Raze District, if both mods are enabled, and a district is pillaged due to the effect of Collateral Damage - that district will be razed and removed from the map.

However it must be mentioned that ANYTHING pillaged by Collateral Damage provides no yields whatsoever, at least it seemed that way in my brief testing.
Mudkip1001 28 Jun, 2019 @ 8:46pm 
Yes!!! Ever since the Original Trailer of Civ 6 I wanted a function like this!!! Keep up the Good Work! :Uranium::cozyspaceengineersc::cozytf2mug: