Sid Meier's Civilization VI

Sid Meier's Civilization VI

Military Tactics
23 Comments
Angryr  [author] 10 Oct, 2023 @ 6:22am 
@spartan1204 This mod is 4 years old, I'm surprised anyone is using it at all lol. I'm pretty sure the units you speak of came out after I stopped playing. As for the promotion stuff, I left that in because I didn't see a problem with it.
spartan1204 9 Oct, 2023 @ 9:05pm 
So I wanted to do some testing with the support siege units.
Not all of the the siege units have been properly set to support units like Trebuchets and Rocket Artillery

Siege units can still form corps and armies if the siege unit was previously a combat unit

Siege units can still get promoted

Siege units don't seem to benefit from Great Generals

You can't see the estimated damage a siege unit will do

Unfortunately due to the inconsistencies I cannot see myself continuing to use this mod.
Spaghetti 30 Dec, 2022 @ 8:04pm 
Is there a way to disable siege units as support units. I love the mod, but its really unbalanced to stack swordsman on catapults.
Lucius, the Heavenly Dragon 2 Mar, 2022 @ 8:34am 
It does work with Steel and Thunder
Angryr  [author] 22 Jan, 2022 @ 5:27pm 
Beats me. Try it and find out.
Lucius, the Heavenly Dragon 22 Jan, 2022 @ 4:56pm 
Would this work with Steel and Thunder?
Erenussocrates 8 Sep, 2021 @ 3:41am 
should make the marshes have a defensive bonus of +5 for melee attacks, but still have a defense penalty of -2 against ranged attacks. Makes more sense.
Angryr  [author] 24 Dec, 2020 @ 9:09am 
Probably not. One day if I get the time and feel like it I might look into adding that, but AI is a bit of a daunting task imo.
sixela1 24 Dec, 2020 @ 3:50am 
Does the AI use the stacking siege units properly??
Angryr  [author] 3 Oct, 2020 @ 3:17pm 
I understand what you're saying now. I think it might be possible if reworked to use modifiers with requirements instead of the built-in stuff. Unfortunately, I have no plans to do that currently. I've kind of lost interest in Civ 6 (Very deep into making custom builds in Path of Exile and The Division 2 right now).
fernando.porto 3 Oct, 2020 @ 1:10pm 
something along the lines of adjust terrain type modifier to -3 IF features = none, and to 0 IF features = forests or jungle
fernando.porto 3 Oct, 2020 @ 1:08pm 
Your mod is very much appreciated and is, in a sense, the basis for a remake of the promotion system I'm working on. So I wanted to resolve this first. I needed plots with forests to be no less than +5 defense (and jungles +7). Of course I could just up their values straight up, but then the sum of them with hills would be too much for my tastes. It's not a knock on your work, far from it.
fernando.porto 3 Oct, 2020 @ 12:59pm 
@Angryr Thanks for replying. Yes, I understand that, I just don`t like the results. For my personal tastes, I believe the -3 from the terrain shouldn't apply if there's a feature over it. I'm thinking of a way not to subtract from the bonus coverage of forests and jungle, when they are over flat terrain (and the key here is "flat" I think, not "open"). My idea would be somethink like:

flat featureless -3
hill +10

flat forest +5
flat jungle +7
hill forest +15
hill jungle +17

Do you think it's possible to code that and would you point me in that direction? Thanks
Angryr  [author] 3 Oct, 2020 @ 12:22pm 
@fernado.porto What you're observing is due to the combination of the two. Open terrain with nothing on it gives a negative penalty. A forest/jungle existing on a tile gives a moderate bonus. The two combined results in only a +2. Hills give a moderate bonus as well, so Hills Forest/Jungle give a large bonus of +15.
fernando.porto 3 Oct, 2020 @ 11:47am 
@Angryr Thanks for the mod. Is there any way to code something to negate the -3 from open terrain when there's a forest or jungle over it? The way things are it seems like we're conflating "open" terrain with "flat" terrain. A forest over a hill is +15, yet a forest over (supposedly) "open" terrain is +2. It's all about terrain type and hardly anything about feature type. I don't know how to refer to a "featureless" terrain so I can assign the -3 penalty only to that, instead of all terrain without hills. Thanks.
Angryr  [author] 13 Nov, 2019 @ 4:27pm 
@BuryTheMuscle I mean, I did increase war weariness from combat by 4-5 times.
- Weariness per combat in allied lands increased to 4 from 1.
- Weariness per combat in foreign lands increase to 5 from 1.
I'd imagine that it's just exceptionally high?
BuryTheMuscle 11 Nov, 2019 @ 4:58pm 
Ive been at peace for atleast 20 turns and my war weariness that got accumulated still hasnt gone back down yet. Any insight?
Junky 9 Aug, 2019 @ 7:20am 
Are the old siege units able to build a corps or an army?
When not it will be a big decrease on their strength at later ages.
Angryr  [author] 6 Aug, 2019 @ 4:39pm 
Not at the moment, working on it, not sure how successful or quick I'll be though.
ToggoStar 6 Aug, 2019 @ 3:42am 
Very interesting mod - I like the concept! Just one big question though: Is the AI able to handle the changes and adapt it's strategy?
tilarium 5 Aug, 2019 @ 9:14pm 
Good point, I hadn't thought about the later aged units. And when you have both a siege weapon and a ranged unit both in a hill fort, forget about taking it!
Angryr  [author] 5 Aug, 2019 @ 3:57pm 
My concern with that would be having a unit with 4 range due to hill and promotions. I was thinking one day I might try to add defensive bonuses/penalties for ranged units only, not sure how I would do it though so justba thought for now.
tilarium 5 Aug, 2019 @ 12:35pm 
Looks interesting. I'll add this into my next game. I really like the changes to the defense bonus for terrain. Suggestion, if it's possible... it probably isn't but I'll make it anyway. Adding +1 range to ranged units when on a hill.