Sid Meier's Civilization VI

Sid Meier's Civilization VI

ARS - Improved Movement v2.2
95 Comments
Akahige 1 Jan @ 2:13am 
Changed Railroad back issue, myself. Find and change lines if you want to, too.

steamapps\workshop\content\289070\2121840605
Improved Movement Data.sql
--UPDATE Routes SET MovementCost=0.25, PrereqEra='ERA_FUTURE' WHERE RouteType='ROUTE_RAILROAD';
--INSERT OR REPLACE INTO Routes_XP2 (RouteType, BuildWithUnitChargeCost, BuildOnlyWithUnit, PrereqTech) VALUES ('ROUTE_RAILROAD', 1, 0, NULL);
--DELETE FROM Route_ResourceCosts WHERE RouteType='ROUTE_RAILROAD';

Improved Movement Text.sql
('en_US', 'LOC_ROUTE_RAILROAD_NAME' , 'Railroad'),

With that said, I REALLY appreciate all the work you did for this mod. Made combat actually fun for me in CIV.
Akahige 1 Jan @ 2:04am 
I agree with the last comment. Absolutely love this mod but HATE the railroad change.
Mk9fOS 1 Apr, 2024 @ 6:52am 
Removal of the Military Engineer ability to put down unlimited roads & RAILROADS at 1 segment per turn makes the unit useless to me since the items it CAN build are limited to only 2 builds per unit AND are a little flaky as to where they can be built. The addition of road building to Settlers is interesting but also seems to cause flakiness (after using a couple of road build turns I couldn't create a city with the settler the next turn though eventually I was able to do so after moving around a bit ???). Also consider that settlers as road builders are MUCH more expensive than M.E.s since they cost a population decrease when created.

Otherwise, I've enjoyed your Mods and find that I agree with most of your additions and changes. Keep up the good work!
Arstahd  [author] 17 Mar, 2024 @ 10:43pm 
sloth.dc - Go right ahead, just credit appropriately if you release it.
sloth.dc 16 Mar, 2024 @ 7:43pm 
Any chance you would let me lift the code from this? I'm doing a modmod that splits off recon/lightcav units and would slightly prefer to package them all together (not least because doing it separately borks up the unit flagging)
Arstahd  [author] 18 Feb, 2024 @ 7:44am 
Rectunator - It's handled in "civ6common.lua", with the IF function starting at line 160.

I just made the "true" result match the "false" result so it does a normal move either way.
Rectunator 10 Feb, 2024 @ 12:49pm 
I'm trying to find the part in the mod code for disabling the unit swapping during movement. That is immensely annoying and I wish to get rid of it, but only it for now. I havent found it on other mods yet.
Arstahd  [author] 15 Mar, 2023 @ 10:36pm 
The Big Red Cheese - Thanks for the clarification. I'll look into it when I get a chance.
The Big Red Cheese 15 Mar, 2023 @ 5:52pm 
One of the mountain wonders lets them move on hills at full speed... I don't think it's literally called alpine, but it does affect them as well as scouts... and I think other units with fast hills movement may be affected.
Arstahd  [author] 14 Mar, 2023 @ 1:13am 
The Big Red Cheese - Am I missing something? How do Apostles and Missionaries have access to Alpine? Isn't that promotion only for recon unit types? I'm not sure how this mod would be effecting any promotions.
The Big Red Cheese 14 Mar, 2023 @ 12:27am 
For some reason the scout/apostle/missionary Alpine movement promotion is being disabled by this mod. The forest movement promotion is fine though.
Arstahd  [author] 26 Jun, 2022 @ 1:20pm 
NuDDen - The edit to unitpanel.lua adds a line to truncate a unit's movement display value since roads can now reduce movement costs by amounts that aren't always neatly divisible. It would change a display of 1.3298234234 to 1.33. It's only visual, not essential.
NuDDen 26 Jun, 2022 @ 1:06pm 
What exactly do u change in the unitpanel.lua? Is this file essential to run this mod?
Arstahd  [author] 24 Jun, 2022 @ 11:24pm 
Updated to v2.2 - Increased LoadOrder to 22900 (from 12900) to be compatible with JNR's 6T mods.
Arstahd  [author] 24 Jun, 2022 @ 11:10pm 
Uploaded - Improved Roads
Austin001 24 Jun, 2022 @ 6:51pm 
Thank you :)
Arstahd  [author] 24 Jun, 2022 @ 6:28pm 
Austin001 - It wasn't too much trouble to strip out the movement boost and stacking. I'll have to see if I can find some time to test it out and prepare it for release.
Austin001 24 Jun, 2022 @ 5:17pm 
Could we get a version of this with just the road changes?
Lucius, the Heavenly Dragon 16 Apr, 2022 @ 2:39am 
Thank you for the quick response.
Arstahd  [author] 15 Apr, 2022 @ 10:58pm 
Lucius - I took a quick look at JNR's mod and it looks like he has set the LoadOrder to 16000, which is later than the 12900 that Improved Movement loads at. You can edit the ModInfo file for one of the mods to reverse the order to fix the issue.

Until the LoadOrder is fixed, any new Ranged, Siege, Light Cav, Heavy Cav, Naval Ranged, or Naval Raider classed units added by JNR's mod will retain the base Land Combat or Naval Combat movement classes.
Lucius, the Heavenly Dragon 15 Apr, 2022 @ 10:14am 
Hey there Arstahd, I wanted to let you know the Unit Stacking seems not to work with the new units added by JNR's Unit Expansions. For now, I've only confirmed that Spearmen and Composite Bowmen do not stack, but I suspect the other units added by the mod can't stack either.
Arstahd  [author] 13 Sep, 2021 @ 4:25pm 
Unit Stacking v 1.0

Released.

Contains just the unit stacking portion with none of the movement buffs.
Arstahd  [author] 13 Sep, 2021 @ 4:05pm 
Enki - I feel that railroads detract from the game rather than add to it. RR is a cumbersome mechanic that requires tedious micro management and offers an unneeded additional advantage over the AI. With the boosts from this mod, units are moving around the map just as fast on regular roads as they would have on RR making RR unnecessary.

Converting RR to become the final tier of regular roads allows for an even progression of upgrades from the ancient era to the future era. "Smart Road" is just a name I came up with to represent this future era tech. Fully autonomous driver-less cars are just around the corner and I'm sure our roadways will change to accommodate them. It bugs me that I couldn't change the road overlay, but it's only a cosmetic issue and I rarely make it to the future era anyway.

I've been meaning to upload a stripped down mod that only contains the unit stacking portion. I always found some excuse to put it off until later. I imagine it might prove popular.
Spartak 13 Sep, 2021 @ 2:10am 
I never really understood why this was made:
"Railroads now work like all other roads and have been renamed Smart Road."

Why change the Railroads and even rename it? This is kinda imersion breaking, what is a "smart road" in real life?

The unit stacking by this mod is great, it's the only one that works, but sadly i can't use this mod because of the railroad changes =( I wish the 3 features by this mod was separate from each other, can i edit this within the files? Thank you!
Zark 12 Aug, 2021 @ 10:32am 
I LOVE this mod, makes moving units in a limited space feel way more manageable. Though being able to use a melee/cavalry unit to tank damage for a ranged/siege unit feels really OP. There's also the issue that if they are stacked but not linked, both units can attack but the stronger unit will be the only one to take damage.
PSPSoldier534 11 Aug, 2021 @ 5:52pm 
Okay good, I just wanted know if that unique unit's support advantage wasn't removed since that is a significant feature for it.
Arstahd  [author] 11 Aug, 2021 @ 2:56pm 
PSPSoldier534 - The Hypaspist adds a +50% bonus to the normal support value. With the base value dropping from 2 to 1, a single instance of support would now provide +1.5 CS. I don't recall how the game handles fractions in this case, whether it rounds up or down. I'm fairly sure that if you have two instances of support you'll receive +3.
PSPSoldier534 11 Aug, 2021 @ 2:08pm 
Does the nerf to support bonuses affect Macedonian hypaspists?
Lucius, the Heavenly Dragon 3 Aug, 2021 @ 2:58pm 
Thank you very much.

This is the mod I didn't know I needed until I saw it, a friend of mine, however, loves Steel and Thunder, so I asked if it was compatible so I could use it with him.
Arstahd  [author] 3 Aug, 2021 @ 2:55pm 
Lucius - Yes, fully compatible with S&T and any other mod that adds units and uses the standard unit promotion classes.
Lucius, the Heavenly Dragon 3 Aug, 2021 @ 7:14am 
Is this compatible with Steel and Thunder?
Arstahd  [author] 4 Jun, 2021 @ 6:41pm 
You're right. Somewhere along the way I got to thinking that all units worked that way. Last time I played as Rome I didn't even build a fort figuring it wasn't worth losing a unit over, lol.

After some testing I narrowed it down to having a Combat value greater than 0. I tried giving Settlers a combat strength of 1 but it didn't work out too well, there were a number of issues.
Junky 4 Jun, 2021 @ 4:03am 
I think it's just the functionality of civilian units, becaus units like potugese nau or the roman legion, doesn't disappear.
Arstahd  [author] 2 Jun, 2021 @ 2:55pm 
That is the standard functionality of any unit with charges. Using the last charge consumes the unit. In most cases you won't want to use that last charge with a Settler. It's kinda annoying, but I don't think there is much that can be done about it.
Junky 2 Jun, 2021 @ 3:38am 
Is it intended that I loose my settler unit if I use all of it's build charges?
Lilt 28 May, 2021 @ 7:47am 
This mod needs to get better known, because I have wanted minor unit stacking like this foreever. There was another mod that did something similar a long time ago, but it broke with expansions. Thank you for this!
NuDDen 6 May, 2021 @ 6:24am 
You fixed the map search bug ... whohooo. Nice. Thx a lot!
Junky 6 May, 2021 @ 1:54am 
Thank you very much. That was a fast update!
Didn't know that you have such a deep knowledge in lua-scripting.
Arstahd  [author] 5 May, 2021 @ 10:02pm 
v2.1 uploaded.

Fixed broken Map Search functionality.

Added German text translation.
Arstahd  [author] 5 May, 2021 @ 1:14am 
Junky - Thanks for the info. I don't use Map Search and so never noticed the problem.

Looks like I can add references to my new Formation Classes to MapSearchPanel.lua and it clears up the error. I'll work on an update soon.
Junky 4 May, 2021 @ 7:24am 
Hey Arstahd,

I found out that this mod breaks the map search, because that tool cannot handle changed formation classes.
Would be nice if you could consider to implement that information into the mod description.
It will break as soon as you did build a warrior and a scout.

That information was also given from the modder of "Map Search Extension"-Mod
Junky 30 Apr, 2021 @ 1:18pm 
That would be really cool.
Arstahd  [author] 30 Apr, 2021 @ 12:45pm 
Junky - Thank you for the translation work. I'll include it in the next update.
Junky 29 Apr, 2021 @ 4:53am 
I have made the german translation for you.
You can download it from my OneDrive Link here:
https://1drv.ms/u/s!Ah67PnZDpIHViivsDxbWlhq-HiqR?e=h1Br5z
Dom 24 Apr, 2021 @ 10:35am 
cool guy
Arstahd  [author] 24 Apr, 2021 @ 10:11am 
Version 2.0 released.

Reduced unit adjacency bonuses from Flanking, Support, etc.. to balance the increased unit density from stacking.

Railroads now work like all other roads and have been renamed Smart Road.

Increased movement rate over roads, roads now upgrade at every odd era level.
Dom 22 Apr, 2021 @ 9:38am 
best mod :steamsunny:
Arstahd  [author] 15 Apr, 2021 @ 3:22pm 
Nasty Nate - Yes. I use a modified version of S&T Unit Expansion myself. Custom units are supported as long as they use standard unit promotion classes. Warfare Expanded for example added 2 new promotion classes. This required me to add some code for full compatibility.
Nasty Nate 15 Apr, 2021 @ 1:31am 
Does this work with mods that add units, like steel and thunder?
Arstahd  [author] 7 Apr, 2021 @ 2:35pm 
Junky - I have a new version ready, I was waiting for the April update before release to make sure nothing gets borked up. I addressed the Flanking/Support issue by halving the bonus received from 2 to 1 for each unit. Doing anything else would require rewriting the relevant base code which is probably beyond my capabilities. Once I can confirm that everything is still working properly, I'll release v2.0.