Sid Meier's Civilization VI

Sid Meier's Civilization VI

Nere's Traps and Barricades
42 Comments
Spartak 31 Jul, 2023 @ 3:47am 
How can I make the traps and barricades destroyable, tweaking the files...?
Spartak 27 Jul, 2023 @ 4:28am 
Nerevatar I couldn't agree with you more bro!

I wish that Civ 7 gets a few features of each game you mentioned and also Total War Warhammer 3 graphics and it's Character focus
Nerevatar  [author] 2 Jun, 2023 @ 6:03am 
Part 2/2

After switching to Amplitude (Endless) games and especially Paradox games (Stellaris, Victoria 3, Crusader Kings 3) I also realized two other points:
6) Lacking long term support (mainly compared to Paradox)
7) Somewhat connect to point 3: Civ is way to simple with a lack of interesting gameplay and complexity that I personally discovered that I had missed in all my time playing civ games.

Civ was a great "gateway" game, but I can't see myself going back to it, when I have tried other 4X / Grand Strategy games.

I mainly play the three mentioned Paradox games now - switching between them depending on which "itch" I want to scratch, since those games a quite distinct. Stellaris is by far the closet game to Civ, and is in a really great place with active development still ongoing after 7 years, with both large, free patches(4) and paid DLC(3) each year.

Rant over :-)
Nerevatar  [author] 2 Jun, 2023 @ 6:03am 
Well multiple reasons. I have put my opinion below.

1) The AI is terrible, and modding support for AI is way too bad.
2) DLL modding was never delivered as promised, and the existing modding being somewhat limited. Modding civ has honestly been a bit of strange experience - in some ways it is super powerful and simple, and in other ways extremely rigid and limited.
3) The game had a lot of potential but was never fleshed out. Lots of systems that was just thrown together instead of being connected and working together. Good ideas never fully explored.
4) Bad balance that was never addressed. And I dont mean balance in a min-max kind of way, but simply in a way that made the gameplay work as intended by the devs.
5) Civ definitely have the "one more turn" feel, but every turn is boring and the reason for wanting to take one more turn is the never fulfilled promise of the next turn being interesting.

Part 1/2
giga hon 26 May, 2023 @ 3:18am 
Any reason as to why you completely stopped playing civ games?
Nerevatar  [author] 15 May, 2023 @ 12:53pm 
Well, never say never, so I would instead say: probably not. After trying other 4x games and even grand strategy games I find civ games to be way to simplistic, so I probably wouldn't even buy it. But let's see what Firaxis will brew up for civ7, and then I might have to backtrack this statement ;-)
MasterionX 14 May, 2023 @ 5:55am 
@Nerevatar :

Should a new Civ game come out - would you be interested in modding it?
Nerevatar  [author] 14 May, 2023 @ 5:39am 
I don't play Civ games anymore and don't plan to again, so I won't continue development or adaptions to the new DLCs.

Anyone else feel free to fork the mod to maintain/develop it further. Credit for original work would be appreciated.
Spartak 31 Mar, 2023 @ 12:56am 
This is cool but AI will spam the shit out of it (in a dumb way)
Doc_Furtado 26 Jun, 2022 @ 8:27pm 
How can i make great wall to exerce control zone?
DeadWeatherDrums 24 Apr, 2022 @ 11:52pm 
Oh my goodness, such a good idea and so many good ideas in the Comments. This is definitely a mod that can have a home and a future in the game. We gotta do some work here.
Nerevatar  [author] 16 Mar, 2022 @ 12:31am 
@MasterionX: I haven't tested it, but from reading the description I think they would be compatible.
Olafr_the_Viking 21 Nov, 2021 @ 2:07pm 
But; it seems that it might fool the AI, I have found several cities (on Emperor/Immortal) without real walls, but with the barricade walls from this mod around their city instead. So it looks like the AI thinks it has actually defended the city well placing these barricades, and then skipping building walls...? Anyone else experienced this?
Olafr_the_Viking 21 Nov, 2021 @ 10:39am 
I can confirm that the AI will build these defensive improvements, and position them quite nicely in good spots, as well. Nice work on this mod; thanks for making it!
MasterionX 12 Oct, 2021 @ 1:37am 
This mod isn't compatible with the Passive Defenses mod by Sailor Cat, correct? :blockade:
MightNight 7 Oct, 2021 @ 5:11pm 
It would be great to allow Recon type units to build these, instead of the workers...Scouts are already useless as they are.
blkbutterfly 23 Jun, 2021 @ 2:10pm 
@Nerevatar As an example look at -> https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1278145076 for use of <include> tag.
blkbutterfly 22 Jun, 2021 @ 10:47pm 
@Nerevatar I had a look at your .modinfo. There is a simpler (and better) way to incorporate files from another mod/DLC. Use <include> tag from ModBuddy properties panel. E.g:
<Include mod_id="A3F42CD4-6C3E-4F5A-BC81-BE29E0C0B87C" action_id="KublaiKhanVietnamGameplay" />
Nerevatar  [author] 5 May, 2021 @ 12:18pm 
@multiple people: I will get back to implementing some of those features eventually. Still holding out hope for more patches, and if that happen then I will probably return to civ6 and modding.
HerpBrownstainz 26 Apr, 2021 @ 3:00pm 
I think making the barricades and traps pillagable is a good idea otherwise they are overpowered. and seamines is a awesome idea
The Greatest Dr McJenkins 22 Apr, 2021 @ 8:41pm 
Why doesn't the Alcazar work like a trap like in Zombie mode?
Judgemental Soldier 6 Apr, 2021 @ 5:03pm 
We 100% need sea-mines. I also like the idea of manually blowing up canals or dams in order to stop or hurt the enemy (the latter causing a flood).
The Greatest Dr McJenkins 30 Mar, 2021 @ 8:49pm 
Suggestions: Make other improvements work as traps and barricades, like in zombie mode

Have the traps remain, but they should be able to pillaged and repaired. This is will come in handy with bombers, as bombers can pillage from a range.

However, for non-bombers, they should still have to go to the tile to pillage. The traps shouldn't be easy to destroy, as that makes them useless.
Nerevatar  [author] 30 Mar, 2021 @ 12:30pm 
From which improvements? I went through the wiki but couldn't find any.
The Big Red Cheese 30 Mar, 2021 @ 12:00am 
Actually I'm pretty sure the art for most of those exist already in game as compoennts of other models.
Nerevatar  [author] 29 Mar, 2021 @ 12:57pm 
@Junky: I like your ideas, but they are far outside of what is possible in civ modding unfortunately :(
Junky 29 Mar, 2021 @ 10:59am 
in addition to your suggestion: Make sea-versions of the traps: Sea Mine. [Idea by: Iacton Qruze]
Some naval units (melee/raider) should recognize sea mines after radio tech was researched and an extra unit can destroy these improvements. others like battleships and earlier naval ships should not be able to see them
Junky 29 Mar, 2021 @ 9:37am 
I have an idea:
Give a Military Engineer the ability to pillage or destroy these traps without gettin' hurt from it.
it could also be an idea, that he stand adjacent to the trap an can pillage or destroy this improvement.
Nerevatar  [author] 29 Mar, 2021 @ 1:35am 
@The Bid Red Cheese: Thank you for the ideas, but unfortunately there is no artwork for those improvements, and making art is outside of what I do - I'm just a simple developer doing code.
The Big Red Cheese 28 Mar, 2021 @ 9:13pm 
I have suggestiuons: 1. Did you forget the Al Cazar or however it's spelled, or is it not included for a reason?
2. I have suggestions for more improvements, if you're interested. I'm not sure that they could cause damage, but I'd love to see them in game:
-Radar (advanced watch tower)
-Bunker (advanced fort)
-Minefield (advanced trap?)
-Tank trap, AKA Dragon's teeth (slows vehicles but not infantry)
-Razor wire (slows infantry but not vehicles)
-Field hospital, later supply depot: similar effect to medic/supply convoy
-Sea Fort
-Coastal defence
Stahlseele 27 Mar, 2021 @ 10:13am 
Thank you for your reply!
Nerevatar  [author] 27 Mar, 2021 @ 8:54am 
@everyone: Icons and texts have been fixed now.

@Stahlseele: They work against all enemies (barbarians, other players, etc). I just checked and yes you can remove them.
I also checked the code from Zombie mode (where this comes from) and it appears they are "capturable". I am unsure what exactly this means in regards to the damage they deal. Like if you capture a city with a trap, does the trap then stop dealing damage to you and instead deal damage to your enemies from then on? I haven't tested this myself.
Stahlseele 27 Mar, 2021 @ 7:29am 
So . . does the damage only work against zombies, or againat OTHER AI / PLAYER / CIV as well? O.o
If so, this will make some civs horrible horrible trench warfare opponents . .
Gauls. Viet Cong. Rome with their Fors. Maori.
Can you get rid of them once you own the tile and send a worker to clear it out?
Akkadon 27 Mar, 2021 @ 4:42am 
Since I don't plan on using the zombie mode once I get the New Frontier Pass, this is a great mod to get some use out of it anyway, plus making defensive improvements actually useful.
Nerevatar  [author] 27 Mar, 2021 @ 2:04am 
Just FYI : Texts and icons are currently missing. A new version which fixes that issue will come when Im home later today.

@erik.vale : ownership cant be swapped. I don't know if they are removable. I think they are? They work exactly the same as those from the mode, so however it works there is the same with this mod.
5ColouredWalker 26 Mar, 2021 @ 9:14pm 
Are Barricades destroyable? Or can they have ownership swapped? Just thinking for avoiding one being a permanent pain in the ass because you placed it in a later important spot.
Willi Sänger 26 Mar, 2021 @ 1:50pm 
How difficult is it to port a model to civ 4
in civ 6? just on civfanatics.com there is a component with models.
Nerevatar  [author] 26 Mar, 2021 @ 1:41pm 
Honestly, I'm a noob when it comes to anything art related. I'm software developer that likes making code, not an artist ;-) I would be happy to cooperate if anyone wanted to handle the art stuff however.
Willi Sänger 26 Mar, 2021 @ 1:39pm 
By the way, there are land mines as a mod for civ5, sea mines for Beyond Earth, you can probably use assets from there?
Nerevatar  [author] 26 Mar, 2021 @ 1:32pm 
@Iacton: Mines is kinda like 1-time traps as mentioned above, but the sea-aspect is a really good point. Will detfinitely add it to the list.

@hippityDippity: Thank you for the kind words :-) Much appreciated.
HippityDippity 26 Mar, 2021 @ 1:26pm 
Dude, you should be on their payroll. This is so timely as I really find it hard to believe the dev's didn't do/think of this, but then again it makes sense so...

Thank you m8 :steamthumbsup: U-DA-MAN!!!!
Willi Sänger 26 Mar, 2021 @ 1:24pm 
Thanks, for a couple of ideas: what about sea / land mines?