Sid Meier's Civilization VI

Sid Meier's Civilization VI

Passable mountains + static and moving attrition
35 Comments
Junky 26 Apr, 2022 @ 3:09am 
Hey Storm, I'm sorry, but I didn't upload it anywhere and I will not do at the moment. Have to prevent traders from getting damaged.
STuRoK 25 Apr, 2022 @ 4:08pm 
@Junky, can you please link your mod?

Can anyone help me to increase the road creation chance in the config?
Spartak 23 Apr, 2022 @ 8:36am 
Hey @Cromcrom! This attrition system could be applied to terrain also?
Like, if a unit is outside friendly territory, "in the wild" the unit loses 2hp per turn?
Thank you very much!
STuRoK 22 Oct, 2021 @ 1:38pm 
Hi, cool mod. I wondering tho if it were possible section out the road creation part? I see that it's under an Attrition Function, and I don't know how to pull it out. thank you
Cromcrom  [author] 28 Sep, 2021 @ 2:52am 
Please go ahaead Junky. Thank you so much for asking. Maybe I will reverse engineer yours if I go back to Modding CIV, which is highly improbable. I wish you the very best.
Junky 28 Sep, 2021 @ 1:48am 
Hey CromCrom. I made a mod based on your lua code. I plan to upload it on Steam. If you don't like it to be used, please tell me. I will immediately remove my mod if you don't want it to be used. For sure I will refer to this mod and honour your efforts.
FalseZen 7 Sep, 2021 @ 4:30am 
CoachGunns - Are you trying to move an ocean based naval unit across a mountain? How? lol
CoachGunns 25 Apr, 2021 @ 2:49pm 
I love this mod however it needs to be updated and tweaked... for example naval units loose way to much health.
Madisonian 26 Jul, 2020 @ 8:16pm 
It'd be nice if the Maori initial settler was exempted from attrition.
Seileach 19 Mar, 2019 @ 2:18pm 
as far as i've seen, they also heal their units.
Parker Posey's Mouth 18 Mar, 2019 @ 3:33pm 
Can the AI cope with this? It seems like they choose to move every unit every turn, and this'd just lead to them obliterating their forces passively.
Seileach 16 Mar, 2019 @ 3:01pm 
i'm wondering, would it be hard to give a healing bonus to tiles with fresh water? a bit like the Dead Sea bonus.
Seileach 16 Mar, 2019 @ 3:00pm 
just subscribed this mod, loving it ^_^ this is exactly what i was looking for, something to make the world harder to explore. i actually took it up a notch and reduced healing outside friendly territory to zero. need to play a few games to see how the AI handles it, so far it doesn't seem to have much problems with it. barbarians get a bit weak, though.
pauloel7 18 Jul, 2018 @ 9:01pm 
Also, database.log file shows: [2962776.624] [Configuration] ERROR: near "Attrition": syntax error
pauloel7 18 Jul, 2018 @ 8:56pm 
Just tried this out and agree with comments below. Also, by the description above it seems attrition only hit on mountains... so it struck me as a better option to "Passable Mountains".
Don_Wooter 17 Feb, 2018 @ 8:46am 
A great mod, but I agree with lokiredking. I won't be using this mod until most if not all of his suggestions are in play. No offence, but without these suggetions I think the idea is lacking.
astralrider 6 Dec, 2017 @ 9:30pm 
set the mountain attribute impassible as 0, civil will work on it. but unit on mountain seem to be uncompatible. is there any way to make it unit impassible and civil workable?
lokiredking 30 May, 2017 @ 6:00pm 
Perhaps you can produce two versions. One with, and one without the catastrophes.
Cromcrom  [author] 29 May, 2017 @ 10:14pm 
Thanks for your detailed comments. I will tweak and patch the mod in some directions you propose.
This attrition not only represent the lack of food, but the weariness of a unit, the danger associated with some tiles, like diseases, getting lost, whatever.
I want to keep catastrophes because:
they add a little RPG feel to this mod. They represent more something real bad that can happen in the environment, like a landslide, wild animals attacks, food or water poisoning, disease or epidemics striking the unit, anything "not normal".
I tried to balance this with the bonus of road discovery.
Maybe the bonus should be just to have the free XPs without the catastrophe :-).
lokiredking 29 May, 2017 @ 1:24pm 
And:
6. Tiles with greater than 3 or more food should have diminished/minimal moving and static attrition, to represent that tile's better ability to sustain, replenish the unit.
7. Ideally, I tip tool would tell you how much attrition you'll suffer by moving/staying in a given tile.
8. Support units that remove static attrition would make this even better. For example: Supply Train, Camp Followers,
9. This mod also begs for additions and tweaks to unit promotions that impact static and moving attrition in certain environments: "living off the land", "force march", "nomad', "guerilla", "mountaineer", etc.
10. This mod can be brutal without the prospect of trade routes and roads. Games that deliver trade routes slowly would be even more dependent on useful promotions.
lokiredking 29 May, 2017 @ 1:23pm 
After playing this a while, I have these notes:
1. I like the general concept, as limitless wandering always struck me as unrealistic and boring.
2. Catastrophes are too random and not fun. It's a strategy game, not blackjack. Would be better without them.
3. Ideally, moving attrition should never occur within your own territory, nor in friendly or allied territory.
4. Furthermore, perhaps consider that static and moving attrition within a certain distance from friendly territory (including forts) should be diminished (mountains, marsh, desert) or eliminated (other terrain).
5. Static attrition should occur only when a unit is parked in a tile with 1 food (or 0 food if a scout or great person).
Cromcrom  [author] 17 May, 2017 @ 10:01pm 
Hmmm, fair enough. However, I wish there could be some random kind of reward for the player's unit, kust like sometimes there can be "epic failure", there could be epic success. What coul it be ? Maybe just plain XPs, without the need for failure first ?
ST4RL1FT3R 17 May, 2017 @ 5:35pm 
Because it's nice to have greater control where roads are built. You dont' necessary want to move a unit towards an enemy for a sneak attack, only to have a road paved for his counter-strike... for example.
Cromcrom  [author] 5 Apr, 2017 @ 10:05pm 
why ?
ST4RL1FT3R 5 Apr, 2017 @ 4:57pm 
Great idea for a mod. Please do not add random road creation from a moving unit. I would not want unwanted roads being created.
Cromcrom  [author] 31 Mar, 2017 @ 3:02am 
I am looking into the tutorial scripts, that manage to do something like this. But for now, what I can do is increase dramatically the damage received from mountains, and reduce it to a bearable amount in some cases. So crossing a mountian would be very punishing, not that much for proper units/techs, even civilisations.
Ananse 30 Mar, 2017 @ 11:54am 
Well, I don't like a change so radical as making mountains passable always. I would much prefer having their passability be something that can be assigned through various sources in the game. For instance a support unit called Sherpa that allows movement across mountains. Or a builder ability unlocked at explosives to make mountain roads.

It would be perfect if you could set their movement value so high that no one could move into them. Unfortunately, AFAIK a unit can always move into a tile regardless of its movement cost so long as the unit starts at full moves.
Cromcrom  [author] 30 Mar, 2017 @ 11:51am 
Not that I am aware of. Something specific in mind ?
Ananse 30 Mar, 2017 @ 10:52am 
is there any way to make mountains generally impassable, but passable under specific conditions (like a modifier or trait)?
Cromcrom  [author] 30 Mar, 2017 @ 12:09am 
Thanks. Any thoughts on balance issues ? I am still working on this mod, there is plenty of room for improvements IMHO, like some desert units taking less damages from deserts, some techs reducing attrition, and so on.
Worst Player Ever Seen 29 Mar, 2017 @ 11:22pm 
This is a must! Cultures have been passing thru mountains from ages.
Cromcrom  [author] 29 Mar, 2017 @ 11:21pm 
I would like to add an option that sometimes, while moving, a unit will create a road. Any thoughts ?
Cromcrom  [author] 29 Mar, 2017 @ 6:57am 
Well, I have.
Cromcrom  [author] 28 Mar, 2017 @ 10:34pm 
Hi all,
shall I be adding "static" attrition, like when a unit stays on a jungle or a mountain, it suffers from damages ?