Adjacency Combat System
Adjacency Combat System combat system
About this mod Machine translation
Adjacency Combat System combat system
The adjacency combat system is meant to move beyond the current "point-and-click bombardment while I tediously move my units into position" and turn the feeling of war in Civilization VI into something more engaging and fun. Major changes:
Breaking changes in v1.1
>Adjacency bonuses based on unit category
>Support Units - About half of all units are now supported (have combat value)
>Less remote combat
>Unit upgrade chain modification
>Increase the feeling of war
>Adjust to AI
>Great admiral and general passive and retirement abilities
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Image: https:
//imgur.com/a/AE1mO Required Mods: MOAR Units
War Expansion (for MOAR) 5.7
Compatible Mods:
All DLC
MOAR's DLC units
Quo’s portfolio adjustments
NOTE: There are a lot of database changes. When using it for the first time, expect longer loading times.
The list of specific changes listed below is not exhaustive.
adjacency bonus
Spoilers:
Adjacency bonuses apply to friendly units (including allies and suzerains). Contiguity is defined as the hexagonal shape of the supporting unit and the six surrounding tiles. Bonuses from different categories stack up.
Ranged squad units provide +5 to defending units. Some late game Ranged units also suppress enemies (aka Varu debuff)
Late game siege-type units provide +10 to attacking or defending units.
The light cavalry class provides +5 attack units and damage units.
Heavy Cavalry provides +10 to attacking units.
Ranged Cavalry provides +5 to attacking or defending units.
Naval "ranged" class units provide +10 to attacking or defending units. These can also be used as battering rams.
Warriors provide +10 to attacking or defending units.
Grunt class units (i.e. Musketman -> Mech Infantry) provide adjacency bonus to attacking irregular class units (i.e. Ranger to Special Forces)
Anti-knight units provide an adjacency bonus to attack impact units (Swordsman > Swordman)
Support unit
Spoilers:
All units except air units are now considered protection, support or civilian. Since support units maintain a combat value, they function differently:
Attack support units usually have a role in combat
Defense support units will automatically lose combat and be destroyed, but will not deal damage
Support units can (already) share the same tiles as protection and civilian units
Guards protect support units in the same tile (i.e. attacks on that tile must first target the guard)
Protectors will not protect support units that are more powerful than the Protector (for example, pikemen will not protect cannons)
For units outside the formation, two attacks are allowed per tile
Each formation is allowed one attack
The following types of units are now support units:
Long-range, siege, light cavalry, long-range cavalry,
Melee melee, anti-cavalry, grunts, shock units, heavy cavalry, naval units (minus carriers, needs testing), and irregular force protection devices
remote combat
Spoilers:
Units with no ranged combat value now act as "melee" units (i.e. they lose combat effectiveness when attacking). The following units still have active ranged operations:
Cannon -> Rocket Launcher
attack helicopter
guided missile cruiser, guided missile destroyer
Some unique units (mainly light knights)
Air units and walls
And...that's it. Everything else is now a "melee" fighter.
Currently, Ranged and Bombard do not affect support units (but I will test some solutions).
Unit upgrades
fog of war
Spoilers:
It shouldn't be easy to see so much of the environment. Getting from point A to point B shouldn't be that difficult. therefore:
Land and sea units have a movement range of 4-6
The vision range of most units has been reduced to 1. Recon has 2 (and Reveal Stealth), while Light Cavalry has 3 (without RS). Some naval and air 2-4.
There are also some units with Stealth, but Reveal Stealth is mostly limited.
AI changes
Spoilers:
Any mod of this nature must take the AI into account. I've gone th …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.