Combat and Stacking Overhaul
Combat and Stacking Overhaul
About this mod Machine translation
Combat and Stacking Overhaul
Since civ6 modding options are currently very limited in terms of unit stacking, this is far from a civ5 version of this mod, but it's a first step.
General characteristics:
Most land and sea ranged units have a range of 1, except for some late game units
A scout or a ranged unit can stack with melee units (as well as support and civilian units)
Strategic resources are used differently in that they are not required but provide bonuses to units that should use them
Detailed functions:
All military land unit costs reduced by 25%
Air force costs reduced by 15%
Land ranged and reconnaissance units moved to "Support" level
Combat scaling without difficulty settings
Anti-tank units now have new combat value
All sea/land units have range 1 except:
Battleship (and Minas Gras): Range 2
Rocket Launcher: Range 3
Missile cruiser/nuclear submarine: Range 4
Ranger combat power reduced to 50
Observe the balloon being removed
There are 3 vacancies in the city center
Airports do not need to build air units
Defeat Ram and Siege Tower to upgrade to Bombard (may change to Military Engineer and give him tower abilities)
Reduce damage caused by combat
Reduced healing rate
Reduced bombardment penalties with units and ranged areas
Area health reduced to 100 (from 200)
Added some external defenses to the palace and also gives the capital a (very heavily hardcoded) ranged attack at the start of the match
Reduce external defense value from walls
Strategic resources are no longer necessary to establish a unit or project
Niter gives +5 combat: Musketman, Bombard, Crouching Tiger, Conquistador, Caravel, Frigate, Privateer, Seadog, Field Cannon, Cavalry, Cossack, RedCoat, Garde Imperial, Ironclad, Ranger
Niter gives all farms +1 food with chemical technology (fertilizer)
Oil provides +1 range to all air units
Oil gives all mechanized units +1 movement (except those using steam or nuclear propulsion)
Coal gives Ironclad +1 movement
Uranium gives nuclear submarines +2 movement
+100% Iron production when building (-50% cost when buying/upgrading) Swordsman or Knight
+100% horse production when building (-50% cost when buying/upgrading) Knights, Heavy Chariots, Knights, Cavalry
100% increased aluminum production when building (-50% cost when buying/upgrading) Fighters, Bombers, Jet Fighters, Jet Bombers
Iron + Coal (Industrial Steel) generates +100% production when building (-50% cost when buying/upgrading) Ironclads, tanks, battleships, aircraft carriers, destroyers, submarines, nuclear submarines, guided missile cruisers and modern armor
+200% uranium yield when building a nuclear or thermonuclear device
+100% Uranium production when crafting Manhattan or Operation Ivy projects
+100% uranium production when building a Mars reactor
Aluminum production up to +100% when building Earth satellites, moon landings, Mars habitation, Mars hydroponics and Mars reactors
The base cost of all units that can receive a production bonus from strategic resources is multiplied by 2 (except for the knight cost which is multiplied by 3, which can receive a 2x 100% bonus from horses and iron)
Items are the same (nuclear/thermonuclear equipment and Mars reactor costs multiplied by 3)
For earlier wars, punishment for those who fought was greatly reduced
All war declarations have reduced penalties for those who declare war (except surprise wars)
War penalty reduced when capturing a city (except for the last city in a small town)
These changes mean that units will have the same cost as usual when you have the corresponding strategic resource, but cost more if you don't have the resource.
As civ6 modding options are very limited at this moment in relation to unit stacking, this is nowhere near the civ5 version of this mod, but it's a first step.
General Features:
Detailed Features:
Those changes means that when you have the corresponding strategic resources the units will have the same cost as usual, but a higher cost if you don't have the resource …
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.