Sid Meier's Civilization VI

Sid Meier's Civilization VI

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War Is Harder
   
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Type: Mod
Mod: Gameplay
文件大小
发表于
37.273 KB
2019 年 8 月 6 日 下午 4:18
1 项改动说明 ( 查看 )

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War Is Harder

在 CR 的 1 个合集中
Extended Gameplay
2 件物品
描述
War, what is it good for?

This changes the game play by making most military units cost 1 population to train for all players, including AIs and city states.

The exceptions are recon, support and civilian units.

It is an interesting challenge, both for players that like to produce large armies and those that prefer to be peaceful. In particular there is a much stronger emphasis on using recon and healer units, building forts, etc to keep military units alive.

So far game play is otherwise the same so you can use this alongside most other mods.

This is a first alpha version so please let me know if there are any problems or suggestions.
11 条留言
Erenussocrates 2021 年 9 月 8 日 上午 4:10 
wait, does this work with the new updates?
Erenussocrates 2021 年 9 月 8 日 上午 4:06 
I would recommend air and naval units to not cost a population at the very least, since they don't carry too many units on them realistically.
Avalen 2020 年 3 月 18 日 上午 10:40 
The AI is already really bad at war to begin with. Is it possible to release a version where the 1 pop cost of military units only applies to human players?
Clumsy 2019 年 11 月 12 日 下午 3:27 
Can you make it so that deleting a military unit returns the population back to the city?
LaFway 2019 年 10 月 8 日 上午 1:57 
Interesting mod I have it paired with settlers at early empire so the beginning of the game is slow and tough but makes for an interesting dynamic with wars being rare early game and extremely risky and costly. Also everyone is getting rekted by barbarians which is amusing.
消化不了酪蛋白 2019 年 9 月 13 日 下午 1:29 
Does it affect mod-added military units? Also will the seemingly unmanned GDRs cost populations too?
GroBoiD 2019 年 8 月 13 日 上午 6:52 
So..army and armada take 3 population ?
Te 2019 年 8 月 7 日 上午 10:37 
@carterrosenberg I usually play *extremely* casually -- more for the exploration and city-management than for anything else -- and I've gotten to be very, very good at knowing which settings to play around with to avoid war in my neverending quest to take over the world via the power of Friendship (tm). So -- not sure how helpful my reports would be, but I'll definitely try this out in one of my upcoming games and see how it responds to my other 50 zillion mods. It's just too cool a mod to not at least *try*. <3
Juhtry 2019 年 8 月 7 日 上午 8:32 
This is really cool 10/10 would recomend :D
CR  [作者] 2019 年 8 月 7 日 上午 8:18 
Not a stupid question and I've updated the description to include this note!

This applies to *all* players, including AI civs and city states.

Currently it doesn't not change any hinting to the AI, but it is possible to do so and have some initial thoughts that I may try out for future updates, though I am trying to keep this mod as slim as possible so that people can easily use it alongside other stuff. Additionally I would love to hear some experiences with how you find the standard AI handles this adjustment as it is, and what kinds of changes you think might be interesting to adjust for them.

In particular so far I have noticed that military based leaders and city states will still create units as fast as they can, but they are slowed down by fact that their cities don't grow very large. However, they still make things like encampments, and during that time their populations do regrow, so you get an interesting cycle.