Sid Meier's Civilization VI

Sid Meier's Civilization VI

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ARS - Unit Stacking v1.2
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13 Sep, 2021 @ 3:59pm
24 Jun, 2022 @ 11:36pm
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ARS - Unit Stacking v1.2

In 1 collection by Arstahd
Arstahd's Mods
14 items
Description
Combat units of differing classes may now occupy the same tile.

Introduces 3 new combat unit formation classes: Land Ranged, Land Cavalry, and Naval Ranged. Units with differing formation classes may occupy the same tile. Maneuvering troops is now much less cumbersome, particularly for the AI which used to have a very hard time moving units effectively.

This is a stripped down version of my Improved Movement mod, retaining only the unit stacking portion and omitting the unit movement and road buffs.



Combat unit formation classes.
  • Land Combat : Consisting of Melee, Recon, and Anti-Cavalry Units.
  • Land Ranged : Consisting of Ranged and Siege Units.
  • Land Cavalry : Consisting of Light Cavalry and Heavy Cavalry Units.
  • Naval Combat : Consisting of Naval Melee and Naval Carrier Units.
  • Naval Ranged : Consisting of Naval Ranged and Naval Raider units.
A tile may contain one unit from each formation class.

Unit adjacency bonuses from: Flanking, Support, Hungary's Black Army, Gaul's Ambiorix, have all been reduced by 1 to balance the greater unit density now possible due to unit stacking.


Other notes.
  • The AI can utilize unit stacking without issue.
  • Units can no longer swap positions during movement.
  • Units with the new formation classes are unable to Auto Explore.
  • Units with the new formation classes can't be linked to each other.




Compatible with the base game and both expansions.
Compatible with any mods that add new units that use the standard promotion classes.
Compatible with "Warfare Expanded: Reloaded" mod.

Created by Arstahd

57 Comments
PassosRJ 10 Sep @ 9:11am 
After my last game using this mod, I have a few considerations... First, I'm afraid all damage dealt to stacked units falls on the melee class, regardless of the unit's health. This is different from what we had in Civilization 4 versions before, where the "strongest" unit always took the damage. I think this would be a point to be reviewed. Second, when stacked units are in escort formation, when an action is performed with one unit, the others lose their actions for that turn. The solution I found was to not press the escort button, moving each unit individually, which is not a practical or efficient solution.
Arstahd  [author] 17 Jul @ 9:40pm 
@Galindus - I haven't picked up Civ7 as of yet, too many missing features for me to buy at full price. I Might have been tempted if hotseat MP was included, its my usual method of play.
Galindus 17 Jul @ 7:02pm 
I think this is one of the best mods for Civ 6 and has really been a gamechanger for Civ 6. A question -- are you looking at doing any modding for Civ 7? Specifically this mod -- it would be a welcome addition for Civ 7.
rilquermascarenhas 17 Jul @ 4:11pm 
@Arstahd Thanks for the reply, I have been playing with both this mod and CQUI and haven't run into any issues besides visual formatting of the unit flags being a little off. For instance, CQUI shows in unit flag the remaining number of charges for builders and the promotion level of military units, but that doesn't show up when this mod is also enabled. This is a very minor issue, so I am having fun keeping both mods on (no crashes or conflicts observed so far).

I have no expertise in LUA, so I def won't try to mess with that. Most of the time I don't miss unit swapping anyway, the gameplay is very smooth. Thanks a lot for this mod, makes the game lots more fun!
Arstahd  [author] 16 Jul @ 8:03am 
@rilquermascarenhas - This mod changes 2 LUA files that CQUI also modifies. The changes would need to be combined into a single set of files for full compatibility.

Disabling unit swapping was done by a small edit to the Common.LUA , removing that file from the mod will return normal functionality. IIRC there was check of some sort if the target tile contained a valid unit. I set that it would fail in either condition. My expertise in LUA is minimal. A more proficient coder may be able to manage what you ask.

I annotate my edits to make them easy to find. Just search for ARS.
rilquermascarenhas 15 Jul @ 9:24am 
Is there any way to bring back unit swapping? Like, I understand why it was removed, but I wonder if it is possible to write code that will allow swapping if units are of the same formation class but won't swap if they are of similar class (meaning they should stack instead).
rilquermascarenhas 14 Jul @ 1:54pm 
Does this conflict with CQUI like Improved Movement v2.2 does?
infinitesworld 15 Feb @ 12:48pm 
Need this for civ 7 :'(
metafa 23 Jan @ 1:33am 
The only changes I need from Civ6 is the ages, which I dislike, the districts and the introduction of the army generals. Then I would pay for a whole game plus founders edition. But the rest of what they did with civ7 is unfortunately really overkill.
metafa 23 Jan @ 1:29am 
@Arstahd Thanks, I was afraid of that :/