Sid Meier's Civilization VI

Sid Meier's Civilization VI

Artillery +1 Range
25 Comments
belko 12 Feb, 2022 @ 9:05am 
Hi, update please ?
belko 15 Mar, 2021 @ 8:13am 
Update ?
Asero 6 Aug, 2020 @ 10:39am 
Like my predecessor said as well, it would be nice if bombards (or any siege unit before the Arty) would get +1 in range. I have tried to make a mod myself, but I can't for the love of me figure out how it works.
Loonypath 23 Dec, 2019 @ 1:55pm 
Any chance this could be extended to its predecessors as well (catapults and bombards).
belko 21 Oct, 2019 @ 11:33am 
Update?
arkantos21 12 Mar, 2019 @ 3:36pm 
Please correct the mod for Gathering.
arkantos21 10 Mar, 2019 @ 5:59pm 
it does not work with new updates. please correct the mod
TearsInRain  [author] 16 Feb, 2019 @ 9:30am 
I don't have the expansion just yet. Will update as soon as I get a chance.
rasputin_oz 14 Feb, 2019 @ 8:58pm 
not compatible with Gathering Storm

NHC 12 Feb, 2019 @ 4:53pm 
I love it!
PARA1940 22 Apr, 2018 @ 11:38am 
You are right!
Sorry I translated from french to english ;-]
TearsInRain  [author] 22 Apr, 2018 @ 9:48am 
I don't recognise those units. Are you sure they're in the base game, not mods? Or do you mean tanks and modern armor?
PARA1940 22 Apr, 2018 @ 8:52am 
@TearsinRain:I congratulation for this clever improvement.

In the same order of idea, I dare to suggest Armored car +1 Range, aswell for Modern Armored car.
Firevos 7 Feb, 2018 @ 11:29am 
@swolo if you just want it for yourself, you can go to the game files and find the units file and look for the scout and chance its movement to 3.

for me the files are located here:
D:/Program Files (x86)/Steam/steamapps/common/Sid Meier's Civilization VI/Base/Assets/Gameplay

then just go to the units tap and open it with any text editing program.
Foolish 4 Feb, 2018 @ 5:36pm 
I tried to find that file but I didn't actually have anything in my workshop. BUT I actually managed to make a simple mod kinda like this to change a few things. you in fact helped me a lot because I had to use a file in the steamapps which i didn't know of so thank you very much man!
TearsInRain  [author] 4 Feb, 2018 @ 4:17pm 
If you find the files this mod installs onto your computer (should be at the location below) and use them as a template, just change the SQL code to what you want to change in the sql file, and in the modinfo file change all the meta information (name, description, etc) The long number for mod id needs to be unique. Google 'generate guid' for your own. Good luck.

C:/Program Files (x86)/Steam/steamapps/workshop/content/289070/1191948370
Foolish 4 Feb, 2018 @ 3:08pm 
hey so im trying to do a mod like this where i change 1 stat like for example scout movement. so im using the modBuddy thing and sql to change the scout movement in the little box. i don't know how to save that sql document into the mod im making. got any good tutorials? how did you learn modding
NujabeZ 26 Jan, 2018 @ 1:09am 
tank should have range like Immortals right?
scottkbeers 19 Nov, 2017 @ 10:17am 
Could you give plus +1 to classical and medieval ranged siege as well please? Or make a seperate mod to include those? You would be my hero big time!!! :steamhappy:
dstrelek 9 Nov, 2017 @ 6:58am 
On one hand I agree with you. It would get silly in gameplay. On the other hand, it makes for interesting battles, where you have to account for that range being used against you. I guess it would be a more viable option if the AI was better and actually used it to their advantage. But the AI seldom uses artillery effectively.
TearsInRain  [author] 8 Nov, 2017 @ 10:47pm 
Then they'd be range 5 with the range promotion, and range 6 with an observation balloon. I don't know, I think it would get silly in gameplay.

The difference was good in Civ V. Rocket Artillery didn't fire further, but did move faster, and didn't require setting up before firing. That got simplified in 6.
dstrelek 8 Nov, 2017 @ 5:39pm 
Thanks for this. Range 2 artillery was ludicrous. I have to admit though that I've always felt that rocket artillery should be range 4. Just a logical progression of the tech. Rockets fly a hell of alot farther.
TearsInRain  [author] 5 Nov, 2017 @ 9:32pm 
This just affects the unit called Artillery. No previous siege units, and not rocket artillery. Basically, it gives Artillery the same base range as rocket artillery already has.
terror.and.love 5 Nov, 2017 @ 8:57am 
All artillery units? That would be a good mod.
bmrigs 5 Nov, 2017 @ 7:29am 
Thank you for bringing reality back to the game.