Sid Meier's Civilization VI

Sid Meier's Civilization VI

Transportation Technology - Faster Units through Technologies
3 Comments
Luke ✞ Jesus Saves ✞  [author] 12 Dec, 2019 @ 11:18pm 
I have uploaded v1.1. There should be less technologies that grant movement speed (and more spaced out), and added a technology that grants naval movement speed.
Luke ✞ Jesus Saves ✞  [author] 12 Dec, 2019 @ 6:33am 
@Badfur I agree. A change is coming soon. I will make one at Renaissance Era (instead of Medieval and Industrial) and remove the Advanced Flight one (so the other stays at Combustion, which I want to add favor to the lower half techs).
Cala 11 Dec, 2019 @ 9:08pm 
An issue? Or at least, one potential issue - move speed doesn't change when embarked.. or rather, it gets buffed. The civics affected an embarked units move speed gets combined with the units own move speed. My late game subs have a move speed of 4, but my infantry have a move speed of 10 on the water.

Having played a game and conquered a bunch of civs with this mod, I feel that the move speed is a bit too much. There are too many increases, it completely overshadows naval units, and with railroads late game (especially with your railroad trader mod), the movement can get extremely ridiculous.

I would suggest toning it down a bit, maybe capping it at +3, and spreading it out over time. Animal husbandry, industrialization, and advanced flight increases, maybe keep advanced power cells because everything is ridiculous late game anyway, but toss in a buff to naval units just a +1 somewhere to keep it superior.