Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Transportation Technology - Faster Units through Technologies
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26 Nov, 2019 @ 5:39am
12 Dec, 2019 @ 11:16pm
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Transportation Technology - Faster Units through Technologies

Description
Have you ever asked why only sea units move faster as technologies advance? This mod increases tactical options for land units because they move faster as you advance through the tech tree.

  • All land units except Settler movement speed reduced by 1 (for example, Scout Base Movement Speed is 2, Warrior's is 1).
  • Each of these technologies increases land unit movement speed by 1: Animal Husbandry (Ancient Era), Mass Production (Renaissance Era), Combustion (late Modern Era), Advanced Power Cells (Future Era).
  • Grant naval unit one movement speed bonus at Steam Power (Industrial Era), the other bonus at Mathematics by the base-game is not changed.

There is a known problem that on the turn the unit is created, it does not have the full movement in that turn (for example, a Crossbowman will have 1/3 movement when it is created). Unfortunately I do not know the fix for this. Similar thing happens when you apply Logistics Policy.

Change log
v1.1
  • Technologies that grant land unit movement speed moved to: Animal Husbandry, Mass Production, Combustion and Advanced Power Cell. The old technologies was: Animal Husbandry (Ancient Era), Machinery (Medieval Era), Industrialization (Industrial Era), Combustion (late Modern Era), Advanced Flight (Atomic Era), Advanced Power Cells (Future Era).
  • Grant one naval movement speed at Steam Power.
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.