Sid Meier's Civilization V

Sid Meier's Civilization V

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Iska's Command and Conquer
   
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1.074 MB
10 Sep, 2023 @ 9:34am
13 Sep, 2023 @ 11:00am
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Iska's Command and Conquer

Description
Adds the ability to stack Units (simple tweak to base game, currently 10, but open mod files to change it to whatever you feel balanced), adds UI to see the Unit stacks (Thanks Gedemon, code was tweaked so ui stacks are vertical, not horizontal), and also pretty much why I made this mod since S-Man's SoD This Mod is a thing

a) allows you to move Units as a whole stack, without having to move each unit in a stack individually. (They do this automatically, to make them NOT move as part of a stack, either Fortify them have or have them Wait with the spacebar.)

b) fixes the issue where Cities only got a combat bonus from the first Unit garrisoned but not any combat bonus no matter how many stacked Units in the City. Now each garrisoned Unit gives a boost to City strength. AI would throw away Units by having stacks defend Cities which kinda ruined stacks for me.

This gives the AI a huge boost to military capability, particularly their ability to capture Cities, as you'll see if you play the game. kinda sympathize with the devs, one Unit per Tile was just never gonna be easy to code for classical AI, altho Vox admittedly put them to shame.

Wasn't sure if I'd include this in Il Principe or keep it separate, but like Expansion and Settlement it's a pretty radical departure from BNW and may not be to everyone's taste, so I think I'll keep it separate. Perhaps like RaF I'll take the simpler implementation out of EA next update so it's a companion mod for that too.
5 Comments
chernobyl 22 Aug @ 9:09pm 
I don't like that units moving between cities on a road will pick up random other units on the road that may be there for a reason.
Xbro10 9 Oct, 2023 @ 9:22am 
Could you make this compatible with Vox Populi?
Iska and Ismet  [author] 12 Sep, 2023 @ 3:34pm 
(v2): Civilians will no longer pick up/be picked up by stacks. Likewise for Units in separate movement domains; a Trireme won't automove an embarked land unit anymore.
Iska and Ismet  [author] 11 Sep, 2023 @ 3:56am 
There is no all attack button or command, just automatic all move, so attacks are chosen per Unit. As for defence, precedence is given by arriving on the plot, so the bottom unit/the first one that got to the plot, will always be attacked first until dead, then the second that got to the plot, etc.
kensw 10 Sep, 2023 @ 12:45pm 
On attack does the strongest always attack first ? proceed in order of strongest ?

On defense always best defender first ? :CapitalDome: