Sid Meier's Civilization V

Sid Meier's Civilization V

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Combat Power Projection System
   
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13 Jul, 2017 @ 10:07am
31 Oct, 2020 @ 8:32am
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Combat Power Projection System

Description
Combat Power Projection System (CPPS) creates an additional framework to Civ V's normal Supply system that adjusts the capabilities of front-line "Combat Units" to move and engage enemies, based on that Civ's ability to project power away from its own territory. The further a unit is from "friendly territory" the better the chance their performance will be impacted. In CPPS terms, these impacts range from limiting or stopping movement, preventing a unit's ability to attack, and sometimes damages those units (i.e. remove HPs).

These effects are even more pronounced if the civ has excess units. CPPS adjusts the game's basic formula to allow for a much larger of units to be in supply, but when those limits are exceeded, the impacts will be felt throughout the empire.

CPPS Rules Changes:

1. Global Production maximum reduction for excess units is now 25% (vice 70% in normal game)

2. The formula that determines the number of units in supply has been adjusted, based on game difficulty, to allow more units to be in supply

3. Units still heal, but at lower rates: – 5/5/15 HPs per turn on enemy / neutral / friendly territory (vice 10/10/20 in the normal game); City heal rate is 20 HPs per turn

4. Attrition: This is a new feature – the core component of the CPPS. Attrition is the possibility that HPs are removed from a unit at the beginning of a player's turn, and also the possibility the unit will not be able to move and/or attack that turn. It simulates the normal erosion of combat power (injuries, damaged equipment, etc.) that happens to units that are engaged in active operations, i.e. maneuvering outside of friendly territory. The following factors impact the likelihood of Attrition, and also the potential degree of that impact:
* Units without a working "Supply Line" (q.v.)
* The distance a unit is from the nearest friendly city
* Wars with other major civs
* Game difficulty level

5. CPPS impacts Combat Units differently, depending on their location:
* Friendly territory: Combat Units move and may initiate attacks normally. If the civ is at war with another major civ and also has units out of Supply (based on the modified, more generous formula), there is a small chance these units will suffer Attrition.
* Neutral territory: Combat Units in neutral territory have the possibility to suffer Attrition, either in peacetime or at war.
* Enemy territory: It is in enemy territory where units have the highest potential to experience Attrition. There is a higher chance of damage, a higher amount of damage, and a higher chance the unit may not be able to move and/or attack. These numbers increase if the unit is adjacent to an enemy unit/city.

6. "Supply Lines" – A unit has a working Supply Line if it is within a certain number of hexes from a friendly city and is not adjacent to any enemy units or cities.
* Certain Buildings in that city increase the length of these supply lines.
* Certain discovered Technologies increase the length of these supply lines.
* Combat Units may still use Pillage to heal on enemy territory. Currently set at 25 HP / pillage

7. Combat Units may still use Pillage to heal on enemy territory. Currently set at 25 HP / pillage

8. Two new promotions. For simplicity's sake, they re-use a couple of the Kris Swordsman promotion icons:
* Expeditionary Forces Promotion: Most Combat Units (Armor, Gun, Melee, Mounted, and Recon) will automatically be given this promotion, which allows them to recover 15% of enemy unit total HP from killing an enemy unit.
* Redball Express Promotion: Units with this promotion have a high level of operational expertise. It reduces the possibility of Attrition by 33%. Must possess the Blitz or Logistics Promotion.


Please refer to the Combat Power Projection System.pdf mod manual located in the mod folder after download.



Collaboration Site: https://forums.civfanatics.com/threads/replacement-supply-system-for-civ-v.617066/

Direct Download: https://forums.civfanatics.com/resources/combat-power-projection-system.26252/


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The mod is stable. Please post any issues, suggestions you have to make it better. Thanks!
Popular Discussions View All (2)
9
28 Mar, 2021 @ 11:33am
@Inlogica Collaboration Space
S-Man
1
31 Oct, 2020 @ 9:00am
Bug Reports - Suggestions
S-Man
40 Comments
Scuffed Axel Stone 30 Jul @ 9:06am 
Huh, great mod, deserves way more comments/downloads. Really adds a lot of depth to warfare and makes it at least a bit less of a snooze versus the vanilla AI.
S-Man  [author] 27 Mar, 2021 @ 10:59am 
Appreciate the feedback, but from what I can tell, the Exploration Continued was incorporated into JFD's Rise to Power mod.

This mod (CPPS) already adjusts attrition, based on terrain type, as well as its distance to the nearest friendly city.

The discussions about a hierarchical promotion system is just using the collaboration space in the Discussions to flesh the details of this system out - it has nothing to do with CPPS directly.

However, if you want to join the conversation, come to the collaboration space and help us more fully design what this promotion system looks like and how/when it applies.

I don't see it becoming a part of CPPS, but would compliment it in many ways.
Kung Fu PANDA 27 Mar, 2021 @ 7:33am 
If there's anyway I can help lmk
Kung Fu PANDA 27 Mar, 2021 @ 7:33am 
I hope I'm not rambling too much about this, I'm just really excited.
Kung Fu PANDA 27 Mar, 2021 @ 7:31am 
The fantastic thing about this is, the roleplaying component. The more advanced tech the unit, the less debuff promotions it endures. Take a look at JFD's version the mod is called Exploration Cont. Expanded: https://civilization-v-customisation.fandom.com/wiki/JFD%27s_Exploration_Continued_Expanded

This wiki page had a wealth of excellent mod's that need dll free versions...........
Kung Fu PANDA 27 Mar, 2021 @ 7:13am 
JFD had a feature in his mod where depending on what land type you were in and what unit you were using, your unit would get different debuff promotions. Is this mechanic possible to add without affecting DLL? because if so, you should talk to him about it. It's a gamechanger
S-Man  [author] 19 Mar, 2021 @ 2:07pm 
@reyinfierno100 - I don't play VP, so I'm not sure about that. As this mod is fairly self-contained (only working with data coming from the mod itself), there's a good chance it will work with VP.

If you do try it, please come back here and let us know how it worked out. If there are some problems, I can probably make some changes to this mod that will make it work better with VP.

Thanks!
Malasuerte 4 Mar, 2021 @ 7:11am 
hi. vox populi compatible?
S-Man  [author] 31 Oct, 2020 @ 1:33pm 
@Inlogica - try this for now:

https://steamproxy.net/workshop/filedetails/discussion/974998487/2995417278826773385/

At least there isn't as much pain with character limits in the Discussions tab. It's still painful to exchange pictures, but for this mod, that may not be too much of a problem.

As soon as you're up on Civfanatics, we can move the conversation over there.
Inlogica 31 Oct, 2020 @ 1:12pm 
@S-Man
Very nicely done! I really like the new attrition pop-up and the idea of pop-conscriptions for war.
Now ive tried with 2 different E-mails to verify on civfanatics but sadly im still waiting for the
confirmation E-mail for both accounts. If you could make an exception i'd like to talk more in-depth about the mod on your "suggestions" page on steam until i get verified on civfanatics.