Less Overpowered Cities

Genghis.Khan

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Less Overpowered Cities

Download From Here (Link Fixed)

Soon on Steam

This Mod Halves The Combat Strenght of Cities and the Bonus Strenght Gained by New Population.

Note: This Mod doesn´t affect defensive buildings.


Files Included in the Package:

Spoiler :
LessOverpoweredCities.sql
ModInfo.txt
LessOverpoweredCities.modinfo


Download Instructions

Spoiler :
1. Download the file from the Civilization Fanatics Foruns Database
2. Save the file in default C:\Users\[YOURUSERNAME]\Documents\My Games\Sid Meier's Civilization 5\MODS
3. Launch the Game
4. Activate the Mod
5. Play!


Compatiblity

Spoiler :
Gods and Kings Not Tested
Other Mods Yes, unless they change the Combat Strenght of Cities
 
Bad at Civ, better make a mod! :lol:
 
To expand upon my previous post, defense is SUPPOSED to be overpowered. What's the point of building tall cities if they are just going to be easily taken?

I, for one, like having to actually try to take a city.

I think it's funnier because it's Genghis Khan, making a mod to make cities easier to take.

OUR HORDES AND USER-CREATED CONTENT WILL RAZE YOUR CITIES TO THE GROUND.

Heh.

Everyone said:

Learn to take a joke
 
Well, I actually dont play with Genghis a lot... But he was probably the 2nd best general ever... 1st is Sun Tzu.

But about the mod, who can the population of a city defend theirselves against thousands of horsemand, swordsmen, catapults, archers...
 
Well, I actually dont play with Genghis a lot... But he was probably the 2nd best general ever... 1st is Sun Tzu.

But about the mod, who can the population of a city defend theirselves against thousands of horsemand, swordsmen, catapults, archers...

Eannatum was quite a great general for his time, except for the part where he died in battle and all.

Mutawallis led an attack that Ramesses very narrowly escaped from with his life.

Esarhaddon had the largest empire in the world, and would only lose that honor to Alexander the Great.

Also, garrisons. Any city worth defending is going to have at least one full army there to defend it. This includes archers, infantrymen, and counter siege measures. It's generally better that Defense rather than Offense be overpowered. I find that cities are easy enough to take with the proper amount of planning. This includes bringing in scouts for fodder to keep fire off the siege engines, and then personal bodyguards for the siege engines while at the same time having a naval bombardment. Then when the city's low enough, start marching men in and sending melee ships in to take the city.
 
One thing I've run into with a similar implementation is that the combat strength of a city with a garrison in it doesn't 'floor' at the strength of the unit - if the unit has a strength of 50 and the city has a strength of 10 on its own, the total strength with that unit in it is only 20. This means that later in the game, units will 2- or 3-shot cities, even ones that should be well-defended. And since you lose the unit, it means that your units are actually in the most danger when garrisoned in a city. It also means if you have a large force around a city, and they also have a large force near it, you'll see the city change hands every turn - the AI is incapable of considering the city to be a defenseless position and will prioritize getting its units into that city, even though it's actually a deathtrap.

There's a constant with _UNIT_DIVISOR or something similar, but I haven't checked exactly how that's factored.

Just a heads up on how the game behaves with these kinds of changes, unless you've done something to fix it.
 
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