Installation instructions
Option A: Get it from steam at http://steamcommunity.com/sharedfiles/filedetails/?id=1137472495
Option B: Download (link to top right of this page) and unzip into your mod folder. The file path should be read
.../My Documents/My Games/Sid Meier's Civilization VI/Mods/8 Ages of War/8AgesOfWar.modinfo
Description
Does warfare feel slightly wrong to you in Civilization 6? Do you get annoyed that spamming archers is the solution to every problem? That cavalry is better than infantry at every single thing?Tired of useless promotions like 'Commando' that just get in the way? Confused about the 3 different meanings of melee in the game?
Then 8 Ages of War is the mod for you! The aim is to turn the art of war in Civilization 6 into something more balanced, more interesting, and more immersive.
Compatibility
This mod is not compatible to those that add new units, it can't balance things it is not aware of! However, it does work with new civilizations *provided* that their UU is a replacement of an existing unit and not a brand new one. There might be clashes with mods that completely revamp the tech tree or social policies too, but I haven't noticed them.
My recommended mods to go with this game are:
Changes
The mains changes are:
New land units rota [Ranged Strength/Combat strength (m=moves, r=range)]
Era | Melee (+12 vs Anti-cav) |Anti-cav (+15 vs cav) |Heavy Cav |Light Cav |Ranged (-17 vs cities) |Siege (-17 vs units) |Recon
Ancient |Warrior 20 |Spear 28 |Chariot 30 (m3+1) ||Slinger15/5(r1) Archer 18/7 || Scout 10 (m3)
Classical |Swords 36 (Iron) ||| Horseman 34 (m4) (Horse) ||Catapult 28/16
Medieval || Pike 44 |Knight 46 (m4) (Iron)|| Crossbow 34/22
Renaissance | Musket 54 (Niter) ||| Cavalry 52 (m4) (Horse)|| Bombard 46/34 (Niter)
Industrial || Fusilier 62 ||| Field Cannon 52/40 || Ranger 55/45 (r1 m3)
Modern| Infantry 72 || Tank 72 (m4) (Oil) ||| Artillery 68/52
Atomic|| AT Crew 80 || Helicopter 80 (m5) (Aluminum) | Machine Gun 70/58 (r2)
Information | Mech Infantry 90 (m3) || Modern Armor 90 (m4) (Uranium) |||Rocket Artillery 84/64 (r3)
New naval units rote [Ranged Strength/Combat strength (m=moves, r=range)]
Era | Naval Melee | Naval Hunter (+12 vs embarked) | Naval Ranged | Naval Carrier
Ancient | Galley 28 (m3) |||
Classical ||| Quadrireme 24/30 (r1 m2) |
Medieval ||||
Renaissance | Caravel 52 (m4) | Privateer 52/42 (r1 m4) | Frigate 42/48 (r2 m3) (Niter) |
Industrial | Ironclad 64 (m5) (Coal) |||
Modern || Submarine 70/60 (r1 m5) | Battleship 60/66 (r3 m5) (Coal) |
Atomic | Destroyer 82 (m7) ||| Carrier 65 (m5) (oil)
Information || Nuclear Sub 88/78 (r1 m6) (Uranium) | Missile Cruiser 78/84 (r3 m5) (Aluminium) |
The new promotions are, for land units:
and for naval unit,
More screenshots available on steam at the link above.
Option A: Get it from steam at http://steamcommunity.com/sharedfiles/filedetails/?id=1137472495
Option B: Download (link to top right of this page) and unzip into your mod folder. The file path should be read
.../My Documents/My Games/Sid Meier's Civilization VI/Mods/8 Ages of War/8AgesOfWar.modinfo
Description
Does warfare feel slightly wrong to you in Civilization 6? Do you get annoyed that spamming archers is the solution to every problem? That cavalry is better than infantry at every single thing?Tired of useless promotions like 'Commando' that just get in the way? Confused about the 3 different meanings of melee in the game?
Then 8 Ages of War is the mod for you! The aim is to turn the art of war in Civilization 6 into something more balanced, more interesting, and more immersive.
Compatibility
This mod is not compatible to those that add new units, it can't balance things it is not aware of! However, it does work with new civilizations *provided* that their UU is a replacement of an existing unit and not a brand new one. There might be clashes with mods that completely revamp the tech tree or social policies too, but I haven't noticed them.
My recommended mods to go with this game are:
- 8 Ages of Pace: Gives you time to use units before they obsolete
- Mads Tech Tree: Better tech tree puts units in more meaningful positions
- AI+: Better AI simply makes for better wars
- CQUI Community: Because without a good user interface the game is just too hard to play
Changes
The mains changes are:
- 10 new promotion trees for the land and sea units!
- Small changes to the stats of most land units (see table)
- Completely revamped naval warfare! Naval melee units can now coastal raid (and so can pop goody huts!) and are cheaper. Naval ranged have a weaker attack but stronger defence and more expensive. Privateer/Submarine/Nuclear
- Submarine cannot raid or attack land units, but have the most powerful attack against other ships with an extra bonus against embarked units. (Embarked units are slightly tougher in later eras to compensate.)
- Ranged units much weaker across the board. Machine gun renamed to 'Mortar' and has range 2.
- Anti-cavalry class units are much cheaper to produce and maintain and have +15 vs cavalry units. New Fusilier unit added between pikeman and anti-tank crew, which itself has been pushed back one era (modern anti-tank removed).
- New policies that give +50% production towards anti-cavalry and siege units.
- All heavy and light cavalry units more expensive to build and very costly to maintain. Cavalry unit itself moved forward to late renaissance.
- Melee class land units have +12 vs anti-cavalry units.
- More charges for the military engineer, and acts as a battering ram.
- Slight changes to unit resource requirements.
- All UU (DLC included) have been changed inline with common units.
- Norway and England have had their ability adjusted (Norway gets extra gold from raiding, England get free anti-cavalry, including redcoats, on founding distant cities).
- Workaround for buggy Hoplite adjacency bonus.
- Clarified in game text when referring to ambiguous terms like 'Melee'
New land units rota [Ranged Strength/Combat strength (m=moves, r=range)]
Era | Melee (+12 vs Anti-cav) |Anti-cav (+15 vs cav) |Heavy Cav |Light Cav |Ranged (-17 vs cities) |Siege (-17 vs units) |Recon
Ancient |Warrior 20 |Spear 28 |Chariot 30 (m3+1) ||Slinger15/5(r1) Archer 18/7 || Scout 10 (m3)
Classical |Swords 36 (Iron) ||| Horseman 34 (m4) (Horse) ||Catapult 28/16
Medieval || Pike 44 |Knight 46 (m4) (Iron)|| Crossbow 34/22
Renaissance | Musket 54 (Niter) ||| Cavalry 52 (m4) (Horse)|| Bombard 46/34 (Niter)
Industrial || Fusilier 62 ||| Field Cannon 52/40 || Ranger 55/45 (r1 m3)
Modern| Infantry 72 || Tank 72 (m4) (Oil) ||| Artillery 68/52
Atomic|| AT Crew 80 || Helicopter 80 (m5) (Aluminum) | Machine Gun 70/58 (r2)
Information | Mech Infantry 90 (m3) || Modern Armor 90 (m4) (Uranium) |||Rocket Artillery 84/64 (r3)
New naval units rote [Ranged Strength/Combat strength (m=moves, r=range)]
Era | Naval Melee | Naval Hunter (+12 vs embarked) | Naval Ranged | Naval Carrier
Ancient | Galley 28 (m3) |||
Classical ||| Quadrireme 24/30 (r1 m2) |
Medieval ||||
Renaissance | Caravel 52 (m4) | Privateer 52/42 (r1 m4) | Frigate 42/48 (r2 m3) (Niter) |
Industrial | Ironclad 64 (m5) (Coal) |||
Modern || Submarine 70/60 (r1 m5) | Battleship 60/66 (r3 m5) (Coal) |
Atomic | Destroyer 82 (m7) ||| Carrier 65 (m5) (oil)
Information || Nuclear Sub 88/78 (r1 m6) (Uranium) | Missile Cruiser 78/84 (r3 m5) (Aluminium) |
The new promotions are, for land units:
and for naval unit,
More screenshots available on steam at the link above.