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Adjacency Combat System 1.12

Adjacency Combat System is an effort to move beyond the current "point-and-click bombard while I tediously shuffle my units into position" feeling of warfare in Civ 6 into something more engaging and interesting. Significant changes:

Significant changes as of v1.1

>>Adjacency Bonuses according to unit class
>>Support Units - about half of all units are now Support (with combat values)
>>less Ranged Combat
>>Unit upgrade chains revamped
>>increased Fog of War feeling
>>Tweaks to the AI
>>Great Admiral & General passives and retirement abilities​


Uploaded to Steam Workshop
Images at: https://imgur.com/a/AE1mO

Required Mods:
MOAR Units
Warfare Expanded (for MOAR) 5.7

Compatible Mods:
All DLC
MOAR's DLC units
Quo's Combined Tweaks

Note: There are a lot of database changes. Expect a bit longer load time the first time using this.

The list of specific changes outlined below are not exhaustive.

Adjacency Bonuses
Spoiler :
Adjacency bonuses apply to friendly units (including allies and suzerains). Adjacency is defined as the hex of the support unit and the surround six tiles. Bonuses from different classes stack.

  • Ranged class units provide +5 to defending units. Some late game Ranged units also Suppress the enemy (aka Varu debuff)
  • Late game Siege class units provide +10 to attacking or defending units.
  • Light Cavalry class provides +5 to attacking units versus damage units.
  • Heavy Cavalry provides +10 to attacking units.
  • Ranged Cavalry provide +5 for attacking or defending units.
  • Naval "Ranged" class units provide +10 for attacking or defending units. These also function as battering rams.
  • Fighters provide +10 for attacking or defending units.
  • Grunt class units (ie Musketman -> Mech Infantry) provides adjacency bonus to attacking Irregular class units (ie Ranger to Special Forces)
  • Anti-Cav class units provide adjacency bonus to attacking Shock class units (Swordsman > Longswordsman)


Support Units
Spoiler :
Apart from Air Units, all units are now considered Protective, Support, or Civilian. Since Support units maintain a combat strength value, they function a bit differently:

  • An attacking Support unit functions normally in combat
  • A defending Support unit will automatically lose combat and be destroyed, but not before causing damage
  • Support units (as they do already) can share the same tile as Protective and Civilian units
  • Protective units protect a Support unit in the same tile (ie, an attack into that tile must target the Protective unit first)
  • Protective units will NOT protect Support units that have a greater combat strength than the Protective unit (eg, a Pikeman will not protect a Cannon)
  • Two Attacks per Tile is allowed for units outside of a formation
  • One attack is allowed per formation

The following classes of units are now Support Units:
Ranged, Siege, Light Cavalry, Ranged Cavalry, and Recon

Melee, Anti-Cav, Grunts, Shock units, Heavy Cavalry, Naval units (minus the Carrier, needs testing), and Irregulars are Protective units


Ranged Combat
Spoiler :
Units without ranged combat values now function as "melee" units (ie they loss combat strength when attacking). The following units still have actual ranged combat:
  • Cannon -> Rocket Artillery
  • Attack Helicopter
  • Missile Cruiser, Missile Destroyer
  • A few Unique units (mostly Light Cav)
  • Air Units and walled Cities
And... that's it. Everything else is now a "melee" combatant.

Currently, Ranged and Bombard do not effect Support units (but I will be testing some solutions).


Unit Upgrades
https://imgur.com/a/UuxTR


Fog of War
Spoiler :
It shouldn't be so easy to see so much of your surroundings. And it shouldn't be so difficult to move from point A to B. Therefore:

  • Movements range from 4-6 for Land and Sea units
  • Sight Ranges have been reduced to 1 for most units. Recon has 2 (and Reveal Stealth) while Light Cavalry as 3 (without RS). Some Naval and Air at 2-4.
  • A few more units have Stealth, but for the most part Reveal Stealth as been limited.


AI Changes
Spoiler :
Any mod of this nature has to take the AI into account. I have done the basic steps of doing so. My changes mostly revolve around unit AiTypes, small tweaks to TreeData, changes to OpTeamRequirements, and adjusting AllowedMoves.

As for the AI's usage of this mod, it seems to function well. In many ways I think it actually helps the AI. The AI will now retreat damaged units. It will create formations with support units. It will execute the Naval Superiority operation without land units. It will protect Settlers. But it's not perfect and I intend to continue improving the AI's capabilities.

In the meantime, I would suggest supplementing with Delnar's AI Cleanup. It seems to function the best in my opinion. That being said, if you want to face massive AI armies, then AI+ is the way to go (though, I have overwritten some of his OpTeamRequirement changes).


Compatibility Notes
Spoiler :

My LoadOrder is 13400 (which is after Quo's tweaks).

Regarding Quo's Options: Rocketboots won't apply. Ranged Anti-Cav will apply to the 3 Anti-Tank units and nothing else. Siege Move and Shoot will apply correctly.

Other mods that add new units (like new Civs) will only be partially supported. I'm looking for a way to make this more flexible.



Future Plans:
Bugs, Compatibility, Balance
Improve the combat AI
Promotion overhaul
Unit Specilizations (ala Promotions)
More situational adjacency bonuses
Finish Great Admiral retirements
New units and artwork
Author
Armakoir
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Latest updates

  1. Adjacency Combat System v1.12

    v1.12 Changes *Fixed Start Game crash
  2. Adjacency Combat System v1.11

    v1.11 Changes >>Saved Game Safe *Fixed Light Cav upgrades *Increased move cost of Marsh *Fixes...
  3. Adjacency Combat System v1.1

    v1.1 Changes *MAJOR: Added Warfare Expanded mod as requirement *True Ranged units now have...
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