movement

  1. I

    Free unit movement 2025-04-18

    You're now able to continue moving until all movement points are used up. Units can now move through any plot without ending their turn, except for prohibited ones like mountains.
  2. CanusAlbinus

    PolyCast 433: Fringe Theories

    The four-hundred-and-thirty-third episode of PolyCast, “Fringe Theories“ is now available for streaming on the PolyCast YouTube Channel. This episode features regular co-hosts CanusAlbinus, Stephanie “Makahlua”, and Jason "MegaBearsFan". Topics for this episode include: News - 00h01m38s | Call...
  3. S

    Online speed movement optimization mod request

    Initially, the balance was optimized for the standard game speed, but it is too slow for online games. Online speed doubles almost everything in the game except unit movement points and governor speed. Therefore, there is an imbalance in the network game - military victory in FFA is completely...
  4. Brixter

    Sumeria buff

    Gilgamesh's bonus to alliances is cumbersome. You need other civs to agree with you and they have to be close to your location so that you can enjoy the benefits. But if you attack with War-carts, the other civs will hate you anyway. After War-Carts retire, Gilgamesh is basically a leader...
  5. Brixter

    Gran Colombia nerf

    Gran Colombia is too strong. They're meant to be good in combat but why are they also good in everything else? Features: 1. +1 movement only applies to combat units. *** In my other mod, Tile Improvement tweaks, Hacienda housing increased from +0.5 to +1...
  6. B

    Linked & Group Unit Movement for VP (noEUI) v 3

    This will get integrated into VP eventually. Requires VP 2.6 or later. Link/Unlink Units (Hotkey L): [/URL] [/URL] Units on the same tile can be linked, allowing them to be moved together with a single move order. Basically the "escort formation" feature from Civ6...
  7. F

    Increasing Trader Movement based on Tech

    I am trying to increase the movement that traders move based on the technology you have. I know this will not change turns it will take to finish, but I would like to see if I can have traders zooming across the screen every turn in late game, and its a good learning goal. Currently, my current...
  8. modmod

    Map size and movement compensation

    Many of us faced the same reality, when a nearby inland colony is some more turns away (with the limited movement points of units), than Europe or Africa there and back. So idea far from unique. Actually Ramstormp had it summarize recently: " If you play on some gigantic Caribbean map (not...
  9. King Phaedron

    Sometimes cannot select units until change production

    Sometimes, I cannot select any unit until I go into a city and change it's production. I have no idea where this is coming from, but I play on custom maps made in world builder, and haven't seen this happen otherwise. I suspect it may be more of an issue of the map being huge, very crowded...
  10. nzcamel

    [GS] Poll - Rail movement points

    Regarding the implementation of rail; I think that it shouldn't start at the 0.25 movement it currently does. Modern roads kick in only once you cross into the modern era; and they at 0.5 movement. It's crazy that rail out of the gate is faster than the fasted automobiles in the game. I think...
  11. NameArleadyUsed

    [Request] True Expert Crew

    Problem: Siege units with bonus movement (e.g. from Great Generals or Persian surprise war) can still shoot after moving as long as they still have 2 MP. I feel this is unfair. Especially when movement is granted by Logistics card. This is just too OP. With carefull planing one could basically...
  12. MadManCam

    Numpad Unit Commands 2.0

    Steam Workshop Link Allows you to select/move units and perform range attacks using the numpad keys. Designed as an alternative to messing around with the mouse when moving and selecting units. Can be used with saved games. Future Updates - I will be adding a way to use the numpad keys to...
  13. G

    [BTS] Difference in movement animations between Warlords and BTS

    Hi! I am wondering if someone else has noticed this. I've searched for a long time but can't find this issue being mentioned anywhere, which is quite frustrating. Basically, I am a long time Warlords player, but recently began trying out the BTS expansion. While I think BTS has been a major...
  14. yeehi

    [Vanilla] Units Running Away Without Orders

    This is strange behaviour. I wonder whether others have observed it. Units, of their own volition, seem to just take off and move without having been so instructed. Often, they want to go straight to Mount Everest. Othertimes, they run away from a battle. Sometimes it happens that, as soon as...
  15. G

    Proper Mountain Movement & Exploitation Mod 2017-04-08

    This mod enables mountain exploitation by cities (a fairly straightforward change) and movement over mountains, but only for select unit types. Rather than permitting all units to travel over mountains, only the following units types are allowed to traverse the peaks: Civilian Units (Settlers...
  16. PlotinusRedux

    Plot's Roads and Movement 1.02

    Plot's Roads and Movement v1.01 Changes - Builders construct roads. - Builders cost does not increase. - Roads are more effective. - Modern and later units get 50% movement bonus for land, 100% movement bonus for sea and air. Purpose ------- The 1 UPT rule combined with nerfs to movement and...
  17. sp00n

    Numpad Movement 1.0

    Sooo.... here's numpad movement. It allows you to move your units with the numpad keys. The following number pad keys are used for movement: 7 - Northwest 9 - Northeast 4 - West 6 - East 1 - Southwest 3 - Southeast Additionally the 5 key centers the map on your currently selected unit. Which...
  18. PsychoticSquid

    Helicopters gain ability to move on coastal and lake tiles

    As per thread title. I know helicopters are classified as cavalry but they should gain an ability that allows them to move freely in coastal and lake tiles without having to revert to a ship. They should still have to transition to a ship on a city or harbour tile when they target a deeper sea...
  19. J

    Faulty Automation 1.0.0.56

    I recently returned after an absence of a few years and am now up to move 290 of my first game in CIV VI on Prince difficulty. One very frustrating change has become apparent with regard to unit automation: it mostly fails! I used to be able to send a unit exploring and check back in ten or...
  20. Northboy85

    Darkleaf's Mod Pack (As featured in my Slave Mod) 2016-12-08

    Improved Resources & Improved Build Times Mod: Deserts: Oasis and their adjacent tiles yield 1 Food and 2 Production. Fishing Boats: Now yield +1 Food/Gold. Hills: Snow Hill and Desert Hills give 1 Production. Sea Resources: Fish give +3 Food, Crab give +2 Food and +1 Culture, Pearls give +2...
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