that's just a limited merging option: you end up with one stronger indivisible unit following the same hardcoded 1UPT rules.Corps and armies are already in game
Yes, and it's a very poor solution to the 1UPT game design disaster. It only partially adresses the logistical fiasco once at mid-game, but all the others problems persist.Corps and armies are already in game
Out of curiosity (I've only played Civ VI), what advantages are the for having multiple units per tile compared to the 1UPT optionYes, and it's a very poor solution to the 1UPT game design disaster. It only partially adresses the logistical fiasco once at mid-game, but all the others problems persist.
Easier rule for the AI, and easier to move armies around the map.Out of curiosity (I've only played Civ VI), what advantages are the for having multiple units per tile compared to the 1UPT option
Here you go:
https://forums.civfanatics.com/threads/multiple-unit-per-tile.604487/
Now, there’s actually just a global parameter that says you can only have 1 UPT, which people realized could be changed pretty early on. But, there are some other side effects like units would still swap places etc. so the above link did the legwork to resolve that.
NOTE. There is no promise the AI will be at all able to use this properly. Idk. You mod at your own risk.
Out of curiosity (I've only played Civ VI), what advantages are the for having multiple units per tile compared to the 1UPT option
About the tactical aspect, IMO changing the combats mechanism is part of changing the UPT rules.
With some kind of combat units stacking, you can get ride of ancient archers firing over 100km and have them use 1 range attacks from a stack.
On the other hand you should have support fire (first strike, counter fire, ...) and other concepts (flanking, shared damages, supply limits, pick best defender) included with nUPT.
Most are impossible to mod ATM, so I would still use "hardcoded" to describe 1UPT in civ6 even if AI units where not automatically unstacked.
is there a fixed version of this MOD ?Here you go:
https://forums.civfanatics.com/threads/multiple-unit-per-tile.604487/
Now, there’s actually just a global parameter that says you can only have 1 UPT, which people realized could be changed pretty early on. But, there are some other side effects like units would still swap places etc. so the above link did the legwork to resolve that.
NOTE. There is no promise the AI will be at all able to use this properly. Idk. You mod at your own risk.
1 ranged with 1 melee ?I'm still waiting for them to make siege units stackable. That's all I need.
It will not actively try to protect its ranged units with melee, but as it tries to keep its units together and as stacking is only allowed for 1ranged+1melee, it happens "naturally". The AI is not smarter, but it helps it a bit. It's more effective when the AI as enough units to mass them of course (should reduce land units production costs), and when it doesn't build more ranged than melee (that last part should be moddable BTW)How does the AI handle it? The mod based on yours hasn't been updated since the June patch.
Only reason I need it is for the AI. They still produce too many siege units which are left unprotected. So a mod would also have to alter how AI handles tactics to at very least keep the siege units protected. I've read it several times that altering tactics is not moddable atm.
About the tactical aspect, IMO changing the combats mechanism is part of changing the UPT rules.
With some kind of combat units stacking, you can get ride of ancient archers firing over 100km and have them use 1 range attacks from a stack.
On the other hand you should have support fire (first strike, counter fire, ...) and other concepts (flanking, shared damages, supply limits, pick best defender) included with nUPT.