Machiavelli24
Mod creator
- Joined
- May 9, 2012
- Messages
- 818

Art of War is centered around a single radical change. Every military unit requires a population to train. This single change has far reaching consequences on how war is fought, both on the battlefield and domestically.
Links and Resources
- Workshop page
- Download from CivFanatics
- Development plan
What changes does this mod make?
- Military units require population to train.
- Military policies grant faster population growth.
- Revamped District adjacency
- New location-dependent effects for Buildings.
Changes to Policies
- The military policies that boost unit production now also boost city growth.
- Military policies no longer boost ranged unit production. Instead they boost anti-cavalry production.
Changes to Districts
Adjacency bonuses have been completely redone. The Encampment is now a livestock yard, providing production from Pastures. While the Industrial Zone now focuses on mining production from Mountains.
Changes to Buildings
Buildings have been changed to make them more dependent on the local resources the city has access to. Harbor buildings (Lighthouse, Shipyard, Seaport) all boost Finishing Boats.
The Stable provides production from Horses while the Barracks provides production from Iron and Niter. Access to these strategic resources will reward rulers who specialize their cities to infantry or cavalry production.
The Workshop provides production from Coal, Oil and Uranium. Making cities with those resources the best locations to start or expand your industrial revolution.
Why were these changes made?
There were 3 core issues I wanted to address:
- Housing limits mean Food is a relatively weak yield
- Military Policies generally provide less benefit than Economic Policies
- Early game rush strategies could cripple even Deity AIs
District Changes
The District system has the potential to make optimal city development highly sensitive to local terrain. In the base game the adjacency from other city districts undermines this. Districts can be configured in a standard triangle formation and still get adjacency bonuses that are only one yield smaller than a city with matching terrain.
Some Districts, like the Encampment, didn't provide enough yields to be worth building most of the time. While other districts, like Industrial Zone, had adjacency bonuses that were too easy to fill.
Last edited: