Remove anti-air, medic, truck and military engineers.
All these units add more confusion to CIV6, when I’d say war in CIV6 is already quite complicated, and adding such niche specific one of a kind units only expands this problem.
Instead I’d like to suggest adding some new military related abilities to worker units:
Workers can construct sapper efforts when next to enemy cities, doing damage to the walls.
Workers can construct trenches, which reduce damage taken by units.
Workers can construct minefields, which work exactly like they do in Red death Preppers.
Workers can construct train rails.
Can urban defences be replaced?
The game currently has walls, medieval walls and renaissance walls and then for some reason magically cities gain Urban defences.
Considering cities are incredibly hard to take already, as cities have a ranged attack for some reason and deal considerable damage to melee units, I prefer to tweak some of this.
I’d like urban defences to be removed, and instead introduce a modern era wall upgrade “bomb bunkers”. And to clarify, there is no more seperate "wall health", building walls only increases the city combat strength.
Naturally this building only significantly increases the city combat strength against air-attack, but that’s the point. Instead the lategame introduces new ways for workers to add defenses to your main army. Just like in real life, the army forms the city defense on the frontline, no longer are armies held up inside walls.
Make airforce intercepting a toggle, not taking a unit action.
You have no way of telling if the enemy airforce is going to strike or if they are on interception. If you attack with your airforce, you can be punished for basically using them as an enemy then has an opening to attack back. This should not be the case.
Instead I suggest making it so interception is a toggleable option, meaning you can attack with your airforce as much as you want, and still intercept in the same turn.
Furthermore, when an air unit strikes a ground unit that is within range of a enemy air unit that has intercept toggled on, that ground unit will be unharmed, and instead the air units will fight one another.
You can still intercept while healing with your airforce. Also, the melee stat is used to determine how much damage the air unit and the ground unit exchange, this means without an airforce, your ranged ground units in particular are vulnerable to the enemy airforce, just like in reality.
Simplify the airforce to a single unit type: fighters, remove the bomber unit type.
This might sound a bit weird, but currently when building an airforce, things get very confusing very quickly, it becomes difficult to judge if you want to build fighters or bombers, as bombers work best against CIVS without an airforce, while fighters are NEEDED against a CIV with an airforce.
Furthermore, a bomber simply punishes other CIVS without an airforce even more by doubling down on abusing an airforce. While this is thematic it adds confusion and causes frustration. Simplification of the airforce and making it more user friendly both rewards players for building one, and makes it a lot easier to program with the AI.
As with my suggested changes, the AI only needs to understand to build a single type of airforce unit, deploy it close to the frontlines, have interception toggled on, and attack vulnerable units when it can.
All these units add more confusion to CIV6, when I’d say war in CIV6 is already quite complicated, and adding such niche specific one of a kind units only expands this problem.
Instead I’d like to suggest adding some new military related abilities to worker units:
Workers can construct sapper efforts when next to enemy cities, doing damage to the walls.
Workers can construct trenches, which reduce damage taken by units.
Workers can construct minefields, which work exactly like they do in Red death Preppers.
Workers can construct train rails.
Can urban defences be replaced?
The game currently has walls, medieval walls and renaissance walls and then for some reason magically cities gain Urban defences.
Considering cities are incredibly hard to take already, as cities have a ranged attack for some reason and deal considerable damage to melee units, I prefer to tweak some of this.
I’d like urban defences to be removed, and instead introduce a modern era wall upgrade “bomb bunkers”. And to clarify, there is no more seperate "wall health", building walls only increases the city combat strength.
Naturally this building only significantly increases the city combat strength against air-attack, but that’s the point. Instead the lategame introduces new ways for workers to add defenses to your main army. Just like in real life, the army forms the city defense on the frontline, no longer are armies held up inside walls.
Make airforce intercepting a toggle, not taking a unit action.
You have no way of telling if the enemy airforce is going to strike or if they are on interception. If you attack with your airforce, you can be punished for basically using them as an enemy then has an opening to attack back. This should not be the case.
Instead I suggest making it so interception is a toggleable option, meaning you can attack with your airforce as much as you want, and still intercept in the same turn.
Furthermore, when an air unit strikes a ground unit that is within range of a enemy air unit that has intercept toggled on, that ground unit will be unharmed, and instead the air units will fight one another.
You can still intercept while healing with your airforce. Also, the melee stat is used to determine how much damage the air unit and the ground unit exchange, this means without an airforce, your ranged ground units in particular are vulnerable to the enemy airforce, just like in reality.
Simplify the airforce to a single unit type: fighters, remove the bomber unit type.
This might sound a bit weird, but currently when building an airforce, things get very confusing very quickly, it becomes difficult to judge if you want to build fighters or bombers, as bombers work best against CIVS without an airforce, while fighters are NEEDED against a CIV with an airforce.
Furthermore, a bomber simply punishes other CIVS without an airforce even more by doubling down on abusing an airforce. While this is thematic it adds confusion and causes frustration. Simplification of the airforce and making it more user friendly both rewards players for building one, and makes it a lot easier to program with the AI.
As with my suggested changes, the AI only needs to understand to build a single type of airforce unit, deploy it close to the frontlines, have interception toggled on, and attack vulnerable units when it can.
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