NK Tweaks: limited unit stacks, faster movement and more

Nikas Kunitz

Warlord
Joined
Jun 17, 2016
Messages
134
Location
Yoshkar-Ola, Russian Federation
I made this mod some months ago as basis for a proper mod. However, as I still hadn't really started this "proper mod" (some things I want still remain beyond my modding capabilities, while I'm also not sure what additions I should start with, starting and aborting the mod several times), I occasionally played and improved this NK Tweaks mod when I wanted to play more simple vanilla-like game. Finally, after describing limited unit stacks in comments on YouTube, I was requested several times to share it, so here it is. There's still some things to improve, but as I played couple of games well into modern age, the mod is fairly playable. Anyway, testing by more players (particularly the ones who manage to finish their playthroughs) is very welcome! Please share your experience with this mod in this thread! For intended (as I play it) gameplay I suggest using Totestra map-script packed in with the mod, large or huge map with 18 civs, Monarch difficulty, "resources evenly spread" (resources are more sparse and strategic) or "full of resources" map setting, "choose religions", "no technology brokering", "city flipping after conquest" and "aggressive AI" game settings.
Download: https://forums.civfanatics.com/reso...d-unit-stacks-faster-movement-and-more.32525/

Now, to the "tweaks" of this mod.
This is vanilla BtS with a lot of various changes I find necessary to play it, without addition of new content (civs, units etc).
Mainly, unit stacks are limited to 8 units per tile, and movement speed is doubled for most units (infantry now has movement 2 and cavalry has movement 4 as default. Also doubled speed of naval units). Cavalry now has 50% malus to attacking and defending cities, making infantry more relevant but keeping cavalry as best field combat units. Advanced machine units, like tanks, airplanes and modern ships now require specific building (industrial park or drydock) to be built along with additional logical strategic resource (mostly iron in addition to the fuel), to make them strategic asset in addition to infantry&artillery basis of army. This all makes war more realistic and interesting both on strategic and tactical level. You now need to mindfully combine various unit types in a stack to counter enemy units, with artillery remaining the best way to soften enemy stacks and cities, but it cannot defend itself well. Faster movement makes "frontline" deeper, particularly with cavalry, as it can swiftly penetrate deeply into enemy territory (but with cavalry having 50% malus to city combat, cities are safer from such raids), and the game in general feels more dynamic. Most importantly, AI handles these changes well, instead of one stack of doom it will send several armies to attack you (or other AIs). And faster naval units allow you to build effectively sea-connected empire with galleys, global colonial empire with galleons, and quickly project your power on the world stage in late game with battleships, aircraft carriers and missile ships. Also all ships now have varying withdraw chance and most modern ships have varying anti-air protection, allowing even battleships a small chance of shooting down planes.
Spoiler Issues/bugs with limited unit stacks :

As I played with it, I encountered some issues with limited unit stacking, but overall they don't ruin the game.
Unit stacking limit applies to ALL units. As such, it is often possible to "scare away" enemy workers into a city to prevent military units coming to defend it from outside. However, this is unlikely to be exploited with more than one borderland city (with workers improving tiles around) and it can be regarded as realistic feature, as it represents civilians flocking to cities during war, disrupting logistics, as it was many times in real history. The same applies to you too - you either send your workers to cities or risk them being captured by some fast cavalry.
More significantly than with workers, naval units also take up space in limited stacks. That means taking a coastal city can be easier if AI has many ships docked inside. But again, that's very occasional and can be seen as realistic if you want (logistics of a city support the fleet, not the troops). And again that's applies to all players. If a human player will likely keep their ships out, this exploit will atleast help AI to take other AI player cities.
Both of the issues above actually are atleast partially overriden by another "bug". If in Civ5, with one unit per tile system, you have to move out any newly built unit immediately if the city is already garrisoned, and in Civ6 you can't even order to build units in garrisoned city at all (if I remember correctly), in this mod you can override stack limit by building new units in already fully garrisoned city. This allows to occasionally boost defence in key city, however if any unit moves out it cannot enter back the city. AI utilises this greatly when defending. Depending on unit quantity and quality, you can either start a siege by gradually tearing down city defence, or try a head on assault (for that you'll usually need atleast double advantage in quantity and/or quality of your attacking units, likely atleast two stacks against one stack in the city). If you start a gradual siege, AI will manage, depending on how developed the city and its land is, to build (or even whip/draft) 2-3 or more units over the stack limit, before your siege finally turns into assault. Meanwhile, any units AI will send from away to defend the city, as they cannot enter fully garrisoned city, will likely attack your sieging forces, weakening it, instead of just awaiting inside the city.
Also, spies can be detected in a tile as they also take up the space even if are invisible
All in all, I think that all of the stack limit "quirks" above are still better than both stacks of doom and one unit per tile.

Some changes were made to the tech tree, mostly by adding more prerequisite techs for later techs, thus making "over-specialisation" on particular tech line less possible, especially regarding unit availability timing (still, there's plenty of freedom in research). Also, copper is now revealed with Mining (that is better both realistically and gameplay-wise), allowing you to build spearmen earlier if you are lucky to get copper nearby on non-forested tile. Cannons were moved from Steel to Chemistry, for earlier transition from Trebuchets. Ironclads now can enter oceans with Electricity.

Resource generation is almost fully overhauled, along with few changes to yields (like rice and cow got their lacking +1 food to be on level with other food resources, while copper got +1 commerce to represent its use as coinage and "cultural/luxury goods" unlike iron). Most resources now can spawn in more locations more freely (like alongside rivers, or mineral resources spawning in most terrain types both with forest or jungle and without). Cow now spawns on flatlands as well on hills, while pigs spawn only in forested/jungle tiles. Percent appearance of some resources also was tweaked, for example copper being realistically rarer than iron. For some reason, gold generates around twice as commonly as silver in vanilla Civ4, despite silver giving less commerce. I fixed that, now gold is rarer and feels more special, while silver is now the common metal "for your coin". Some resources no longer are used for balancing starting locations, so you won't get pigs everytime you want to "roleplay" Arabia or other Islamic country. Deserts are better now with some resources (wheat, horse, cow and sugar) spawning on flood plains, and oases made improvable (honestly, I don't know why Firaxis made them unimprovable. Improvements, particularly farms, looks really well on oases). Finally, resources have different chance of spawning on islands. Smaller islands will get only food like sheep or cow, while grain can be found mostly on large continents. In general, luxury resources tend to be generated closer to equator. The mod includes the best realistic map script packed in - Totestra, the only one that I consider worth playing with as a geography fan.
Finally, traits of many leaders were changed to make them more "historical" or better gameplay-wise, atleast in my opinion. Some traits also were changed (major commerce bonus of the Financial trait now cannot be exploited from the start, as coastal tiles give only one commerce. Build lighthouse (effectively swapped with harbor) to get the second sea-coin). AI focus of some leaders also was changed, particularly removed religion-focus, along with starting Mysticism, of Maya, Aztec and Inca, as they have no religion of their own and seeing Buddhist Montezuma again and again is annoyingly unrealistic in my opinion. As religions still are all the same, it is recommended to play with "Choose religions" game option, so you would likely see Christianity, Islam, Buddhism or Hinduism as first (and thus dominant) religions instead of usual Buddhism and Hinduism.
There are few other changes as well, including graphical ones: Middle Eastern and African city artstyles, that are greatly lacking in vanilla BtS, were added from Rhye's and Fall. Infantry now has 5 models per unit instead of 3, greatly improving immersive feeling of battles (no performance issues encountered). And colours of several civs were changed to more historically/culturally relevant ones (India and Carthage swapped colours, becoming fittingly orange and purple; Russia got dark red colour from RFC, with its vanilla red-gold given to Rome, that in turn gave its purple-gold to Byzantium replacing dull grey; Spain took yellow-red from Inca, who took light blue from Persia, which took peach-pink from Spain). I also wanted to swap red-white and white-red between England and Japan, but that requires replacing flag decals so I'll do it later.
Also, city lists of some civs (like Russia) were altered to prioritise more historically important cities, without adding new names to the lists.

Plans for potential improvement include:
Fixing minor issues (like civ buttons still have old colors)
Applying feedback
Assembling unit graphics for each artstyle. Not unique for each civ, but common graphics for whole unit tree in Middle Eastern, Asian, African and Native American artstyles.
 
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Some screenshots from my playthrough as Sumer some months ago, showing Middle Eastern city artstyle, how farms look on oases and just very beautiful AI China (showing high concentration of resources near equator). Also African city style illustrated by my short Zulu playthrough; globe view of the world (showing how great Totestra mapscript is) and three desert cities of AI civs in my current awesome playthrough as Portugal (I actually may post "history" of this playthrough as it plays out very great)
 

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The changes look very interesting! I am particularly interested in the stack limit AI code. While RI doesn't have a hard limit, it'd be amazing if AI could be "taught" to use several stacks once it starts hitting a soft cap. Do you feel you could share those specific changes and/or walk me through them?
 
The changes look very interesting! I am particularly interested in the stack limit AI code. While RI doesn't have a hard limit, it'd be amazing if AI could be "taught" to use several stacks once it starts hitting a soft cap. Do you feel you could share those specific changes and/or walk me through them?
Wow, much honoured to see your interest!
Well, I've made no additional changes to AI regarding unit stacks, and honestly AI is well beyond my modding capabilities. Moreover, NK Tweaks doesn't even have any of popular AI mods (and they likely would alter python file structure so I won't be able to add Luke's stack limit code), it's just vanilla BtS, but even vanilla AI feels competent enough in my opinion (still better than AI in Civ5, 6 and 7). AI handles stacks in my mod just as I wrote: when it hits the limit assembling first stack, it just assembles next one nearby. When I was attacked couple of times in my current playthrough, AI player sent first stack when declaring war (that stack would be stack of doom in vanilla), followed by subsequent stacks, that actually can threaten several cities, or pillage your strategic resources, instead of just one "stack of doom" sitting in one tile near a city where you likely assembled your own "stack of anti-doom" as it usually is in vanilla. And as I got several aggressive AIs on the continent, I actually can confirm that they fight each other very well too.
I understand what you mean, even though I hadn't played RI for quite some time and can't recall issues with that. RI's intricate unit staking system with buffs and debuffs surely requires more advanced AI to handle it. Does RI has problems with it? Again, sadly I have no secrets to share here, in my mod that's just vanilla AI with limited stacks.
By the way, I have some suggestions and requests for RI that I may write a bit later...
 
Well, I've made no additional changes to AI regarding unit stacks, and honestly AI is well beyond my modding capabilities. Moreover, NK Tweaks doesn't even have any of popular AI mods (and they likely would alter python file structure so I won't be able to add Luke's stack limit code), it's just vanilla BtS, but even vanilla AI feels competent enough in my opinion (still better than AI in Civ5, 6 and 7). AI handles stacks in my mod just as I wrote: when it hits the limit assembling first stack, it just assembles next one nearby.
Thanks, that's really interesting to know. I may do some experiments myself.
By the way, I have some suggestions and requests for RI that I may write a bit later...
Of course, swing by the RI thread and join in. Can't promise anything, as this late in the release cycle it's unlikely I'll undertake anything major, but more input is always good to have!
 
interesting indeed . stack limit.

i always dreamt of doing some good old fashion limits.
limit units on a tile, limit on stacks, units routes/fatigue, unit caps by resources, caps by population,
and more.

stack is fundamental in the ai functions. would require total rewrite of many of the units code , selection path finding and such.
real ai for this is cumbersome.

the main scare of limiting the ai to unit tiles is unit loops and ai hanging or such loops being broken without action (advciv implemented this).
 
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