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Regicide++ 1.0

Adds the Regicide gamemode from Civ III along with new options

  1. ChilledEmber

    ChilledEmber Chieftain

    Joined:
    Mar 25, 2017
    Messages:
    7
    Regicide++

    Adds the Regicide gamemode from Civ III back to Civ VI!

    WARNING: This mod has only been tested with AI. It's suggested you that if you're doing singleplayer Regicide, you use an AI mod like AI+ or Artificially Intelligent. If doing multi, go ahead and try it out. It should probably work fine, but just in case there is a bug, please report back to me!

    What this mod adds:

    Overview:

    - The King Unit: This unit is spawned at the beginning of the game along with your other units(Warrior and Settler). It has a base attack of 38, however suffers a penalty of -20 when going on the offensive. It has a movement of 3, and ignores both river and zone of control movement penalties, making it good at running away.

    - The Death of a King Unit: When the King unit you are assigned dies, you lose the game. All cities you own and all units you own are completely destroyed, leaving you at the end game screen. If you kill an enemies King Unit, they too are destroyed this way. It is imperative to keep your King unit safe, especially as the eras go by. By around the Renaissance era, it's not uncommon for enemies to be able to kill your king in one hit, so be careful!

    Setup Options:

    Regicide can only be activated from the advanced setup screen. Click the Regicide Dropdown to activate it. You will then find other options available:

    - Mass Regicide: You start the game off with not one, but seven king units. Your civilization is destroyed when your last king unit is killed off.

    - All For One: Can only be picked if Mass Regicide is activated. Killing one king unit from the seven you are allotted in 'Mass Regicide' is now enough to destroy your empire: Make sure to keep your units safe!

    - Morale: Units adjacent to any king unit you own are: healed +10 health every turn, able to fight at full combat strength when damaged, and able to cause enemy units to retreat back on an offensive attack.

    This Mod is still a WIP, but I decided to release since everything from the original Regicide gamemode has been completed. Future additions to this mod may include:

    - Options for Government based leaders(ex. Chiefs, Presidents, Chairmen, Dictator, etc.)
    - Special Bonuses for government based leaders
    - More customized leaders(ex. American King unit called Theodore Roosevelt and wearing a tophat like Lincoln)
    - The ability to choose the exact number of kings you spawn with(Not just 1 or 7)

    These additions are NOT guaranteed. Don't be surprised if something disappears from this list.
     
    Last edited: Apr 16, 2017
  2. Leyrann

    Leyrann Warlord

    Joined:
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    Wouldn't you just keep your King in your capital and then play the game like normal? And even if an army were to show up for your capital, well, 3 movement no zone of control no river penalties is enough to run to another city that is safe. I don't see how I'd ever lose my King.
     
  3. Jujubeets

    Jujubeets Chieftain

    Joined:
    Mar 16, 2016
    Messages:
    21
    The difference is that, unless your capital is your last or only city, losing your capital won't necessarily lose you the game. However, if you constantly leave your king in the capital, you will lose on the event that your capital is taken. So if you think your capital is in danger, but you still can win a cultural/scientific/religious victory, move your king out of the way.
     
  4. ChilledEmber

    ChilledEmber Chieftain

    Joined:
    Mar 25, 2017
    Messages:
    7
    Now that the king is a factor, strategies change quite a bit. If I know for a fact that your king is in your capital and I'm invading from the south, I'd likely send out a few units up north above your capital to trap your king. You certainly can try to run away at that point, and depending on the geography you might just get out alive. But by keeping your king in a place that everybody knows about, you're only hurting yourself for when the time comes. I'd argue that figuring out the location of the king is half the battle. I was thinking about this before and realized that moving around spies becomes a lot more important now for trying find your king.

    Once you know where a king is, using geography is important to getting them. Make the wrong move and the king may escape unharmed. Make the right one, and they might be trapped by a mountain or the ocean. If you're playing with the morale option, watch out about units near the king slowing your advance towards him. That Hussar-esque pushback is no joke as I learned in an AI game, and the king ended up getting away from me at the last second.

    Anyway I'm just one person. I imagine if you play a multiplayer game with this, you'll get a whole host of new strategies by quick and clever thinkers. AI is fun and all, but I imagine that multiplayer is where this gamemode truly flourishes. That's just my 2 cents though.
     
  5. Nutty

    Nutty Chieftain

    Joined:
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    Orange County, California, U.S.A.
  6. ChilledEmber

    ChilledEmber Chieftain

    Joined:
    Mar 25, 2017
    Messages:
    7
    Those are definitely on my list, though they'll be a bit harder to implement. My next mod will probably be a City Elimination mod though.
     
  7. CanuckSoldier

    CanuckSoldier Chieftain

    Joined:
    Oct 29, 2001
    Messages:
    1,817
    Location:
    Canada
    @ChilledEmber has this been tested after the last two patches?

    CS
     
  8. ChilledEmber

    ChilledEmber Chieftain

    Joined:
    Mar 25, 2017
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    For anyone wondering if this still works, it has been tested and has been confirmed to be still working.
     

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