Sid Meier's Civilization V

Sid Meier's Civilization V

51 ratings
Siege Range Increase
   
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Tags: Gameplay, Units
File Size
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1.007 KB
Sep 9, 2014 @ 2:03pm
1 Change Note ( view )

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Siege Range Increase

Description
This mod boosts the range of Catapults, Trebuchet and Cannons to 3 allowing them to attck cites from outside their bombardment range. Note that these units are still missing indirect fire unlike Artillary. If anyone notices any bugs with the mod please let me know in the comments.

EDIT: I have found a bug where if you start a game with this mod on the the range increase will work but if you save and reload the range will change back to normal I am currently working on this problem. Advice on how to fix it is welcome from other modders

EDIT(fixed): as pointed out in thee comments you need to set up the mod before you load your save for the mod to keep working for saved games.
39 Comments
Holy Order of PIZZASALAD Apr 27, 2020 @ 11:47pm 
great mod man always felt that city taking was dumb because of the SE range
elotar Oct 19, 2017 @ 6:57am 
Or, actually, to remove cannon range increase - it's kind of fun as is with no other range 2 option in the same era.
elotar Oct 11, 2017 @ 3:58am 
I recommend to add support for enlightenment era field cannon.
mrstabalot  [author] Jan 5, 2016 @ 4:16am 
It should boost the range of the roman ballista but I dont think it works on the korean unique unit though.
NickSheperd Jan 4, 2016 @ 12:54pm 
So I'm guessing this mod does not boost the range of the Ballista? Anyone know?
mrstabalot  [author] Dec 16, 2015 @ 3:01pm 
@Emperor Quagy That was an intentional decision so that siege units need to be supported by other units both for sight purposes and for protection.
Scrotum Scratcher Aug 11, 2015 @ 7:48pm 
does this still work?
Rickyjr=CMD_JR420 Oct 22, 2014 @ 9:36pm 
(^READ POST UNDER THIS 1 FIRST THEY ARE TOGETHER^) So o bal. it all out to take away the OP you have 2 wait till mideval thats only the 3rd era range then at least the citys that CAN NOT HELP STOP THE SHELLING it will at least be a horse around and maybe if not then workers should have already or at least be starting the trade-roughts and that =faster non motor/non-monted units to get to JUST THE Civs FAST Whish=Should have roads to use to protect the base and if well planed and had a sneak attack or have plenty of troop build up for a take over keep Siege1 hex away = protected from city and use monted the enemys roads just have 3-5 Siege to shell all at once and each turn u will take a city
Rickyjr=CMD_JR420 Oct 22, 2014 @ 9:24pm 
so all i would have done to change it and it would be like a GREAT + FairER...Mod but still with a HUGE boost to the simple fact citys would change hands ALOT more and with ease ^ Cause if u wamted to you can have 2-4 dont even matter which era just set them 4 hexs from city and depending on the era have support thats monted or fast to stop,block,kill any enemy that may reach a Siege gun) With that said do this change and its almost the same and to me i would use it every time==since you only can build 2 DEF building in a Civ-So wait till the Classic<=At the earlist i wish it would wait till 2ed era of the game still SUPER EARLY N THE GAME
Rickyjr=CMD_JR420 Oct 22, 2014 @ 9:10pm 
mideval era = not accuret just to exsplain on this mod only=the treb=10-16hp and reguler it has to get 2 hexs from them and a city can shoot upto 3 blocks in a circle around all and any city can well now with this mod helping the VERY first 3 siege units are_ Catap-Antcint era^/^ treb-Classic era^/^Cannon-mideval era^/^and with this you can look at the last post to get a idea of HP but that's not posted to be accrect just numbers)__Finally alright at the start=Anticint era-so as soon as they reseach whats needed to make the Catap is not like too strong with this mod what makes this OP and by ALOT(Just my own opinion) Is just for the simple fact the starting citys are VERY weak Hell the citys are pretty weak period but at least they could strick back while scrable some Atk unit.