Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Multiple units per tile - EXISTS!
So I found a line in Global Parameters file about units per tile. I changed it to 3. The only problem is if a unit has movement points left, it will swap position. Anyone know how to disable unit position swapping?
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Showing 1-15 of 15 comments
Rizzuh Oct 22, 2016 @ 5:35pm 
can you actually stack like 3 tanks ?
IDerpedYourMom Oct 22, 2016 @ 5:35pm 
I started a new game and stacked 3 warriors onto a hill :)
IDerpedYourMom Oct 22, 2016 @ 6:23pm 
found this:

<Row Type="UNITOPERATION_SWAP_UNITS" Kind="KIND_UNITOPERATION"/>

now how to disable?
Jonesy Oct 22, 2016 @ 6:27pm 
lol lets not break the game XD
IDerpedYourMom Oct 22, 2016 @ 6:38pm 
After doing some play testing: You can group up your units by having them expend their movement points on the same turn onto the same tile. Then when you move them in a common direction, they will not swap. When the enemy destroys one of your units, it does not eliminate the whole stack.
PlayerOne Oct 22, 2016 @ 6:40pm 
Stack limit is research based, as you get better tech, you can stack 2 to make a corp and later 3 to make an army. An army with a general is pretty hard to beat.
IDerpedYourMom Oct 22, 2016 @ 6:43pm 
oh
Ctrl-Alt-28 Nov 4, 2016 @ 3:24pm 
@Aaron Westley: Problem is that stacked units controlled by AI seem to be pushed towards empty tiles at the end of each of his turn (so he can't use proprely of this new rule). A solution?...
Dray Prescot Nov 4, 2016 @ 4:19pm 
I noticed one small problem with Corps and Tanks: There was a tech (I think it was Composites) that gives the usual 50% Euraka bonus to research if you own 3 Tanks. I combined 2 Tanks into a Corps before I built my 3rd Tank unit and it did NOT trigger the 50% bonus, I had to have 3 Tanks, the Tank Corps did NOT count, to trigger the Euraka 50%. I suspect that the same problem might exist for any other unit types that have similiar bonuses (if any) if they get combined into Corps (and probably Armies as well), before they trigger those bonuses.

I tried posting a message about this awhile back, but no one ever responded to it.
IDerpedYourMom Nov 5, 2016 @ 8:30am 
Not sure Ctrl. I guess Corps + Armies count as different units. Could post it on the paradox forum and maybe they will patch that Dray.
Ensign Nov 5, 2016 @ 9:17pm 
Originally posted by Dray Prescot:
I had to have 3 Tanks, the Tank Corps did NOT count, to trigger the Euraka 50%.

I tried posting a message about this awhile back, but no one ever responded to it.

An oversight by the devs i think. Its easy to miss stuff like this. Just something we have to live with till it gets patched or modded.

I had a similar experience with an oversight similar to that. I was training up a "tank army" unit (since tanks are somewhat the mainline units you should be using in conjunction with infantry) and it would take 14 turns, i was two turns away from getting my tank army but didnt realize i was researching modern armor. Becuase modern armor replaces tanks my tank army unit was cancelled.

I got no production bonus to a modern armor army, i got no tanks, i basically wasted 12 turns of a whole city's production.

But its no bug its just an oversight by the devs. You'd think you would still get to have your tank army or at the very least be a couple of turns into the training of a modern armor army unit but nope.
Zervo⭐ Nov 5, 2016 @ 9:37pm 
well, i just want to be able to stack our unit with enemy unit, especially if they are not both military.

not being able to move your unit because they spam units in your border is really sucks.
YuenHsiaoTieng Nov 12, 2016 @ 10:04pm 
Originally posted by AaronWestley:
found this:

<Row Type="UNITOPERATION_SWAP_UNITS" Kind="KIND_UNITOPERATION"/>

now how to disable?
Changing the unit plot number was the first thing I did :)
I'm getting tired of having to tip toe around the swapping mechanism myself though. Have you solved this yet?
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Date Posted: Oct 22, 2016 @ 5:32pm
Posts: 15