Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Radiant Stronger Cities
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
22.643 KB
Oct 4, 2018 @ 4:39pm
Aug 18, 2019 @ 12:56pm
5 Change Notes ( view )

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Radiant Stronger Cities

Description

This mod buffs City center, Encampement and all kind of Walls hitpoints so cities become way harder to take. And since AI's player would suffer a lot from such changes (because they already suck at taking our cities), clever modifiers are applied to help them against our districts (only that), resulting slightly more difficult games than in vanilla's, but also way more interesting !



Updated on 05/10/2018. Second part of the mod need more testing to find the right difficulty balance. Don't hesitate to tell me your feeling about the 3 actual values (+25, +10 and -10). I would want it to make games little harder than vanilla.



While playing civilization 6, I always felt that enemy cities were too easy to take. Do you remember the feeling of declaring a war on Civilization 1 ? That sudden big fear of loosing the game because you just wanted to take a city ? You could spend a whole army just to get one city, grazing the game over lol ! i want to taste that again without necessarily being at Deity difficulty.

Before anything, we need City way harder to take. The first part of my mod will be focused on that and it will be applied for all players (Ai, Human, City-States). More Hps for districts to help city to defend better, and more of their ranged power in your face.

The second part of my mod, way harder to implement and test (Give me some time for that), will lead this mod to its final version by bringing back a nice difficulty balance in the game. To sum up, I will grant Ai players diverse advantages to help them greatly when they will want to take our cites or encampments even with the previous buffs brought by the first part. Trust me, they need it bad ! That way, we will suffer way more than them, and i hope we will meet that old fearful feeling again !

For this mod, i put time to make a comprehensive .sql file so you can tweak it at your own taste. Don't hesitate, but be sure to do that with notepad ++ software. This mod folder should be named 1530476030 inside the general civ mod folder. RSC_RadiantStrongerCities.sql is for first mod part, RSC_RadiantStrongerCities.xml is for second mod part.

If you trust me blindly with my personal value tweakings, then don't change anything and here is what this mod will do :

< FIRST-PART >
  • City Center HPs : 200 >>> 450

  • Encampment / Ikanda HPs : 100 >>> 250

  • Encampment / Ikanda Bonus Power for City ranged attack : +2 >>> +6

  • Walls HPs (per wall improvement) : 50 >>> 100

  • Modern City Walls HPs (after steel tech) : 200 >>> 350

  • Walls Bonus Power for City ranged attack : +2 >>> +4

  • Palace building HP Bonus : 0 >>> 100

Because of that last Palace HP bonus, Every capital in the game will gain a ranged attack as soon as its founded. If you don't like that idea, go the mod sql.file and put that value to 0 (it's well explained inside). But i can assure you with my first tests that this is a really healthy tweak (prevent early CS and Civ defeats).

< SECOND-PART >
  • Give all AI player units +25 combat strength bonus only when they attack districts (yours, and each other's). It seems like a huge number but paired with the first part of this mod, your cities just feel like moderatly weaker when AI players attack them than they use to be in vanilla, which is a very nice addition !

  • Give all AI player units an additional +10 combat strength bonus when they attack districts (yours, and each other's) if they have reached GunPowder Technology. (to reinforce first effect at some point because City-Centers & Encampments start to be a lot tougher past renaissance era).

  • Give all units (yours, AI's, Everyone's) attacking a City-State district a -10 combat strength malus. (because they need it to survive better against Aggressive Ai's and human players).

I know what you think, this is not perfect and it should have been better/simplier to only affect human player districts. But so far, because of dull district game code, it is plainly impossible for us to create an effect that apply depending of what kind of player a district belongs to (for instance : + something if unit attack a human player's district). That's why i had to find other ways with general effects.



This mod only work when a whole new game is created while activated and can't work fully on already existing saves. Sorry it couldn't be avoidable. (It actually can work if you add the famous line in the modinfo but i don't advise it for this mod integrity)

This mod is meant to be compatible with most of the existing mods (has been tested with 150+ of my mods). Though if you have a problem, you can notice me if you need help to fix it manually.



You can find all my mods by searching "Radiant" in steam workshop, nexus, or civfanatics, which is a recurrent word in all my mod's tittles.

Even if they represent hundreds of working hours, I'm sharing my mods for free like most of mod creators. But deep down I'm really hoping you to do that little extra thing that would help me a lot : joining any of my pages (patreon, facebook, instagram). Just that really! Don't feel obliged to give something, with Patreon there is indeed a free option that grants you basic news/content and it will only take few seconds of your time. That being said I'm an artist irl and I sometimes struggle to put my personal projects on the saddle. By giving a little something or joining my ranks you can trigger a course of actions/reactions that might end up gathering more people around, thus helping me building the motivation and means to create more stuff to appreciate.

[www.patreon.com]
[www.instagram.com]
[www.facebook.com]

Finally, for those who don't own a patreon account and really want to make a direct donation or contact me directly, here is my paypal and mail : shiroifushicho@gmail.com[\i]

34 Comments
Max The Unholy Feb 28 @ 6:46am 
This does not seem to work anymore.
Lucius, the Heavenly Dragon Apr 30, 2022 @ 11:22am 
Can you remove the AI's bonuses against City-States, since the AI now kills any City-State within two-three turns of declaring war on it.
xxx78 Mar 14, 2020 @ 2:45pm 
Another nice mod, thank you for making this :)
Leile............. Jan 6, 2020 @ 1:38am 
Tried this on immortal/huge. This is probably not suitable for big maps. It's not too difficult but there's a lot more cheese and time wasting. Wanting to start a new game now
Leile............. Jan 4, 2020 @ 11:49am 
Nice mod, works, thank you!
Trayvonis Dec 8, 2019 @ 12:30pm 
Lol again no worries. Have a good day and thank again for the mod. :)
Shiroho  [author] Dec 8, 2019 @ 12:16pm 
@Trayvonis ofc, anything good for the people and the mod at the same time is welcome ^^ Sorry i don't have much time to take care of that myself
Trayvonis Dec 8, 2019 @ 11:58am 
No worries, and thank you for taking the time to reply. Me and the wife play this often and I am trying my hand at modding as it is, so if I find a fix or rework I will share it here, assuming that's ok?
Shiroho  [author] Dec 8, 2019 @ 10:11am 
@Trayvonis Hmm it's been a long time i did ran the tests for these particular situations. Im sorry if i can't remember it well mate. From what i still remember, the game behave things like this : if that attack variable is anything but not null, even a tiny little attack, even from a stupid bonus or buff or policy, the whole process of city defensing itself is activated. There was actually exceptions, i took care to play with these different variables to see how and when the ranged attack activate, i was originally trying to give defense to city but not attack and i remember it was a spiky puzzle, i still have bad memories of this lol. Sorry i can't help you much with that for now i really don't have time to play or test for now, but you can run your own test and yeah ignore my big comment messages in case i was mistaken or you found an exception i didn't see. Sadly there is no other way to start multiple game to see how it really behave.
Trayvonis Dec 7, 2019 @ 12:37pm 
First and foremost thank you for this epic mod, LOVE it. I do have one question/issue, when I change this (UPDATE Districts SET CityStrengthModifier = 0 WHERE DistrictType = 'DISTRICT_CITY_CENTER'; -- WARNING : IF NOT EQUAL TO ZERO, ALL CITIES WILL HAVE A RANGED ATTACK AS SOON AS IT IS FOUNDED LIKE IF YOU HAD BUILD WALLS.) If I'm reading it correctly all cities should have a ranged attack and basic defense, correct? When I do change it all cities will have a basic defense but no ranged attack (until actual walls are built). I do change line (UPDATE Buildings SET OuterDefenseHitPoints = 100 WHERE BuildingType = 'BUILDING_PALACE'; -- WARNING : IF NOT EQUAL TO ZERO, ONLY CAPITAL CITIES WILL HAVE A RANGED ATTACK AS SOON AS IT IS FOUNDED LIKE IF YOU HAD BUILD WALLS.) to zero.