Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Better Walls
   
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Type: Mod
Mod: Gameplay
File Size
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3.020 KB
May 15, 2019 @ 1:57pm
1 Change Note ( view )

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Better Walls

Description
Make Walls better late game (and a bit weaker early game) so you should actually consider building them.

  • Ancient Walls (T1) Defense HP decrease to 85 (from 100). Defense Strength is kept at 3.
  • Medieval Walls (T2), Renaissance Walls (T3) and Georgian's Tsikhe (Ts) are 20% cheaper (225/305/265 to 180/245/210 respectively).
  • T2 and T3 Defense HP increased to 115/130 respectively. Ts is kept at 200 because if increased to 230, it will outperform Urban Defense and you actually lose 30HP when getting Steel.
  • T2 and T3 (and Ts) Outer Defense Strength increased to 6/10 (from 3). T1 is kept at 3.
  • T3 and Ts now provide 1 Housing.
  • Military Research (Military Academies, Seaports, and Renaissance Walls generate +2 Science) is no longer Obsolete (was obsolete at Space Race).
  • Limes and Bastions (increase Walls build production and strength) policies are now obsolete by Military Research instead of Public Works (just a bit later, now obsolete at Urbanization instead of Civil Engineering).
  • Siege Tactics base research cost decreased to 540 (from 600). It is now on par with Gunpowder and visually available before Metal Casting.

I appreciate any feedback. I planned to allow Gold Purchase as well but I think that would be terrible and Valetta would be even more underwhelmed. I am also adding a card that combines Limes and Bastions, probably at Guilds or Mercenaries. This mod Citadel Policy Card adds a Policy Card that combines the effects of Limes and Bastions (as well as Veterancy) and does not become obsolete. I also wanted to allow building walls after Urban Defense for Tourism and Science purpose but it is not technically possible.
Popular Discussions View All (1)
0
Sep 1, 2020 @ 3:04pm
Wall
Ogirok
17 Comments
Etterra Dec 18, 2022 @ 3:49pm 
Is there a way to config this so it just allows you to keep building walls past the research of Urban Defenses specifically for the tourism bonus and not add or replace anything else? I don't want to get rid of Urban Defense or add new walls, just keep the ability to build walls after their defensive bonus ends.
joeoeti Dec 17, 2022 @ 11:12am 
for siege tactics tech that is
joeoeti Dec 17, 2022 @ 11:11am 
does this mod also change the eureka condition to 2 trebuchets instead of bombards since I have that changed by my mods and this seems most likely to do so
JasonMemes Feb 27, 2021 @ 4:33pm 
I know that you're probably not gonna see this, but I think two projects that allow you to
1. temporarily increase fortification strength based on population, say 10 turns on standard
and 2. increase the strength of your walls (but it disappears at each new tier built) and gives +1 amenity the first time it's completed, (maybe 1 engineer point/turn after?)
would be really cool. the first would represent the last-minute fortifications of cities IRL and the second means that you can have truly "fortress-cities" like constantinople, that need huge armies or navies to capture.

might be too much work but that seems neat.
bigfudge Jan 13, 2021 @ 7:56am 
I think that Georgia unique wall (Tsikhe) should also generate science from the "military research" policy card because for some reason they aren't classed as "renaissance walls"
Luke ✞ Jesus Saves ✞  [author] Jan 1, 2020 @ 5:37am 
Thank you, Happy New Year to you and your family too :)
Ingolenuru Dec 31, 2019 @ 11:50pm 
Happy new year!
Luke ✞ Jesus Saves ✞  [author] Dec 31, 2019 @ 8:22pm 
Thanks, glad you're enjoying.
M4CB Dec 31, 2019 @ 12:53pm 
Nice mod dude
Luke ✞ Jesus Saves ✞  [author] Dec 13, 2019 @ 12:23am 
Added another mod that combine the Policy Cards: Citadel Policy Card .