Sid Meier's Civilization VI

Sid Meier's Civilization VI

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EpsTweak for Nukes: Damage
   
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May 17, 2020 @ 3:16pm
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EpsTweak for Nukes: Damage

Description
EpsTweak is a series of small mods that tweak the balance of Civ 6. Rather than put all of them into one hefty package, I've split them into small fragments to allow you to make your own custom rulesets.


This is an experimental mod that changes the way nuclear weapons deal damage to buildings and units, such that they take different damage based on the size of the nuke, their distance to the center of the blast, and whether they are sheltered by walls. The goal is to make it so that one glancing blow from a single nuke isn't enough to leave a city defenseless. But 2 or 3 nukes are.

* Nuclear Bombs deal 150 Base Damage to their target tile, and 75 damage to adjacent tiles.
Thermonuclear Bombs deal 225 Base Damage to the target tile, 150 damage to the inner ring, and 75 damage in the outer ring.
* If a tile has district defenses up, they take the full Base Damage to themselves, but then also absorb up to half of the damage that other buildings and units in the tile would take. The remainder is the tile's Effective Damage.
* If the tile has garrison HP, it loses health equal to Effective Damage.
* If the tile has a district, for every 25 Effective damage over 25 (50, 75, 100, and so on), one of its structures is pillaged. Higher-cost buildings get pillaged first. If there are no more buildings left to pillage, the district itself is pillaged.
* Units in the tile receive the full Effective Damage, unless they have the "WMD Resistance" ability, in which case they take half of Effective Damage.
* The duration of nuclear fallout that the tile receives is base on its Effective damage: 1 turn per 12 damage over 15.
* World Wonders are unaffected by the damage.

Population, Improvement, Roads, and Resource damage is unchanged from the base game.


Note to modders:
The mod works by disabling FalloutDuration, AffectBuildings, and AffectUnits from all entries in the WMDs table, and replacing them with a LUA script. The script bases damage solely on BlastRadius - the outer ring is 75 damage, the next ring is 150 damage, then 225, and so on.
For WMD resistance, the script specifically checks for ABILITY_UNIT_WMD_RESISTANCE on the unit. Adding the same effect via a different modifier or altering its Amount does nothing.

Also, feel free to use the script in your own mods to try different damage models.
12 Comments
TheChuckler Mar 28, 2023 @ 12:20pm 
hi i think the best change for nukes and their game play is adding some option to protect your cities 100% from them. as it stands a nuke sub armada has a 100% chance to hit whatever it targets. idk what it should be, a city project or a unit maybe just the military Governor? im not sure but it seems like you are the guy to do it. im going to comment this on your mods till i can get some sort of response if its possible or if your willing to do it. thanks man keep up the good work if you make the mod i would totally pay you.
Eps  [author] Nov 22, 2022 @ 7:50am 
That would require extra coding in the script.
Roach Nov 22, 2022 @ 6:56am 
is there a way to make it insta kill any infantry unit caught in the blast?
Eps  [author] Nov 17, 2022 @ 12:43pm 
Should be.
PsychoBush Nov 17, 2022 @ 11:45am 
Is this mod working with current version?
Eps  [author] Apr 21, 2022 @ 2:01am 
That was ConciseUI. Though I don't know whether it's still supported? I use CQUI these days.
Boa of the Boaians (ᜊᜓᜀ) Apr 20, 2022 @ 8:49pm 
I just noticed, the leaders have a "thing" telling what type of age they are in, that looks interesting which I wanna download, could you pls direct me to that mod?

Also, I've gotten onto a huge downloading spree on your mods, really loving the idea behind them, and how you made them easy for custom tastes! Thanks so much! (I found your mods looking for something that could make anti-cavalry.... less worthless xD)
cannibiscuit Aug 14, 2020 @ 12:41am 
i love the nuke montage i just have to say
Eps  [author] Jun 1, 2020 @ 4:31am 
Should be? This mod doesn't touch the range values at all.
Z0eff May 18, 2020 @ 4:22am 
Very interesting! This feels both more realistic and more fun to play with in MP. :)