Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Aircraft Carriers Perfected
   
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32.771 KB
Nov 4, 2021 @ 5:50am
Nov 16, 2021 @ 8:40pm
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Aircraft Carriers Perfected

Description
Aircraft Carriers Perfected

Aircraft Carriers Perfected redesigns how aircraft carriers play and earn experience. No more melee attacking cities with carriers. They are now the ultimate support combat unit, able to survive some hits and provide your air and naval forces sustainability far from your home territories.


Features

Carriers
  • Can no longer attack.
  • Now gain half XP whenever carried aircraft gain XP (rounded up).
  • Have a new promotion tree.
  • Now have a base vision range of 3 and with Scout Planes promotion up to 5.
  • Can see over terrain.
  • Can now see subs with Anti-Sub Patrols promotion.
  • Can now intercept air attacks.
  • Have increased air slots if in a Fleet (+1) or Armada (+2). Final Super Carrier promotion provides +1 air slot as well.
  • Mobile Dry Dock Promotion can heal naval units anywhere even if they can't heal themselves, but if they can heal themselves, they heal faster.
  • Deployed and parked planes now heal +5 every turn if based on a Carrier with the Super Carrier promotion or at an Aerodrome with a non pillaged hangar.

Great Admirals and Great Generals now gain extra movement points at the start of each turn while in a formation to match the fastest attached unit. No more top brass slowing you down.

Fixes base game Strategic Air Command policy card to properly apply to all air units, previously modern and atomic air units were left out.

Compatibility
  • Requires starting a new game.
  • Works and tested with Vanilla base game, Rise and Fall and Gathering Storm expansions. Presumably has no issues with New Frontier.
  • This mod replaces all previous carrier promotions. May have issues with mods that alter carrier promotions, add promotions to the tech tree, or alters modifiers attached to these promotions.
  • Mods which add new carrier units will probably work, however this is untested.
  • This mod has no art assets and it's performance impact should be minimal.

Known issues
  • Fleet and Armada bonus aircraft slots do not display when created, but will update on next turn or by rebasing a plane there. The same thing happens when building hangars and airports at an aerodrome.
  • Carriers cannot combine to form Fleets and Armadas after being built, this was disabled by Firaxis so they didn't have to deal with aircraft being destroyed on merge.
  • Upgrading Carriers has the same issue, so if you use other mods with multiple carriers, remember to move your planes away first.

Translation Mods
German / Deutsche - https://steamcommunity.com/sharedfiles/filedetails/?id=2640245490

If you find any errors or would like to translate this mod, please let me know below.

Special thanks to Fuzzle07, JNR, p0kiehl, sukritact, WindyDelcarlo, Zegangani
Popular Discussions View All (1)
0
Nov 7, 2021 @ 1:58am
真不错呢
干拉美如画 "BIG XANTARES"
48 Comments
redandblue101 May 30 @ 3:39pm 
do they ai use them properly?
Gray Pockets Mar 17 @ 9:46am 
They still have a defense rating to defend themselves.
Finnark Mar 16 @ 8:46pm 
Does carriers not being able to attack mean they will get trampled on by enemy units like how medics die when enemies occupy their hex? Or can they still defend themselves?
NullSpace  [author] Mar 5 @ 3:12am 
Thanks for the heads up Gray Pockets, I'll take a look at it soon.
Gray Pockets Mar 1 @ 2:24am 
I have created an extension mod: Aircraft Carriers Perfected - Cooks
* Does not duplicate the Community Patch fix for Strategic Air Force

@NullSpace feel free to include this in your mod if its to your liking, assuming you want to make JNR's Community Patch a requirement.
SuspiciouspegasusTTV Feb 6 @ 5:16pm 
Fair enough. TBH there isn't many good mod tutorials for civ 6 that I have seen
NullSpace  [author] Feb 6 @ 4:05pm 
If you want to make your own small changes, copy the mod from the subscribed folder to your mod folder, then unsubscribe to avoid conflicts. Make the appropriate edit in the mod, in your case comment out the section where it makes melee attack impossible (4 lines) and then play with that.

I won't be making such a change as multiple versions just clutters up the workshop and I think carriers directly attacking is rather silly.
SuspiciouspegasusTTV Feb 6 @ 1:29pm 
can we have a version where carriers can still melee attack/have some kind of ranged attack, please? TBH I like using carriers in the Melee role, mostly for attacking damaged or wounded ships
NullSpace  [author] Jan 23 @ 5:08pm 
Should be, there hasn't been any updates that break it.
PhazezGova Jan 23 @ 10:02am 
Is the mod still working or not?