Sid Meier's Civilization VI

Sid Meier's Civilization VI

55 ratings
Art of War
Type: Mod
Mod: Gameplay
File Size
0.057 MB
Apr 2, 2017 @ 6:48pm
Aug 19, 2017 @ 8:38am
3 Change Notes ( view )

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Art of War

In 1 collection by Machiavelli
Machiavelli's modular mods
3 items
Art of War is a mod where every military unit requires a population to train. This single change has far reaching consequences on how war is fought, both on the battlefield and domestically.

New Features
  • Military units require population to train.
  • Changed military policies support faster population growth.
  • Revamped District adjacency.
  • New effects for Buildings.

Links and Resources

Military policies have been changed to provide ways to grow cities faster and replace the citizens lost to military service.

Unit production bonuses now apply to Anti-Cavalry units instead of Ranged units. Allowing Spearmen to counter Horsemen in a more cost effective fashion.

Every District has had its adjacency bonus changed. Some have had their role reworked. The Encampment is now a livestock yard, while the Industrial Zone focus on mining production from adjacent Mountains.

For a complete list of all the new adjacency effects see the reference image above.

Some Buildings have been changed to make them more dependent on the local resources the city has access to. Harbor buildings (Lighthouse, Shipyard, Seaport) all boost Finishing Boats.

The Stable provides production from Horses while the Barracks provides production from Iron and Niter. Access to these strategic resources will reward rulers who specialize their cities to infantry or cavalry production.

The Workshop provides production from Coal, Oil and Uranium. Making cities with those resources the best locations to start or expand your industrial revolution.
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abel1717 Apr 27 @ 12:15pm 
Thank you!
Machiavelli  [author] Apr 10 @ 2:44pm 
abel, you can achieve that by going to your mods/Art of War/Gameplay folder and renaming all the files except "Units.sql" and "Eras.sql".
abel1717 Apr 10 @ 1:01pm 
Is there a version of this with just the population requirement (no policies districts or buildings changes)?
Sesshomaru Mar 10 @ 7:18pm 
Good News, It launched and did not crashe at start! I am using R&F and still do not know about game play!
Sesshomaru Mar 10 @ 6:29pm 
kool ideal
I can let you know if it crashes my game and its all good!
Machiavelli  [author] Feb 9 @ 9:27pm 
FYI for current users:

This mod has not been updated to support the Rise and Fall expansion. I can not promise that the mod will work correctly if you try using it with Rise and Fall. I will delete this comment when the mod is updated and regression tested.
Fire Lord Mako Jan 30 @ 12:51pm 
Not sure if anyone pointed out yet, but the Macedonion UB that replaces the barracks does not get the +3 Iron production. Is this intentional?
Also, haven't tried many civs yet but does this mod still give adjacency bonuses for civs with UA like Brazil with rainforests or Japan with adajecnt districts?
Imperator Rax Raxous Jan 8 @ 4:18pm 
Okay ill keep that in mind when i try it once...
Machiavelli  [author] Jan 8 @ 4:02pm 
Renaming the file should prevent it from being loaded when the mod is activated. Thus disabling the population cost.

Equivalent alternatives include:
1) commenting the contents of the file out
2) editing the modinfo file to not load Units.sql
3) deleting the file (assuming this doesn't cause a file missing error check)
Imperator Rax Raxous Jan 8 @ 10:19am 
Will that fullfil the purpose as i would like it? And just rename it, or configure it? And rename, like to make the script or however it id programed not able to use, wouldn't then be better to delete it?

I kind of get the point... Though i also think this idea, still would needed to be parsed for the game's options... I'm not a very good programmer, because of that i also know how hard it is, cause thats what causes me trouble. Allthough i think a modder should open possibilities, and thus would be nice to be able to configure such options