Sid Meier's Civilization VI

Sid Meier's Civilization VI

WMD City Razing
58 Comments
Spavit Dec 27, 2024 @ 6:12am 
Simple, but great. Makes ICBMs all the more scary and impactful. I like it when you have to use nukes as last resort, and not as a regular war strategy. I would say, make regular nukes also raze cities.
Talley' Jul 12, 2024 @ 3:10am 
Magnificent
BrockKids1 Jul 5, 2024 @ 7:42am 
why do such good mods always require a dlc that is not worth the price
Insanecrusader19 Jun 16, 2024 @ 1:03pm 
this is a diabolical mod dude... any chance this could work in tandem with the "Refugee" mod? in that mod, any time you raize a city, part of its population is added to a neighboring city...
lachooo Apr 2, 2024 @ 3:49am 
is this compatible with the castle bravo mod?
LacertineForest Oct 12, 2023 @ 8:28am 
Any idea which mods would cause incompatibility issues? I can play my game fine with any mods I choose, but as soon as I enable yours and start a game, I get an error that tells me there are "problems with mods".
Kitsune Dec 25, 2022 @ 4:04pm 
.. having a way to disable capital razing would be really nice .. as I've had quite a few domination runs wrecked when the AI decided to nuke another AI's capital.
Scapeh  [author] Nov 20, 2022 @ 4:05pm 
@Winn Unfortunately not, but this is something I look to add in a future update. For now as a player, nuking next to the city hex will prevent it from razing
Winn Nov 15, 2022 @ 12:15am 
Is there a way to disable razing capitals?
Scapeh  [author] Jul 28, 2022 @ 8:31pm 
@Cyber Brain No it doesn't generate any grievances or warmonger penalty like standard razing, just the standard grievances/penalties for using a nuke
Cyber Deus Jul 11, 2022 @ 6:56am 
If the WMD razes a city, will it increase grievance like a normal razing after capturing a city? I tried another mod "nuke razing", it does not cause any warmonger penalty.
Scapeh  [author] Jul 9, 2022 @ 6:53am 
@Cyber Brain City Center, an attack that isn't a direct impact will just cause damage as normal
Cyber Deus Jul 9, 2022 @ 1:43am 
Do I need to aim the city center directly in order to raze it? Or I just need to make sure the city center is within the blast radius?
Junky Sep 26, 2021 @ 5:28am 
It would be nice if storms that hit radioactively contaminated fields would contaminate other fields afterwards
Poloza Jul 8, 2021 @ 7:13am 
This mod works on new games but it doesn't work on my old games. :)
Nerevatar Mar 23, 2021 @ 12:08pm 
Alright, thank you for getting back to me. I'll give it a go in my next game then. Simple, yet great idea by the way. The thing I never knew I was missing.
Scapeh  [author] Mar 22, 2021 @ 5:13pm 
@Nerevatar I've not heard of any other issues, and I was never able to replicate the issue on my end, so could have been a one off or unknown mod conflict.
Nerevatar Mar 22, 2021 @ 1:59pm 
Has the exception problem been fixed? Or was it just a single case of it?
nyteh0kk Jan 12, 2021 @ 9:38pm 
default settings. and yes i have a few mods but not too many. the ones i could see that might interact with this one are Raze Capital, Raze Districts, Removable Districts, and two of your other mods increased range and larger mushroom clouds so im sure those are fine
Scapeh  [author] Jan 12, 2021 @ 12:14am 
@nytehOkk What setting are you running in your game (This would be 100% if you didn't change it) & are you also using other mods alongside this?
nyteh0kk Jan 11, 2021 @ 8:25pm 
Unhandled Exception
Code: EXCEPTION_ACCESS_VIOLATION
Error reading address 0x330

Call Stack
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nyteh0kk Jan 11, 2021 @ 8:14pm 
any time i nuke a city the game chas an error on the net turn
jbrann85.jb Nov 28, 2020 @ 6:35am 
awesome man. I always thought it was crap that it didnt raze. I mean i doubt theres gonna be much left of cleveland after a thermonuclear warhead its downtown. i think this is one of those mods i never knew i needed but i do now
Scapeh  [author] Oct 18, 2020 @ 9:09am 
Mod updated, the chance for nukes to raze cities can now be customised in advanced options before starting a game.
gregthemiller Jul 25, 2020 @ 5:29pm 
Never mind, dumb user error. I had the expansions enabled but wasn't using it as the ruleset.
gregthemiller Jul 21, 2020 @ 12:24am 
I did a clean test and disabled all scenario/etc DLC, other than the two required expansions. No other mods installed or enabled but this one. Started a brand-new game and worked up to nukes, but nuking a city still doesn't raze it.
Scapeh  [author] Jul 18, 2020 @ 5:43am 
@gregthemiller What issue are you having? I've just tested it and is working fine with the latest update, game updates should not break this mod as it does not change any base game files - Do you have any DLC?
gregthemiller Jul 17, 2020 @ 11:25pm 
Doesn't seem to work on the latest version of Civ 6. No other mods installed.
Scapeh  [author] Jul 14, 2020 @ 4:57am 
@Flactine Currently Wonders, Improvements + Districts are only removed during the removal of a city - If a nuke is dropped on a non-city tile, the nuke behaviour returns to standard and will only pillage + damage tiles.
Flactine Jul 14, 2020 @ 3:21am 
Can it destroy districts, wonders and improvements if nuke on them (not nuke city center)?
Scapeh  [author] Jul 11, 2020 @ 4:01pm 
@Szwag1eR Please go ahead, I've never had any issues with domination, and you can always nuke the tile next to the city centre to not raze the city, cities are only razed on direct impact.
GCR Jul 11, 2020 @ 3:54pm 
It should be impossible to raze one, if this happens the domination victory is locked. I will check if game breaks or not.
Scapeh  [author] Jul 11, 2020 @ 3:51pm 
@Szwag1eR Currently the Capital will be razed like any other city, no difference there
GCR Jul 11, 2020 @ 3:41pm 
What if you drop it on the capitol?
Scapeh  [author] May 28, 2020 @ 3:05am 
Mod updated again, the method in which the city razing is handled has been re-done. There should now longer be any errors or crashing, and everything should work as intended. All players, including AI are able to utilise this.
Scapeh  [author] May 22, 2020 @ 6:13pm 
@haryhobror @AartemisS - This should now be a lot better than before, hopefully it should crash a lot less as I haven't crashed at all during extensive testing, but this also depends on what other mods you are running alongside it. Also please see the update notes in bold listed above; this may help with it not razing correctly.
Phier Apr 20, 2020 @ 10:45pm 
Game crashes every time when the impact reaches the city center. Help?
AartemisS Feb 16, 2020 @ 11:52pm 
for some reasons, wmds doesn't 100% raze a city while targeting at the city center.
for submarine launching, this problem occurs very rarely, but for bomber launching or silo launching, there is a high chance not razing the city no matter where u targeting(including city center)
bulldock10 Feb 4, 2020 @ 10:12am 
thank you it works very well
pvkidvp Feb 1, 2020 @ 10:02am 
Thank you!
Scapeh  [author] Jan 31, 2020 @ 8:42am 
Updated, hopefully should resolve run time errors and the issue with cities not being removed.
bulldock10 Jan 30, 2020 @ 2:34pm 
hi the cities arent destroyed by the way i relly like this mod congratulations
Scapeh  [author] Jan 27, 2020 @ 9:10am 
@pvkidvp Hi, this is probably due to a change I made in the last update, i'll fix this in the next one very soon for you!
pvkidvp Jan 26, 2020 @ 10:27am 
This MOD doesn't work well
Runtime Error: D:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1888955367\CityRazing.lua:21: attempt to index a nil value
stack traceback:
D:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1888955367\CityRazing.lua:21: in function 'CheckPlot'
D:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1888955367\CityRazing.lua:12: in function 'CheckArea'
D:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1888955367\CityRazing.lua:36: in function 'OnUnitOperationsCleared'
[C]: in function 'func'
[C]: in function '(anonymous)'
Scapeh  [author] Oct 21, 2019 @ 11:28am 
@jthibeault8788 Thanks for the info, I never tested that, as usually neither myself or the AI bothers to build mobile SAMS, I'll look into it, hopefully you shouldn't experience any crashing
lthibeault8788 Oct 18, 2019 @ 10:42pm 
Odd one came up, shows the icbm missile as intercepted, no animation but city still vanishes, no units lost. Giant Death Robot in each of those cities if that makes a difference. No contanimation either, forgot to add that, didn't want to make 2 posts for one thing.
pvkidvp Oct 18, 2019 @ 9:37pm 
Thank you e:steamhappy:rror correction
lthibeault8788 Oct 18, 2019 @ 3:49pm 
It crashed after using nukes, soon as i clicked next turn. But after a fresh install all is working well with the mod no crash with dx11. Could have been a dx12 issue and nothing to do with the mod, but I'll try dx12 later to see if there is still an issue there. Thanks for the help and nice work on this mod.
Scapeh  [author] Oct 16, 2019 @ 9:58am 
@Tacoaloto Thanks! - I actually like this idea, I'll see if I can look into doing something like this when I have the time
Tacoaloto Oct 15, 2019 @ 6:28pm 
Maybe instead of dropping a single nuke to destroy a city, have the city health be 0 for it to be destroyed? nice idea by the way