Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Nuke Happy Warmongers
   
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Feb 7, 2020 @ 9:22pm
Mar 31, 2024 @ 2:43pm
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Nuke Happy Warmongers

Description
"War does not determine who is right - only who is left." - Anonymous

In this mod, all leaders are nuke-happy warmongers. AI receives bonus units and will adopt agendas promoting conflict, making them more prepared to fight when transgressed. Warmonger penalties have been adjusted to promote retaliatory wars, and reduced penalties for traditional wars. Denouncements and broken promises carry a more severe diplomatic penalty.

ICBM nuclear strikes have twice the normal range. AI will typically attack cities when there is a high statistical chance of success, and with greater force. AI will utilize builders and spies more often, build districts more efficiently, and have less emphasis on producing Settlers.

Expect a more difficult game, especially if Barbarians are disabled. AI Civilizations often attack City-States, and less-protected cities in later eras. Be forewarned: Aircraft and Nuclear Devices will be deployed against you in later-era war.

Compatible with Civilization VI, Rise & Fall, and Gathering Storm. Last tested 5 Sept 2024.

For ultimate war, check out Warmonger Nuclear Domination:
https://steamcommunity.com/sharedfiles/filedetails/?id=2674830883

NOTICE: A bug exists in Civilization VI that causes the computer to repeatedly nuke the same city target. This is because AI players do not recognize the amount of health remaining on an enemy encampment or city.

* AI receive the Nuke Happy Agenda.
* Restricts AI Random Agendas to certain types.
* Customizes many Diplomatic yields and bonuses.
* Customizes costs for several Diplomatic actions.
* Customizes worth of several Diplomatic actions.
* Adjusts maintenance costs for some units.
* Adjust WMD range, costs, and maintenance.
* AI receives further discounts on certain units.
* Refines Domination victory condition requirements.
* Refines Domination strategy conditions.
* Customizes several Favored Items values.
* Focuses City-States on defensive measures, including Encampment.
* Customizes several AI Operations priority.
* Customizes several AI Team Requirements.
* Customizes many Global Parameter values.
* Expands the tile types for Uranium.
* Increases the map distribution of Uranium and Aluminum.
* AI receive free ground, support, and air units after certain technologies.
* AI receive free Nuclear and Thermonuclear Weapons (WMD) after researching.
* Customizes several Pseudo Yield values.
50 Comments
Your Fire Safety Officer Apr 17, 2024 @ 9:33am 
You need to build anti-aircraft defenses, like fighters that are deployed, AA guns, battleships if near the coast, and etc.
2548795959 Nov 3, 2023 @ 4:42am 
ai is always dropping nukes on a city, how to solve it
Das Capitolin  [author] Feb 20, 2023 @ 10:19am 
It is VERY LIKELY a combination of your AI mods causing this. I know that Real Strategy has a tendency to reduce warring, so it will be interesting to learn what you discover.
Nandybear Feb 20, 2023 @ 7:08am 
Yeah I was fighting 3 different civs and none of em ever fought back. Cities were left captured even when surrounded, and rarely if ever are they instigating fights. I have a policy of "once war always war" and have civs I've been at war with for hundreds of turns, but they never fight.

The issue is though I use a lot of game changing mods, and have made changes myself, so it could be your mod or it could just be the absolute mish-mash of a setup I have lol.

I'm currently doing a few diff runs with diff mods and I'll keep you updated on how it's going. I wouldn't worry too much about your mod if you've had success with yourself, as I'm using things like Real Strategy, Late Game AI, and tons upon tons of custom changes I made myself (I don't know how to mod so I just edit the XML files, it is a horrorscape of coding lmao)
Das Capitolin  [author] Feb 19, 2023 @ 4:07pm 
They should absolutely fight back if attacked, but it's different for them attacking a city. If you set MinOddsOfSuccess too low, they'll exhaust all of their units to attack a city, even if it's obvious they will be worse off for it. Ultimately, I set it high enough that their chances of success are quite good, but they won't be vulnerable if the attack fails. Any experimentation feedback you can offer would be valued.
Nandybear Feb 19, 2023 @ 6:38am 
I'm having some issues with AI not attacking cities - I've took over entire civs with them never once fighting back. Looking through operations, and some of the settings seem off ?

A lot of the MinOddsOfSuccess are much higher than the default, does that not mean the AI is less likely to do the action ?
Nandybear Feb 17, 2023 @ 8:11am 
Aye, I'm talking about neutral territory - when your ship has took a few hits so you move it out of their territory to give it a breather.
Das Capitolin  [author] Feb 17, 2023 @ 7:42am 
If I recall correctly, ships can only heal +1 HP per turn in enemy territory.
Nandybear Feb 17, 2023 @ 5:37am 
I just happened to catch my ship healing in the middle of battle, was pleasantly surprised, but also realised it was too much of a player buff - putting ships into battle knowing you can't just drop em in and out to heal is a big part of the fun of naval combat for me, it feels like there's real stakes and you need to actually take care, rather than just throwing em in and out a few tiles!

I use my ships as support and for breaking coastal defences, so I feel like it's more balanced that they can be taken out of the fight and not come back after a short rest.

I'm currently playing a game with Late Game AI on, and the AI has 6000 military strength, so it's actually an insanely tough time trying to kill em atm ha. When nukes unlock I'm gonna be so screwed aren't I!
Das Capitolin  [author] Feb 16, 2023 @ 7:51pm 
@Cuntism: Yes, I added the ability. Since I don't advertise it, I am surprised you discovered it. Reverse engineering for another mod, perhaps?