Sid Meier's Civilization V

Sid Meier's Civilization V

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Yet Another Industrial Ranged Unit Rebalance
   
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7 Sep, 2018 @ 8:32pm
9 Aug, 2019 @ 11:01pm
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Yet Another Industrial Ranged Unit Rebalance

In 1 collection by engineer gaming
CommunistMountain's Consistency Mods
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Description
READ ME PLEASE! IF YOU DOWNLOADED THIS MOD BETWEEN 07-08-2019 AND 10-08-2019: I have made a terrible mistake! I uploaded the files which were for another mod to this one by mistake! You're probably looking for my other mod named Trade Range Increase For Bigger Maps (Steam URL: https://steamproxy.com/sharedfiles/filedetails/?id=1468731138). I’m so sorry! Of course, if you're also interested in this mod then you can keep it, otherwise you should uninstall!

Version 3: Edited text to account for the change in range. Bazookas heavily nerfed, now having 68 Ranged Strength and 50 Combat Strength, and require Aluminium.

Version 2: Refined the changed strength values to better fit the trend.
  • Increases the range of Gattling Guns, Machine Guns and Bazookas to 2, up from 1.
  • Gattling Guns now have 33 Ranged Strength and 24 Combat Strength, buffed and nerfed respectively from 30 each.
  • Machine Guns now have 51 Ranged Strength and 37 Combat Strength, nerfed from 60 each.
  • Bazookas now have 68 Ranged Strength and 50 Combat Strength, nerfed from 85 each, and now requires Aluminium.
I know there are already a whole bunch of mods which do this as I'm obviously not the first to think the range reduction is odd, but different people have differing ideas of how to rebalance these units, and I just wanted to give my own take to it.

For Gattling Guns and Machine Guns, I adjusted their Ranged and Combat Strengths to the point where they are just slightly less production-effective than their predecessors (this is the general trend except for Composite Bowmen, my other mod fixes this). I am aware that ranged and combat strength does not technically scale linearly in effectiveness because of way damage mechanics work in the game, but it was a good point of referrence.

For Bazookas, I adjusted its Ranged and Combat Strengths such that when compared with Infantry, which has the same Production Cost but is unlocked 1 Era earlier, it is the strongest relative to all Archer-type units with a parallel Warrior-type unit. In the process this also makes it quite Production-effective for its Strength, so I added the requirement for Aluminium.

This mod requires at least G&K as the Gattling Gun and Machine Gun were introduced with it, but it is recommended to be played with BNW as that introduced Bazookas too. Works with my other mods.
15 Comments
engineer gaming  [author] 23 Dec, 2024 @ 10:53pm 
If you have another mod which also affects industrial ranged units, OR a mod that enforces the vanilla stats for industrial ranged units (either intentionally or by accident), it could cause conflict.

Try identifying the mod that causes conflict by disabling mods one by one. Once you find it, let me know what that mod is. I need to create a new version of this mod that (pretends to) depend on that mod, to ensure that this mod is loaded AFTER the conflicting mod.

But I'll only do this if the conflicting mod in question is a popular mod, I don't want to put effort into this just for a rare conflict, sorry.
moocat 23 Dec, 2024 @ 8:36pm 
No activity on this mod since 2019... but somehow it just now suddenly stopped working. Have no idea what might have caused it. Any known other mods that mess this one up?
Grozni_БаХ 16 Sep, 2018 @ 6:33pm 
Not over heads of friendlies (i presume, prove me wrong). And range and damage wasn't too great, with few exceptions which were enemies fault.
Horcerer 16 Sep, 2018 @ 3:12pm 
Actually, machine guns were used quite a lot as artillery, being used to fire indirectly in the 19th and early 20th century.
Grozni_БаХ 16 Sep, 2018 @ 3:10pm 
Then there is this deeper layer of things where the range changes its meaning as the game age progresses. In early ages it is there to show there is a clear distinction between ranged and all other unit types, hence the OP range 2 for archers, as you get into modern age all foot units are equipped with ranged weapons but they still count as melee or range 1, as there is no need to make them long-range, they will be fighting units of roughly similar technology level, it is now only up to artillery to give the range its distinction.

But since mod tweaks other stuff as well I guess it could be well balanced, and since everything on the map is just a representation I guess you could imagine that machine guns behind friendlies are actually mingled with them in front ranks. But I still feel default way of doing this is both more elegant and more accurate solution for this game engine.
Grozni_БаХ 16 Sep, 2018 @ 3:10pm 
I wasn't saying bullets don't make an arc or that arrows have longer range, it's about how weapons are used. There are historical records (tho not very common I admit and limited to best trained armies) of archers or artillery being positioned behind friendly ranks and firing over their heads, while you wouldn't consider doing that with rifles and machineguns. Firing over friendlies is what range 2 is all about in the game. Range 2 does nothing for the foot archer unless he has a melee unit in front, thats when range 2 becomes the OP do-damage-without-taking-damage thing.
Gatling guns are range 1 and strong damage because that's what they were, a defensive weapon that could mow down or suppress many attackers with some luck, and it would be in front ranks not behind friendlies. Range 1 is all about doing damage without taking damage for *one* round, a defensive weapon that relies on help of other nearby troops to remove the enemy unit.
Horcerer 16 Sep, 2018 @ 1:24pm 
Guns are also fired in arcs, ones far more extreme than arrows are usually.
Chadekith 16 Sep, 2018 @ 7:51am 
@ Grozni_БаХ : I played several games on the industrials ages while disabling technology. The gatling/machine/bazookas are MUCH more powerful than the riflemen/great war infantry/infantry, thus making them almost useless. The only way to play a more balanced game, were ranged units are weaker than combat units, was to une gatling with great war infantry, machine gun with infantry and bazookas with modern infantry (but it makes bazooka almost useless because of the rocket launcher).
I can guarrantee you that this mod DOES NOT fuck up the game balance.

By the way, I am a bowman and I can guarantee you that bullets and rockets fliy for a longer time than arrows. The only bows that can outmatch guns in range are the longbow from the Wales (range 3 in game) and modern compound bows.
Grozni_БаХ 16 Sep, 2018 @ 3:02am 
Removes much strategic challenge starting with the industrial era and has no base in reality. Not really hating on author or anyone who downloads, respect for any modding effort, but you're missing out on a chance to learn why these units work the way they do, both in terms of gameplay and realism. As for realism, you will notice that all units which can fire two squares (bow, artillery..) share a trait, their projectiles fly at an arc, going upwards then fall down, which allows them to skip a hex, while firearm bullets are usually fired straight forward and then they fall down, so while their actual range may be good enough to reach second hex, those units are not effectively used that way, they don't send waves of projectiles up into the air like archers, which makes riflemen melee, and gatling guns ranged with range 1. You can't really shoot anything with a gatling gun over long range anyway (and two hexes is a very long range).
killerxxcool 12 Sep, 2018 @ 7:34pm 
you might want dlcs