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Civ V Stack Mod 0.3.2
Pre-releaseVox Populi with limited unit stacking: several combat units per tile, stack defender selection, cavalry flanking, collateral damage from siege and bombardment, and an AI that plans and fights with stacks.
This is an early pre-release. Expect rough edges and start a new game with it.
The full changelog lists the changes in every release.
Changes since 0.3.1
AI:
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Redirected attacks. When an important city needs a second attack group, the AI can call off an attack still forming against a clearly less important city and send those units instead. The target has to be at least 50% more important, so attacks on cities of similar value are left alone.
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Siege positions. Units besieging a city prefer forest, hills and other defensive terrain. Melee units avoid waiting where their attack on the city would cross a river.
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Conquered cities. The AI puppets a captured city instead of annexing it when annexing would make its empire unhappy. It no longer razes developed conquered cities (size 6 or more) unless revolt is close or the city is in danger, and buys their courthouse when it can. It stops razing a city once happiness recovers. This prevents the raze-then-resettle pattern on the same tile.
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Holding overseas conquests. Land units can sail to defend the AI's cities on other continents when no enemy warship is near. A city captured by sea with no land unit gets a defender bought for it once resistance ends. Against a major civ's city overseas, the AI more often chooses a combined land and sea attack over a ships-only one.
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Besieged garrisons. Units held back to defend a city now attack after the rest of the army, so they can finish off wounded besiegers. A healthy melee defender may leave the city to make a kill while at least two defenders stay. A threatened city with only melee defenders buys a ranged unit, since cities do not shoot in this mod.
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The new settings are in
StackingConfig.xmland described in the list of XML options.
Other:
- Longer stacking diagnostics logs by default (only used when diagnostics are switched on).
Still based on Vox Populi 5.4.7.
What is in the package
Civ5StackMod-0.3.2.zip is a complete, modified copy of Vox Populi (EUI version). It is based on Vox Populi 5.4.7, built from commit 718b1f16f. It replaces a normal Vox Populi installation; you cannot have both at once.
Requirements
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Civilization V with Gods & Kings and Brave New World, on Windows.
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The "43 Civs" variant and the no-EUI variant are not supported.
Install
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Download
Civ5StackMod-0.3.2.zipand extract the whole zip to any folder. -
Close Civilization V.
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Double-click
Install.cmd. If it cannot find the game, it asks you to choose the folder. If Civ V is installed under Program Files, right-click it and choose "Run as administrator". -
Start Civ V, open MODS, enable these four mods and click Next:
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(1) Community Patch
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(2) Vox Populi
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(3a) VP - EUI Compatibility Files
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(4a) Squads for VP
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The installer moves any existing Vox Populi or EUI files to a StackMod-backup-... folder in your Civ V user data folder; nothing is deleted and saves are not touched. Install.cmd -DryRun shows what would be done without changing anything. README.txt in the zip has manual installation and uninstall steps.
To upgrade from an earlier version, run Install.cmd from the new zip the same way.
Notes
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All players in a multiplayer game need this exact package.
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Rules and AI behaviour are configured in
MODS\(1) Community Patch\Database Changes\StackingConfig.xml. TheDocsfolder in the zip describes how stacking plays and each setting. -
Civ5StackMod-0.3.2-symbols.zipholds the PDB for debugging crash dumps; players do not need it.
Checksums (SHA-256)
1B4792EF85EAF4D9B91342F37B393FDFCD1301F87CC9077CB051A62634C3814E Civ5StackMod-0.3.2.zip
2E5BFCFFB72D0A0DB45DFA3073337E5BE94B0B4609B85EAC5B14EAF11F2D10CC Civ5StackMod-0.3.2-symbols.zip