Task Force Group Movement
The button for the new UI panels is located in the launchbar at the upper right of the screen (where City State button is).
If a Task Force member is selected on map, right clicking on it’s portrait will open it’s Task Force Panel.
I’ve tried to add tooltips to most buttons to easier see what they do.
The Task Force Panel lists all your Task Forces. Your can left click on the Task Force Name to swith to it’s member panel.
New Task Forces can be added by entering a name in the text field under the header, or just clicking plus button for generic name.
You can right click on the Task Force name to rename the force.
Below the Task Force name are buttons that allow you to issue a move command, cancel current move, add currently selected unit to the force, or delete the Task Force( of course this will not delete the members).
This panel lists all units in the Task Force. Below the header are also buttons to issue move, cancel move, and add unit.
Left Clicking on a units portrait will select it, right clicking will select it and close the panel.
There is also a button on the left of the unit entry to remove it from the force.
When you click the Move button, the screen will tilt and you can choose a plot for the force to move to. You can also switch the map to Strategic View and issue move order from there.
Currently this panel just lists units assigned to patrol. You can cancel the unit patrol, or select the unit.
This is a new mechanic to the mod. It allows you to queue improvements to be built.
At the top is an icon and current number of builders, you can click this to cycle through unassigned builders. Below that is a field to set the maximum distance a builder is allowed to travel to work queue.
The last button at the top is to add improvements to the queue (explained below).
Once items are queued you can click on the name to focus camera on it. Depending on circumstances there will be three other buttons.
The builder icon will appear if a builder is currently assigned to it, Clicking this will select the builder.
A gold icon is for buying a worker in the nearest city. This will only show if the city can build one, and if you have enough gold.
The last icon is the cancel button. You can only cancel an improvement if no builder is assigned.
When you click the Add to Queue button the screen will switch to the queuing screen.
From here you can left click on any owned plot and a window will popup with all available improvements. Just click to select the one to build.
When you are done adding improvements either right click, or click the vertical Return button exit the screen.
Builders will try to work the improvement closest to them, within the allowed range.
If you want to use a worker assigned to a task, select it and click the Cancel Assignment action in it’s Unit Panel.
To Reassign, click the Assign action.
If a builder is automatically selected before it gets assigned and you want it to work queue, just skip it’s turn or put it to sleep. It will get assigned when an avalable item is in range.
Patrols are still set the original way, I hope to add some functions to the Patrol Panel in future.
I am not sure if there will be compatibility issues with any other mods. If this causes issues for anyone let me know and I will repost the old version so can still use.
Please report and issues or ideas concerning update. I had to condense this to fit, so hopefully left nothing out.
Click on the Task Force unit command to open Task Force window. In window you can form a new task force by either entering a new name and clicking Add Task Force. If you add task force without entering a name task forces will be named "Task Force 1", "Task Force 2", etc.
Once a task force has been created you can either left click on it to add the selected unit to it (if unit already in group left clicking again will remove it), or you can right click on it to open the specific window for that task force.
The task force’s window will list all units in that force. You can left click on a unit to select it, or right click to remove it form Task Force.
The Add Unit button will add currently selected unit to task force.
The Remove Task Force button will remove all units from task force and delete it.
While window is open you can choose other units and add them as you like.
To close either click the Task Force unit command, hit esc, or the X in right corner.
When a unit is added to a task force their name will be updated to include task force name, when dismissed from force name will revert to old one. If you plan on renaming your units you should do so while they are not in task force as name will revert if they leave it.
Once there are units in a task force you can choose any member and select the Task Force Move command.
Choose a plot for task force to move toward. Make sure to pick a plot that is out of the current units range or other units will not be updated to move to it.
There is currently a + 1 movement bonus and + 2 combat bonus for any task force members within close proximity of other members. If this proves to little or too op I’ll adjust in future.
Clicking the Patrol action will bring up the Patrol panel.
Once panel is up you can left click on any plots to add a patrol point. You can add up to four points for the unit to patrol between. You may not choose plots owned by another player.
To remove placed point either right click on map, or hit the clear points button.
To assign the patrol left click on an existing point, or click the assign patrol button.
The cancel button will clear all points and close panel.
If a unit is already on patrol, the continue patrol button will have it continue it’s current route. You can also either assign new patrol, or cancel it’s current one.
If a unit becomes alerted you can assign it actions, but it will eventually contine the patrol if you do not cancel it.
When you set patrol points the game will plot the course just like regular movement, so it will not be a direct line between points that is followed. Also be careful if setting a plot if it and the unit are separated by closed borders as the game will plot all the way around the borders.
In order for a unit to stay on patrol I had to make it automatically move when the game cycles through units and selects it, as a result sometimes if you try to select the unit while it is in an updated movement phase it might move toward it’s next target.
Required DLC:
These DLC should be installed in order to use this item.
Sid Meier's Civilizationu00ae VI: Gathering Storm