Greetings! This Civilization VI mod adds 10 general units and 2 additional unique units for each Civilization.
Even Moar Units
Even Moar Units: Australia
Even Moar Units: The Aztecs
Even Moar Units: Poland
Even Moar Units: Macedon & Persia
Unit Info:
Scout now upgrades to Explorer then Ranger then Recon.
Pikeman now upgrades to Gatling Gun then AT Crew. Anti-Cavalry bonus increase to +20 vs Light Cavalry and +15 vs Heavy Cavalry.
Catapult upgrades to Trebuchet then Bombard.
Field Cannon upgrades to Sniper then Modern Sniper.
Swordsman upgrades to Longswordsman then Musketman.
Musketman now upgrades to Rifleman and Rifleman upgrades to Infantry.
Knight now upgrades to Cuirassier and Cuirassier upgrades to Tank.
Rider (formerly Horseman) now upgrades to Horseman and Horseman upgrades to Cavalry.
Unique Unit Info:
Minuteman (America)
American unique Industrial era unit that replaces Musketman. Slightly stronger than Musketman, and gains +5 Combat Strength when fighting in or adjacent to its home territory. Also gains additional +5 is fighting in Forest or Jungle.
AH-64 Apache (America)
American unique Atomic Era Light Cavalry unit. +10 Combat Strength versus Heavy Cavalry units.
Camel Archer (Arabia)
Arabian unique Classical era unit. Gains additional +8 Combat Strength when fighting on Desert or Plains.
Ghazi (Arabia)
Arabian unique melee unit that replaces the Swordsman. +5 [ICON_Strength] Combat Strength when opponent is another religion. Yields 50% of defeated units' Combat Strength as Faith on combat victory. Converts captured cities to player's religion. May be purchased with Faith.
Landsknecht (Germany)
German unique Medieval era unit that replaces Pikeman. Half the cost of Pikeman but must be purchased with gold.
Tiger I (Germany)
German unique Tank replacement that has +5 Combat Strength when attacking.
Peltast (Greece)
Greek unique Ranged unit that replaces Archer. Stronger ranged attack and melee defence than Archer but with Range 1.
Armatolos (Greece)
Greek unique melee unit that replaces Rifleman. +5 Combat Strength on Hills and ignores Hills movement penalty.
Phalanx (Sumeria)
Sumerian unique Ancient era unit that replaces the Spearman. The Phalanx is available with the discovery of the Mining technology. +8 Combat Strength if fighting within 8 tiles of a Ziggurat improvement.
Sickle Swordsman (Sumeria)
Sumerian unique melee unit. +5 Combat Strength versus damaged units.
Cho-ko-nu (China)
Chinese unique Medieval era ranged unit that replaces Crossbowman. Slightly less strong than the Crossbowman, but can attack twice per turn.
Shigong (China)
Chinese unique support unit available with the Military Training Civic. Adjacent Melee, Cavalry, Anti-Cavalry and Ranged units get +5 Combat Strength and earn more experience. Must have a Barracks to build.
Jinete (Spain)
Spanish unique ranged unit that replaces Horseman. Yields 50% of defeated units' Combat Strength as Faith on combat victory if fighting on same continent as capital.
Tercio (Spain)
Spanish unique Renaissance era anti-cavalry unit.
Eques (Rome)
Roman unique cavalry unit that replaces Horseman. +5 Combat Strength when fighting next to Legion or Warrior unit. Yields 33% of defeated units' as Gold on combat victory.
Onager (Rome)
Roman unique siege unit. Stronger than the Catapult it replaces.
Druzhina Cavalry (Russia)
Russian unique cavalry unit that replaces Horseman. +5 Combat Strength versus damaged units and +4 Combat Strength against Melee units.
T-34 (Russia)
Russian unique Tank replacement that costs less to build and less maintenance. +5 Combat Strength in or adjacent to own territory.
Hirdman (Norway)
Norweigian unique Classical era unit that replaces Swordsman. +5 Combat Strength and yields 50% of defeated units' Combat Strength as Culture on combat victory if fighting on same continent as capital.
Ulfhedinn (Norway)
Norwegian unique support unit available with the Mysticism Civic. Adjacent units receive +5 Combat Strength versus undamaged units and +10 Combat Strength versus damaged units. Yield 50% of defeated units' Combat Strength as Faith if combat is won within one tile.
Mughal Sowar (India)
Indian unique Medieval era heavy cavalry unit that replaces Knight. Ignores terrain costs. Heals +15 per turn when on or adjacent to a Stepwell improvement.
Sepoy (India)
Indian unique melee unit that replaces the Rifleman. Fights at full Combat Strength when damaged.
Longbowman (England)
English unique Medieval era ranged unit that replaces the Crossbowman. +4 Combat Strength against Melee and Cavalry units with a further +4 Combat Strength if adjacent to another Longbowman unit.
Ironside (England)
English unique Renaissance Era Heavy Cavalry unit available with the Reformed Church Civic. +5 Combat Strength in or adjacent to own territory and +5 Combat Strength when opponent is another religion.
Sohei (Japan)
Japanese unique unit available with the Feudalism Civic. Can be purchased with Faith. +10 Combat Strength when defending.
Yamato (Japan)
Japanese unique naval ranged unit. Stronger than the Battleship it replaces.
Amazon Scout (Scythia)
Scythian unique Ancient era recon unit that is stronger than the regular Scout.
Amazon Cavalry (Scythia)
Scythian unique Medieval era heavy cavalry unit that replaces Knight. +1 movement over Knight and can attack twice per turn.
Bandeirante (Brazil)
Brazilian unique Renaissance era recon unit that replaces the Ranger. Available earlier than the Ranger at Gunpowder. Can build forts. Yields 25% of defeated units' combat strength as Gold and 25% of defeated units' combat strength as Culture.
Fatherland Volunteer (Brazil)
Brazilian unique Industrial era melee unit that replaces the Rifleman. Cheaper than the Rifleman and costs less maintenance.
Hyksos Bowman (Egypt)
Egyptian unique ranged unit that it stronger than the Archer it replaces.
Tessarakonteres (Egypt)
Egyptian unique naval ranged unit. Stronger than the Quadrireme it replaces and has range 2 instead of 1.
Gendarme (France)
French unique Medieval era heavy cavalry unit that replaces Knight. +5 Combat Strength when attacking.
Marine (France)
French unique melee unit that replaces Musketman. +5 Combat Strength on foreign continents. Amphibious - no attack penalty when attacking from sea or across rivers.
Medicine Man (Kongo)
Kongolese unique support unit replacing Medic but available earlier with the Mysticism Civic. Heals units plus adjacent Melee, Cavalry, Anti-Cavalry and Ranged units yield 50% of defeated units' Combat Strength as Faith on combat victory. May be purchased with Faith.
Garde Republicaine (Kongo)
Kongolese unique Information era melee unit that replaces Mechanized Infantry. +10 Combat Strength when attacking or defending districts.
Installation Instructions
1. Unzip the zip file.
2. The MOAR_Units directory should be copied into your Mods folder (.../Documents/My Games/Sid Meier's Civilization VI/Mods/).
3. Enable enable Moar Units! via the checkbox under Additional Content.
Re-Use in Other Mods
I'm happy for anything from Moar Units to be re-used and reworked in other mods. Go ahead! (Github link)
Discussion Thread
Have fun!
Even Moar Units
Even Moar Units: Australia
Even Moar Units: The Aztecs
Even Moar Units: Poland
Even Moar Units: Macedon & Persia
Unit Info:
Scout now upgrades to Explorer then Ranger then Recon.
Pikeman now upgrades to Gatling Gun then AT Crew. Anti-Cavalry bonus increase to +20 vs Light Cavalry and +15 vs Heavy Cavalry.
Catapult upgrades to Trebuchet then Bombard.
Field Cannon upgrades to Sniper then Modern Sniper.
Swordsman upgrades to Longswordsman then Musketman.
Musketman now upgrades to Rifleman and Rifleman upgrades to Infantry.
Knight now upgrades to Cuirassier and Cuirassier upgrades to Tank.
Rider (formerly Horseman) now upgrades to Horseman and Horseman upgrades to Cavalry.
Unique Unit Info:
Minuteman (America)
American unique Industrial era unit that replaces Musketman. Slightly stronger than Musketman, and gains +5 Combat Strength when fighting in or adjacent to its home territory. Also gains additional +5 is fighting in Forest or Jungle.
AH-64 Apache (America)
American unique Atomic Era Light Cavalry unit. +10 Combat Strength versus Heavy Cavalry units.
Camel Archer (Arabia)
Arabian unique Classical era unit. Gains additional +8 Combat Strength when fighting on Desert or Plains.
Ghazi (Arabia)
Arabian unique melee unit that replaces the Swordsman. +5 [ICON_Strength] Combat Strength when opponent is another religion. Yields 50% of defeated units' Combat Strength as Faith on combat victory. Converts captured cities to player's religion. May be purchased with Faith.
Landsknecht (Germany)
German unique Medieval era unit that replaces Pikeman. Half the cost of Pikeman but must be purchased with gold.
Tiger I (Germany)
German unique Tank replacement that has +5 Combat Strength when attacking.
Peltast (Greece)
Greek unique Ranged unit that replaces Archer. Stronger ranged attack and melee defence than Archer but with Range 1.
Armatolos (Greece)
Greek unique melee unit that replaces Rifleman. +5 Combat Strength on Hills and ignores Hills movement penalty.
Phalanx (Sumeria)
Sumerian unique Ancient era unit that replaces the Spearman. The Phalanx is available with the discovery of the Mining technology. +8 Combat Strength if fighting within 8 tiles of a Ziggurat improvement.
Sickle Swordsman (Sumeria)
Sumerian unique melee unit. +5 Combat Strength versus damaged units.
Cho-ko-nu (China)
Chinese unique Medieval era ranged unit that replaces Crossbowman. Slightly less strong than the Crossbowman, but can attack twice per turn.
Shigong (China)
Chinese unique support unit available with the Military Training Civic. Adjacent Melee, Cavalry, Anti-Cavalry and Ranged units get +5 Combat Strength and earn more experience. Must have a Barracks to build.
Jinete (Spain)
Spanish unique ranged unit that replaces Horseman. Yields 50% of defeated units' Combat Strength as Faith on combat victory if fighting on same continent as capital.
Tercio (Spain)
Spanish unique Renaissance era anti-cavalry unit.
Eques (Rome)
Roman unique cavalry unit that replaces Horseman. +5 Combat Strength when fighting next to Legion or Warrior unit. Yields 33% of defeated units' as Gold on combat victory.
Onager (Rome)
Roman unique siege unit. Stronger than the Catapult it replaces.
Druzhina Cavalry (Russia)
Russian unique cavalry unit that replaces Horseman. +5 Combat Strength versus damaged units and +4 Combat Strength against Melee units.
T-34 (Russia)
Russian unique Tank replacement that costs less to build and less maintenance. +5 Combat Strength in or adjacent to own territory.
Hirdman (Norway)
Norweigian unique Classical era unit that replaces Swordsman. +5 Combat Strength and yields 50% of defeated units' Combat Strength as Culture on combat victory if fighting on same continent as capital.
Ulfhedinn (Norway)
Norwegian unique support unit available with the Mysticism Civic. Adjacent units receive +5 Combat Strength versus undamaged units and +10 Combat Strength versus damaged units. Yield 50% of defeated units' Combat Strength as Faith if combat is won within one tile.
Mughal Sowar (India)
Indian unique Medieval era heavy cavalry unit that replaces Knight. Ignores terrain costs. Heals +15 per turn when on or adjacent to a Stepwell improvement.
Sepoy (India)
Indian unique melee unit that replaces the Rifleman. Fights at full Combat Strength when damaged.
Longbowman (England)
English unique Medieval era ranged unit that replaces the Crossbowman. +4 Combat Strength against Melee and Cavalry units with a further +4 Combat Strength if adjacent to another Longbowman unit.
Ironside (England)
English unique Renaissance Era Heavy Cavalry unit available with the Reformed Church Civic. +5 Combat Strength in or adjacent to own territory and +5 Combat Strength when opponent is another religion.
Sohei (Japan)
Japanese unique unit available with the Feudalism Civic. Can be purchased with Faith. +10 Combat Strength when defending.
Yamato (Japan)
Japanese unique naval ranged unit. Stronger than the Battleship it replaces.
Amazon Scout (Scythia)
Scythian unique Ancient era recon unit that is stronger than the regular Scout.
Amazon Cavalry (Scythia)
Scythian unique Medieval era heavy cavalry unit that replaces Knight. +1 movement over Knight and can attack twice per turn.
Bandeirante (Brazil)
Brazilian unique Renaissance era recon unit that replaces the Ranger. Available earlier than the Ranger at Gunpowder. Can build forts. Yields 25% of defeated units' combat strength as Gold and 25% of defeated units' combat strength as Culture.
Fatherland Volunteer (Brazil)
Brazilian unique Industrial era melee unit that replaces the Rifleman. Cheaper than the Rifleman and costs less maintenance.
Hyksos Bowman (Egypt)
Egyptian unique ranged unit that it stronger than the Archer it replaces.
Tessarakonteres (Egypt)
Egyptian unique naval ranged unit. Stronger than the Quadrireme it replaces and has range 2 instead of 1.
Gendarme (France)
French unique Medieval era heavy cavalry unit that replaces Knight. +5 Combat Strength when attacking.
Marine (France)
French unique melee unit that replaces Musketman. +5 Combat Strength on foreign continents. Amphibious - no attack penalty when attacking from sea or across rivers.
Medicine Man (Kongo)
Kongolese unique support unit replacing Medic but available earlier with the Mysticism Civic. Heals units plus adjacent Melee, Cavalry, Anti-Cavalry and Ranged units yield 50% of defeated units' Combat Strength as Faith on combat victory. May be purchased with Faith.
Garde Republicaine (Kongo)
Kongolese unique Information era melee unit that replaces Mechanized Infantry. +10 Combat Strength when attacking or defending districts.
Installation Instructions
1. Unzip the zip file.
2. The MOAR_Units directory should be copied into your Mods folder (.../Documents/My Games/Sid Meier's Civilization VI/Mods/).
3. Enable enable Moar Units! via the checkbox under Additional Content.
Re-Use in Other Mods
I'm happy for anything from Moar Units to be re-used and reworked in other mods. Go ahead! (Github link)
Discussion Thread
Have fun!