1. Firaxis celebrates the "Asian American and Pacific Islander Heritage Month", and offers a give-away of a Civ6 anthology copy (5 in total)! For all the details, please check the thread here. .
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  2. We have selected the winners of the Old World random draw and competition. For the winning entries, please check this thread.
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  3. Old World has finally been released on GOG and Steam, besides also being available in the Epic store . Come to our Old World forum and discuss with us!
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Upgrades Keep Unique Abilities 1.08

Upgrading a unique unit will pass on its unique abilities

  1. Sailor Cat
    Don't Wait! Get Your Upgrade Today!
    Similar to Civ V, upgrading a unique unit will pass on its unique abilities. Subsequent upgrades to the same unit will continue to pass on these abilities.

    This includes unique abilities such as great general points from kills or starting with a free promotion, charges to build unique improvements, increases to base values (such as movement, strength, or sight), and well, almost everything.

    Examples:
    • If you train a crossbowman it won't gain any bonuses from this mod. But if you upgrade to it from a Pitati Archer, it will have increased strength and movement.
    • If you train an infantry, it won't gain any bonuses from this mod. But if you upgrade to it from a musketman that was upgraded from a Roman Legion, it will have increased strength and can build a Roman Fort.

    Mod Support
    This mod will automatically account for many uniques that follow Firaxis' standard of using the Units and UnitAbilities database tables. However, mods' uniques that use roundabout or unorthodox methods, or those that use lua without attaching an ability, will not transfer abilities.

    Special Thanks
    SeelingCat, Zegangani

    Don't let this limited-time offer pass you by! Offer valid only while supplies last.