Do you think current unit upgrade paths are fine?

Do you like current unit upgrade paths?

  • Yes, they are fine, maybe with small tweaks

    Votes: 41 34.7%
  • Mixed opinion, they should be changed significantly

    Votes: 51 43.2%
  • No, they should be changed drastically

    Votes: 26 22.0%

  • Total voters
    118
I haven't read the whole thread and this may be a bit off topic, but Machine Guns....why is their range only 1 when all the other ranged units (besides slingers) have a range of 2? It's practically a downgrade when promoting Canons to Machine Guns.
 
Machine guns should obviously be changed to range two mortars. Maybe add a machine gun to the unit model for Infantry to make it clearer what they represent.

Honestly, I would like to see opposite: archer/xbow/cannon stats buffed but range reduced to 1. With Civ 6 movement rules even cavalry has hard time dealing with archers.
 
Honestly, I would like to see opposite: archer/xbow/cannon stats buffed but range reduced to 1. With Civ 6 movement rules even cavalry has hard time dealing with archers.

If you make archers all start with range 1, but maybe add a "+1 range" promotion as a tier-2 promotion, that might strike a nice balance. Of course, dealing with the range-1 slinger early in the game is just frustrating.
 
The most glaring to me are the knight to tank(!) and horseman to cavalry. I would prefer something in between such as the landship as an upgrade for the knight and lancer for the horseman to bridge the gaps.
 
Honestly, I would like to see opposite: archer/xbow/cannon stats buffed but range reduced to 1. With Civ 6 movement rules even cavalry has hard time dealing with archers.

Just lower there melee strenght... I don't know why they gave crosbowman the same melee strenght as their range strenght.

for example: if it has 16 range strenght it should have 8 meel strenght
 
The naval upgrade tree is just sad, to go from muskets to WW2 infantry is quite a stretch as it is to go from a knight to a ww2 tank. The civ V formula was not so bad after all, I prefer variety and historical accuracy.
 
At the moment I am missing most:

1. "Rifleman" between Musketman (Infantry of the Line) and Modern Infantry.

2. The "Infantry of the Line" should come after Musketman.

3. The "Machine Gun" should be moved to the Anti-Cav category behind Pike & Shoot before the AT Crew. :ar15:

4. The "Self-propelled artillery" replaced the Machine Gun as ranged unit.

5. The "Armored car" fills the cap between Knight and Tank.

6. "Assult troops" category should include the "Battleaxe-man" -> "Gladiator" -> "Landsknecht" -> "Grenadier" -> "Flamethrower" -> "Marine"

7. much more naval units: Galeass, Cog, Fire ship, real Privateer, Ship of the Line, Paddle steamer, Torpedo boat, Stealth ship.

EDIT:
8. Cuirassier (or Hussar or Mounted Raider) between Horseman and Cavalry
 
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The light cavalry line is a joke. The horseman is very powerful in the Classical Era, but are obsoleted the moment Knights appear.

The bigger issue for me is that there's no functional difference between light and heavy cavalry. Both move fast and ignore zone of control. So, you build light cavalry if you have horses and heavy if you have iron.
 
The issue here is deeply systemic. Changing around the upgrade paths and inserting units here and there are just treating various symptoms. In Endless Legend, you build units in a fashion that resembles how you build ships in our space 4X cousins. In Civ VI, you're stuck ordering off the menu.

But whatever. It's a problem that units have generational separations between upgrades. Horsemen to Cavalry is a separation of three eras. So, when I get Cartography, they just become scouts, swimming around the map. What else are they good for? Nuts.

Another civ shows up with AT crews, and they're able to wreck me. Not because I have tanks or cavalry, I just happen to still have minutemen instead of infantry at the moment. I lose due to the generational gap.

With recon units, they're so weak and out-of-whack even when they're era-appropriate that using them in combat makes little sense. They start as melee, but upgrade to ranged? And with Spec Ops they go to ranged 2? Just weird.

Meanwhile, ranged units start ranged 2 but eventually wind up ranged 1? And they top out without an Information Era upgrade? Huh.

Not fine to me.
 
At the moment I am missing most:

1. "Rifleman" between Musketman (Infantry of the Line) and Modern Infantry.

2. The "Infantry of the Line" should come after Musketman.

3. The "Machine Gun" should be moved to the Anti-Cav category behind Pike & Shoot before the AT Crew. :ar15:

4. The "Self-propelled artillery" replaced the Machine Gun as ranged unit.

5. The "Armored car" fills the cap between Knight and Tank.

6. "Assult troops" category should include the "Battleaxe-man" -> "Gladiator" -> "Landsknecht" -> "Grenadier" -> "Flamethrower" -> "Marine"

7. much more naval units: Galeass, Cog, Fire ship, real Privateer, Ship of the Line, Paddle steamer, Torpedo boat, Stealth ship.


This is exactly what I want to see. The only correction I'd make is to split the assault troops between mercenaries to be hired only by gold (Battle axmen and Landskenecht) support units (grenadier and flame thrower should give a one tile ranged attack to melee units) and the marine as a stand alone unit.
 
The bigger issue for me is that there's no functional difference between light and heavy cavalry. Both move fast and ignore zone of control. So, you build light cavalry if you have horses and heavy if you have iron.

Which would be fine if there was a unit between the Classical Horseman and the Industrial Cavalry, but since there isn't, the light cavalry line is woeful in Civ 6. And as far as I can tell, this wasn't changed in the R&F tech tree.
 
Which would be fine if there was a unit between the Classical Horseman and the Industrial Cavalry, but since there isn't, the light cavalry line is woeful in Civ 6. And as far as I can tell, this wasn't changed in the R&F tech tree.

The bigger issue for me is that there's no functional difference between light and heavy cavalry. Both move fast and ignore zone of control. So, you build light cavalry if you have horses and heavy if you have iron.

At the moment I am missing most:

1. "Rifleman" between Musketman (Infantry of the Line) and Modern Infantry.

2. The "Infantry of the Line" should come after Musketman.

3. The "Machine Gun" should be moved to the Anti-Cav category behind Pike & Shoot before the AT Crew. :ar15:

4. The "Self-propelled artillery" replaced the Machine Gun as ranged unit.

5. The "Armored car" fills the cap between Knight and Tank.

6. "Assult troops" category should include the "Battleaxe-man" -> "Gladiator" -> "Landsknecht" -> "Grenadier" -> "Flamethrower" -> "Marine"

7. much more naval units: Galeass, Cog, Fire ship, real Privateer, Ship of the Line, Paddle steamer, Torpedo boat, Stealth ship.

EDIT:
8. Raiders (or Hussar) between Horseman and Cavalry

EDIT:
8. Cuirassier (or Hussar or Mounted Raider) between Horseman and Cavalry
 
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