Moar Units Mod

MOAR Units Mod 1.2

Doh! Yeah you're right Kongo can't build Holy Sites or Shrines. I'll probably just increase the cost a bit instead. I just don't want it to be too easy to build lots of them.

That is a good thing to consider too many Medics in the early game could be quite devastating. Could the Medicine Man be made such that it can only be purchased with faith? With the Kongo's inability to build holy sites their early faith income is limited making it a meaningful choice how to spend what faith they do earn.
 
Could the Medicine Man be made such that it can only be purchased with faith? With the Kongo's inability to build holy sites their early faith income is limited making it a meaningful choice how to spend what faith they do earn.

Yes conveniently there is a MustPurchase="TRUE" setting for Unit that is used for religious units which can be used to do this. What amount of Faith do you think the Medicine Man should require? It is currently set to 120.
 
Yes conveniently there is a MustPurchase="TRUE" setting for Unit that is used for religious units which can be used to do this. What amount of Faith do you think the Medicine Man should require? It is currently set to 120.

120 seems like a good amount. It won't be easy to create many of these units early but at the same time it won't make it impossible either. Does the faith cost increase like the Missionary and other faith units or will it always be 120?
 
120 seems like a good amount. It won't be easy to create many of these units early but at the same time it won't make it impossible either. Does the faith cost increase like the Missionary and other faith units or will it always be 120?

Currently there is no cost scaling. It is possible to have the cost scale using the CostProgressionModel settings used by Religious Units and the Settler etc.
 
Currently there is no cost scaling. It is possible to have the cost scale using the CostProgressionModel settings used by Religious Units and the Settler etc.

The scaling seem to me to be the perfect solution. The Kongo doesn't have many choices for faith purchases innately nor do they have great control of the religion they follow. Allowing this one unit to be available to them no matter what happens on the religious front seem like a most welcome addition. The scaling should also prevent it from becoming "free" later in the game as well as control it form getting out of had early.
 
Hi and thank you for the mod, great work !

SO may I ask, how the AI handles them ? As the AI code didn't know they are in the game ? or is that also changed ?
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I still hate from the original game, that it isn't able to co-op with the available units and the upgrades !

HELPING AI
1.) So maybe even that mod could easy solve that, as I assume the new units are all a little bit better,
maybe ALL ORIGINAL units should be buildable without STRATEGIC resources and only the new "special" units should need them,
that change would help at least the AI that it could build all vanilla units and upgrade them without problem !
That would make the AI a lot more competitive ...
maybe it even would built after all modern tanks and jet fighters, which it never has done.

2.) All "special units" should be upgradeable to a normal unit, without strategic resource need or the next higher special unit, where strategic resources are needed , so the AI never gets stuck, and could always upgrade back to the unit upgrade tree, where NO strategic resources are needed !

3.) Make upgrading all units AVAILABLE everywhere, at least for the AI

That problem with AI unable to upgrade proper, without loosing the need of strategic resources,
could only be solved by THIS MOD, as all vanilla units have to be buildable without strategic resources ...
so strategic resources would be unimportant after that, to counter that, the game would need a lot of elite units, which would need them again !
Doesn't even matter, if the stupid AI would ever use them :)

Thanks
for your hard work !

PS:
Maybe small BUG:
is there a reason why in Units_Reference.xml there are TWO entries of the KNIGHT ?

If someone also is frustrated to fight against far outdated AI troops, this will help somehow ... special for the CS but also for many Civs, which had a worse starting position. At least you will face proper units fitting to their tech level ...
all strategic resources removed from vanilla normal units !!
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-- Units Updates
-- Vanilla Units no longer require strategic resources, because this destroys the AI !
UPDATE Units SET StrategicResource=NULL WHERE UnitType='UNIT_SWORDSMAN' ;
UPDATE Units SET StrategicResource=NULL WHERE UnitType='UNIT_MUSKETMAN' ;
UPDATE Units SET StrategicResource=NULL WHERE UnitType='UNIT_KNIGHT' ;
UPDATE Units SET StrategicResource=NULL WHERE UnitType='UNIT_TANK' ;
UPDATE Units SET StrategicResource=NULL WHERE UnitType='UNIT_BOMBARD' ;
UPDATE Units SET StrategicResource=NULL WHERE UnitType='UNIT_MODERN_ARMOR' ;
UPDATE Units SET StrategicResource=NULL WHERE UnitType='UNIT_FIGHTER' ;
UPDATE Units SET StrategicResource=NULL WHERE UnitType='UNIT_JET_FIGHTER' ;
UPDATE Units SET StrategicResource=NULL WHERE UnitType='UNIT_BOMBER' ;
UPDATE Units SET StrategicResource=NULL WHERE UnitType='UNIT_JET_BOMBER' ;
UPDATE Units SET StrategicResource=NULL WHERE UnitType='UNIT_IRONCLAD' ;
UPDATE Units SET StrategicResource=NULL WHERE UnitType='UNIT_BATTLESHIP' ;
UPDATE Units SET StrategicResource=NULL WHERE UnitType='UNIT_AIRCRAFT_CARRIER' ;
UPDATE Units SET StrategicResource=NULL WHERE UnitType='UNIT_NUCLEAR_SUBMARINE' ;
 
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A minor thing: in the Civilopedia the Brazilian Bandeirante is called a Renaissance unit, but it replaces the Ranger, which is an Industrial unit.

I do have a suggestion. Egypt has gained the Hyksos Bowman. I don't know if the Hyksos were particularly known for their bowmen, but I do know the Nubians were, and Egyptians did employ Nubian bowmen rather early on, while the Hyksos were of a much later period. So I'd suggest the Nubian Bowman instead, because Archers are available fairly early.
 
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An additional tier for the scout/ ranger-tree would be great, like some modern recon unit.
 
I am loving it! :-D
I am playing Spain at the moment and found some upgrade issues - as far I believe...
Tercios and Conquistators are not upgradeable to riflemen - shouldn't at least the conquistatores be upgradeable, because they are much weaker then the riflemen?

And we still have the problem with the AI that it is not able to use the units porperly - especialy if they need strategic ressources.
 
You should be able to build the Shigong in a city that has a Barracks and a Medicine Man in a city that has a Shrine once the relevant Civics have been researched. Unless something isn't working right.
I've got a city with an encampment and barracks and have researched Military Tactics but I'm still not seeing the option to build a Shigong anywhere.

Also, I'm not sure if this is working as intended or not, but the Cho-Ko-Nu can attack twice even when it only has one move left. But at the same time, it seems to drop to 0 movement if you haven't moved yet and make a ranged attack (though you can still use the second ranged attack I think). Which strikes me as odd. But then, I'm used to the way Chu-Ko-Nu worked in Civ V, so that may be how you intended them to be.
 
Awesome mod guys, it is an amazing little piece of art we have here :)

Any chance you would fix the french Gendarme ? At the moment its only armored horses, not much xD

Keep up the good work !
 
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Testing custom icons thanks to @janboruta:

moar_icons_test.jpg
 
I've got a city with an encampment and barracks and have researched Military Tactics but I'm still not seeing the option to build a Shigong anywhere.

It's the Military Training Civic that unlocks the Shigong the not Military Tactics Technology. Confusingly similar names!

Also, I'm not sure if this is working as intended or not, but the Cho-Ko-Nu can attack twice even when it only has one move left. But at the same time, it seems to drop to 0 movement if you haven't moved yet and make a ranged attack (though you can still use the second ranged attack I think). Which strikes me as odd. But then, I'm used to the way Chu-Ko-Nu worked in Civ V, so that may be how you intended them to be.

I've just used the same modifier that the Elite Guard promotion uses to allow an additional attack per turn. The rest is just how Civ 6 movement/combat works and I can't change that even if I wanted to.

I am loving it! :-D
I am playing Spain at the moment and found some upgrade issues - as far I believe...
Tercios and Conquistators are not upgradeable to riflemen - shouldn't at least the conquistatores be upgradeable, because they are much weaker then the riflemen?

Glad you are enjoying the mod! Conquistadors -> Rifleman has been discussed earlier at this post. I think I might go for Option 3 described there and fractionally nerf the Conquistador Missionary boost to +9 from +10 to make the Rifleman not a downgrade.

A minor thing: in the Civilopedia the Brazilian Bandeirante is called a Renaissance unit, but it replaces the Ranger, which is an Industrial unit.

So the Bandeirante is available earlier than the Ranger at Gunpowder which is a Renaissance Tech so the description is accurate I think.

I do have a suggestion. Egypt has gained the Hyksos Bowman. I don't know if the Hyksos were particularly known for their bowmen....

As I understand it the Hyksos introduced the composite bow to Egypt so this works for me.
 
How have you managed icons without mod tools?
 
How have you managed icons without mod tools?

You can simply load DDS files for icons. See Horem's Test of Time mod for an example.
 
Am I the only one having trouble with the Gendarme model ? I dont see anyone else complaining about it in the discussion but I have litteraly only armored horses showing, without riders ! ^^
 
Unique icon for the English longbowman will be greatly appreciated:) Currently it is a standard crowbow.
 
Am I the only one having trouble with the Gendarme model ? I dont see anyone else complaining about it in the discussion but I have litteraly only armored horses showing, without riders ! ^^

You're not imagining things - somehow the horses lost their riders in a previous update. This will be fixed in the next update! :)
 
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