Moar Units Mod

MOAR Units Mod 1.2

<UNIT IDEA: SCOUT UPGRADE>

Since I can see you are trying to fill in the tech gaps Firaxis has left (bully for you for making ANY light cav between ancient and industrial era; what the hell were guys at Firaxis thinking?!)

Ok, so here is an idea: anything to bridge the gap between the Scout and Ranger units. This is something I always felt Civ designers didn't have much heart for. In Civ IV scouts were pretty ok with better goodie hut yields but died to almost everything past ancient and explorers were barely if ever used by people as far as I am aware.

In Civ V scouts were pretty good, but since there was no upgrade for them they have been quickly losing their ability to scout ahead bcs of squishiness. This led to situations when my carefully exped scouts with +2 sight serving as reconneisance got 1 hit by some enemy cav or RIDICULOUS ENGLISH LONGBOWMEN! (!)

And in Civ VI scouts are trully bizarre unit. They have very strange upgrade tree- tier 1 upgrades are movement bonuses, which is obvious and self explanatory. You can earn them on barbarians, which with basic +5 policy is absolutely possible, or with wonder discovery, though this way is a bit gamey and may take a while (or not pay off at all). If you are playing Murica, Germoney or Greece, it is possible to have both combat bonus (US +5 on home continent, Reich +7 vs CS and Greece with a free policy slot) and double scout expierience. This actually makes a bit risky but fun strategy possible: spamming scouts and rush exping them to god tier 3 promotion Ambush, which gives them +20 combat strength in ANY situation. This, combined with 2nd tier movement after combat gives you a unit that cost-wise, maintanance wise, utility-wise and movement-wise can compete with swordsmen.

The only problem here is the changed barracks exp system, which requires to engage in combat to utilise it.

Promoted or not, scouts do anyway lose their usefulness and for some time until they can be upgraded to rangers (which can be a very long time). How many times have I lost scouts while exploring far reaches of my continent or some land overseas after stumbling onto a blob of barbarians who have been there for like 500 years and are still horsemen while my main military has already got pikes and field cannons. The problem is my scout is still a scout and with a bit of bad luck he can get instatly killed after walking blindly into a trap.

BUT ON TO THE POINT:
I think an additional Recon unit between Scout and a Ranger would be nice. The only problem is what should it look like? Rangers are ranged (no pun intended) which is a fair deal, and combined with their upgrade tree would make them even a bit OP may I say if not for the lack of further upgrades, which makes them temporary investment.

Since Scout is from Ancient Era and Ranger from Industrial it would be reasonable to add a middle stage in the Middle Ages (again, pun not intended).
Yes, I know that light cavalry, especially since you have delievered us its medieval upgrade thanks to you o great Deliverator (ok this one was intended) can do the job, but it can be actually slower in rough terrain than recon units and lacks the visibility buff.

So maybe something like this:

Adventurer
Type Land Combat
Movement: 3
Melee Strength: 20
Ranged Strength: 30
Attack Range: 1
Promotion Class: Recon
Production Cost 150
Purchase Cost: 150
Maintenance Cost: 2
Upgrades From Scout
Upgrades To Ranger

I am not really sure what should be technology/civic prerequisite though. Most suitable lore-wise would be Mercenaries civic or Military Tactics technology.
As for appearance, I would go for something leathery or light-maily, with scout capes if possible and preferably bows.

Also this unit could present and alternative branch of upgrades for Bandeirante, since lore wise bandeirantes were more of explorers and scouts (besides being brigands and murderes of indigenous people) than regular soldiers.

What is more, if this idea strikes you as good a further improvement to Recon branch could be something akin to US Rangers, an aggresive late game ground recon unit for fast crossing difficult terrain, for Modern Era.
 
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<UNIT IDEA: SCOUT UPGRADE>

As discussed earlier at this post, there is already an expanded recon mod out there. I might bring a couple more Recon units in at some point.
 
So it seems like NumSupported is bugged for certain buildings?..

Yes it doesn't seem to work in the way I thought even when it does work (I can build multiple Shigongs in my game despite only have one Barracks) so I'll remove.
 
Deliverator updated [Civ VI] Moar Units Mod with a new update entry:

Moar Units Update 0.63

Gameplay Change
* Remove NumSupported="1" from Shigong Barracks requirement. Seems buggy. Should now be able to actually build Shigong unit when you have Military Training Civic and a Barracks building in your Encampment.

Cosmetic Changes
* Updated the Rifleman unit graphic with hats and green uniform.
* Cavalry unit now fixed to use a different hat from the Cuirassier.
* Landsknechts now use Halberds.
* Hoplite cloaks are now red. :)
* Implemented ethnic unit portraits for all new units.

Read the rest of this update entry...
 
Have you thought about adding medieval era melee infantry? It could be Sergeants, shield and sword, could look very similar to Swordsmen.
Also, is it possible to make a unit require both Iron and Horse resources?
 
unique units in civ6 are supposed to not require resources, however they seem to do in this mod: I haven't checked them all, but I've noticed that MOAR units' musketmen UUs require niter. not sure if this an oversight or a design decision
 
unique units in civ6 are supposed to not require resources, however they seem to do in this mod: I haven't checked them all, but I've noticed that MOAR units' musketmen UUs require niter. not sure if this an oversight or a design decision

This is a mod so it doesn't need to follow Firaxis' principles! ;)

I think it's fair enough to have no resources for uniques when there is only one unique per civ, but with Moar you have 3 uniques for each Civ so I'm OK with some of them requiring resources. So it is a design decision I would say.

Have you thought about adding medieval era melee infantry? It could be Sergeants, shield and sword, could look very similar to Swordsmen.

Yeah I've thought about it. Potentially could make a Maceman unit in a nod to Civ 4 which would be doable graphics-wise as one of the Warrior weapons is a mace.

Also, is it possible to make a unit require both Iron and Horse resources?

No it isn't. Unfortunately.
 
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No it isn't. Unfortunately.

That's a pity. It would be nice to make heavy cavs require horses and iron in exchange for being very strong.
Also I have never thought about that, but Lumber should actually be a resource required for building ships and Lumber mills could provide a unit per improvement. This way Lumber mills would become extremely usefull even when they are not on Plain Hills by the river (which is the only time they are more efficient than mines).
 
Not quite sure atm about the vanilla rules because I only played modded lately, but isn't that intended, because the Minutemen require niter? So you can still train melee units, even if you don't have access to that resource?

No,. what I mean is that the swordmen are not from the list after getting the minutemen so that I can build still swordmen later in the game....
 
Is.

There.

A way.

To combine all your glorious glorious mods into one file so I can continue my old savegame with your expanded DLC mods?

Also you are amazing.
 
Like even if you just tell me how to do it myself like you did with the mod ID I'll fix it manually each time if it means I get to use these mods in my mega long-form game
 
No it isn't. Unfortunately.

Eh... Knights require iron and horse. By the way, I'm a bit puzzled why the French knight replacement is called gendarme (policeman, from gens d'armes, so people in arms) instead of chévalier (knight, as he rides a horse=cheval).
 
Eh... Knights require iron and horse. By the way, I'm a bit puzzled why the French knight replacement is called gendarme (policeman, from gens d'armes, so people in arms) instead of chévalier (knight, as he rides a horse=cheval).

It really isn't hard to use google, you know. https://en.wikipedia.org/wiki/Gendarme_(historical)

The meaning of the name is definitely antiquated and I am not sure if it was used extensively and in such a defined manner, but it definitely beats a Chevalier, which is just a lazy, direct translation of "knight" nowadays.
 
Eh... Knights require iron and horse.

No, just Iron. See the Civilopedia. I know it's a bit weird but that's how the vanilla game has it.

By the way, I'm a bit puzzled why the French knight replacement is called gendarme (policeman, from gens d'armes, so people in arms) instead of chévalier (knight, as he rides a horse=cheval).

@janboruta has already posted the relevant link above, and the historical background is in the Civilopedia too. Also a French translation of the game is already available via the game options.

Is. There. A way. To combine all your glorious glorious mods into one file so I can continue my old savegame with your expanded DLC mods?

Not easy to do I'm afraid. If it's any consolation I won't be adding any more extension mods until new DLC appears.
 
As discussed earlier at this post, there is already an expanded recon mod out there. I might bring a couple more Recon units in at some point.

This would be nice! Something before and after the Ranger. The existing mod requires overwriting base game files, and custom models and icons would also be a nice addition. :)

Like even if you just tell me how to do it myself like you did with the mod ID I'll fix it manually each time if it means I get to use these mods in my mega long-form game

Even if you manage to merge everything: techs, requirements and so on are stored in the save file itself, so changes to the mod won't do anything (new units will not become available), so it would just be a waste of time. :undecide:
 
It really isn't hard to use google, you know. https://en.wikipedia.org/wiki/Gendarme_(historical)

The meaning of the name is definitely antiquated and I am not sure if it was used extensively and in such a defined manner, but it definitely beats a Chevalier, which is just a lazy, direct translation of "knight" nowadays.

That basically confirms my point. The gendarmes were, in effect, lancers. Knights (chevaliers), their medieval predecessor, weren't, nor did they form companies in the king's army - unlike the gendarmes (plural, singular would be homme d'armes (Man-at-arms). Furthermore, a knighted person was called chevalier, not homme d'armes. They're simply two different things.
 
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Are you considering adding more units to the Civs that originally had 2? Their leaders were balanced around having an extra UU as part of their abilities, and that advantage is removed in your mod.
 
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