Sid Meier's Civilization VI

Sid Meier's Civilization VI

443 ratings
Steel and Thunder: Unit Expansion
Type: Mod
Mod: Gameplay
File Size
166.280 MB
Feb 5, 2018 @ 9:46am
Apr 18 @ 5:14am
26 Change Notes ( view )

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Steel and Thunder: Unit Expansion

In 1 collection by Deliverator23
Steel and Thunder, the sequel to Moar Units
2 items
Updated for Gathering Storm expansion!

This mod adds 11 new Global Units to Civilization 6 (8 with Gathering Storm). The new units are: Longswordsman, Trebuchet, Rifleman, Gatling Gun, Mortar, Self Propelled Artillery, Cog, Galleass, Cuirassier (pre-GS), Explorer (pre-GS), Courser (pre-GS).

Here's how the additional Global Units fit into the upgrade paths:

... -> Swordsman -> Longswordsman* -> Musketman -> Rifleman* -> Infantry

Heavy Cavalry:
... -> Knight -> Cuirassier* -> Tank

Light Cavalry:
Horseman-> Courser* -> Cavalry

Ranged (Regular):
... -> Field Cannon -> Mortar* -> Rocket Launcher

Ranged (Automatic Guns, +8 combat bonus vs Melee, Anti Cavalry and Light Cavalry, exert Zone of Control):
Gatling Gun* -> Machine Gun

Catapult -> Trebuchet* -> Bombard -> Artillery -> Self Propelled Artillery*

Scout -> Explorer* -> Ranger

Naval Melee:
Galley -> Cog* -> Caravel

Naval Ranged:
Quadrireme -> Galleass* -> Frigate

Unique Unit Changes:
* Conquistador -> Rifleman (other religion combat bonus reduced by 1 to +9)
* Mamluk -> Cuirassier
* Legion -> Longswordsman
* Shield Bearer -> Longswordsman
* War Cart -> Knight
* War Cart replaces Heavy Chariot.
* Legion changed to 41 combat strength.
* Cost of Knight, Mamluk increased to 200.
* Samurai replaces Longswordsman.
* Khevsur now replaces Longswordsman.
* Pikeman strength increased to 45, cost decreased to 160.
* Okihtcitaw upgrades to Explorer.
* Hwacha upgrades to Mortar.
* Khmer Domrey replaces Trebuchet.
* Macedon Hypaspist and Persian Immortal upgrade to Longswordsman.

Other Changes:
* Anti Cavalry units now have +20 combat bonus vs Heavy Cavalry & +15 vs Light Cavalry
* Naturalist Base Sight Range set to 2.
* Heavy Cavalry get +6 Combat Strength vs when attacking pre-Gunpowder Melee units on non-District tiles.
* Light Cavalry and Heavy Cavalry now have a -6 Combat Strength penalty vs Districts.

Differences from Moar Units Core Only:
* Sniper, Modern Sniper and Recon units dropped.
* Gatling Gun and Machine Gun are both Ranged units, but with additional +5 combat bonus vs Melee, Anti Cavalry and Light Cavalry.
* No changes to Recon promotion tree.

R.E.D. Compatibility Mod by GeloDGreat:

Moar Units has proved very popular (75,000+ active subscriptions!). However a significant issue with it is that it is effectively two mods rolled into one:
1) A mod that adds additional Global Units.
2) A mod that adds another 2 Unique Units to (some) Civilizations.

Steel & Thunder: Unit Expansion is a revised version of (1), splitting out this component of Moar into its own standalone mod.

Steel & Thunder: Unique Units is the successor mod for (2) adding one additional UU per Civilization.

If anyone wants to reuse any of the Unit art from Moar it is all available here:

This mod is meant to be used INSTEAD of Moar Units not with it! You should remove and unsubscribe for Moar Units and Even Moar Units mods if you want to use either or both of the Steel & Thunder mods.

Thanks to the following contributors:
Icon Art: ChimpanG, janboruta
3D Art: Hizkiyahu (aka Wolfdog)
Popular Discussions View All (2)
Jun 13 @ 5:34am
PINNED: Bug Reports
Feb 27 @ 4:58am
PINNED: Translations
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mynoduesP May 28 @ 6:09pm 
Just wondering how the gold upgrade costs for players. Is it a struggle to keep your units up to date? How does the ai fare?
Deliverator23  [author] May 24 @ 2:01am 
@3853abb: There are T34 and Tiger tank but they are disabled by default. Read the Unique Units description.
3853abb May 24 @ 12:55am 
There are not T34 and Tiger tank.
Deliverator23  [author] Apr 29 @ 3:57pm 
@FreeP: There are some mods that S&T will not be compatible with.
FreeP Apr 29 @ 7:16am 
both 2 S&T mods crushed when I was trying to start a new game. When I disable them the game worked. Is this a issue that because I do not own any DLCs or they just not compatible with other mods?
siau2tie1 Apr 23 @ 9:42am 
Also, Berserker can replace Longswordsman as CIV V does. Rough Rider can replace Cuirasser.
siau2tie1 Apr 23 @ 9:41am 
Since that Mamluk donot upgrade to Cuirasser but upgrade to Tank, and your Numidian Cavalry donot upgrade to Courser but Cavalry, I think you may make Redcoat and Garde Imperiale replacing the Rifleman, so that they can upgrade from musketman (in Moar Units, French Marine upgrades to Garde), but they both donot upgrade to Infantry, then they won't "downgrade".
blooppop Apr 23 @ 8:51am 
Thanks for the reply!
Lehemoth Apr 23 @ 6:06am 
Thanks for reply author. I think my problem with it is that it makes the already bad AI even easier to beat in battle. A human player would not use their cavalry to take on anti cavalry but the AI doesn't seem to know to avoid those units making it very easy to destroy their cavalry quickly, even on deity difficulty. It used to be a problem when Mongolia/Macedon rushed you with Knights when you were not ready for it but now it's really easy to counter. This being said I'm still using the mods cause the new units are awesome
Deliverator23  [author] Apr 23 @ 3:07am 
@blooppop: Since Redcoat and Garde Combat Strength can be 75 situationally and Infantry base Combat Strength is 70 I've always been concerned about the "upgrade is actually a downgrade" issue. Might just do it anyway.