Sid Meier's Civilization VI

Sid Meier's Civilization VI

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More Starting Units
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Type: Mod
Mod: Gameplay
File Size
Posted
4.094 KB
Jul 1, 2019 @ 8:28am
1 Change Note ( view )

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More Starting Units

Description
What does it do?

By default, the mod adds a builder and a scout on top of the default starting units. However, it is meant to be easily customized so you can choose which units you want to have added, and how many of each.

Note: The AI's starting units are not affected.

Works with all game versions.

How to change the units

You have to edit the CreateUnits.lua file in the mod folder, with any text editor.

You will find this file in your Steam library at this location:

steamapps\workshop\content\289070\1788026549\CreateUnits.lua

There is a list of units at the start of the file, which looks something like this:

local unitsToAdd =
{
["UNIT_SCOUT"] = 1,
["UNIT_SETTLER"] = 0,
["UNIT_BUILDER"] = 1,
["UNIT_SLINGER"] = 0,
["UNIT_WARRIOR"] = 0,
["UNIT_RANGER"] = 0
}

On the left is the internal name of the unit, and on the right the amount of that type of unit to add. If set to 0, no units will be added. I already added a list of common units you may want to add, otherwise you will have to look up the unit names.

To illustrate, if you wanted to add 2 settlers and 2 warriors, you would change it like this:

local unitsToAdd =
{
["UNIT_SCOUT"] = 0,
["UNIT_SETTLER"] = 2,
["UNIT_BUILDER"] = 0,
["UNIT_SLINGER"] = 0,
["UNIT_WARRIOR"] = 2,
["UNIT_RANGER"] = 0
}

Tip: You only have to restart a map for changes to the file to take effect.

NOTE: Each time the mod is updated, your changes will be reset. Sadly there is currently no way around this - you will have to edit the file again before your next game.

Using DLC specific units

As long as you have the matching expansion installed, you can use any of the specific units. For example, the Cree's Okihtcitaw from the Rise & Fall expansion (included as example in the CreateUnits.lua):

["UNIT_CREE_OKIHTCITAW"] = 1

Don't go too wild!

The mod tries to place the units where there are empty plots next to your initial settler. If there is not enough space, some units will be stacked on top of each other. In this case, you will have to move those to empty slots manually, as available. If you cannot move them all to empty plots, you will have to disband some, otherwise you will not be able to end the turn.

Units you should not use, because they will not work correctly:

- Great People
- Any air units
- Any sea units
- Nukes


Compatibility

This should not create conflicts with any other mods, it is entirely self-contained.

The Maori civilization is not supported: no units will be added.

Credits

Largely inspired by Mynex's mod on Nexusmods, called "Mynex's more starting units":

https://www.nexusmods.com/civilisationvi/mods/9

Github project

Do you have something to contribute? Bug fixes, enhancements, etc? I am open to pull requests.

https://github.com/Mistralys/civ6_starting_units
101 Comments
TTGREAT Jan 2 @ 2:04pm 
░░░░░░▄▄▄░░▄██▄░░░
░░░░░▐▀█▀▌░░░░▀█▄░░░
░░░░░▐█▄█▌░░░░░░▀█▄░░
░░░░░░▀▄▀░░░▄▄▄▄▄▀▀░░ MADE BY TYRUS
░░░░▄▄▄██▀▀▀▀░░░░░░░
░░░█▀▄▄▄█░▀▀░░
░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP
░░░░░░▐▌▀▄▀▄▀▐▄░░
░░░░░░▐▀░░░░░░▐▌░░
░░░░░░█░░░░░░░░█░░░ YOU CANT STOP BOB
TTGREAT Jan 2 @ 2:04pm 
░░░░░░▄▄▄░░▄██▄░░░
░░░░░▐▀█▀▌░░░░▀█▄░░░
░░░░░▐█▄█▌░░░░░░▀█▄░░
░░░░░░▀▄▀░░░▄▄▄▄▄▀▀░░ MADE BY TYRUS
░░░░▄▄▄██▀▀▀▀░░░░░░░
░░░█▀▄▄▄█░▀▀░░
░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP
░░░░░░▐▌▀▄▀▄▀▐▄░░
░░░░░░▐▀░░░░░░▐▌░░
░░░░░░█░░░░░░░░█░░░ YOU CANT STOP BOB
TTGREAT Jan 2 @ 2:04pm 
░░░░░░▄▄▄░░▄██▄░░░
░░░░░▐▀█▀▌░░░░▀█▄░░░
░░░░░▐█▄█▌░░░░░░▀█▄░░
░░░░░░▀▄▀░░░▄▄▄▄▄▀▀░░ MADE BY TYRUS
░░░░▄▄▄██▀▀▀▀░░░░░░░
░░░█▀▄▄▄█░▀▀░░
░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP
░░░░░░▐▌▀▄▀▄▀▐▄░░
░░░░░░▐▀░░░░░░▐▌░░
░░░░░░█░░░░░░░░█░░░ YOU CANT STOP BOB
Kira Nov 8, 2024 @ 11:34pm 
It is mentioned its not for multiplayer and i added 1 samurai unit at start works fine, incase you wonder i have all DLC and also few mods like Real AI, Deity++,cheat map editor and few more no crashes or anything.
philbroxxx Oct 20, 2024 @ 8:38am 
doesnt work, followed all instructions, and im not even running any other mods
Darelius Sep 2, 2024 @ 7:29am 
It didnt work for us in multiplayer :(
Obb Jun 17, 2024 @ 1:34am 
True, but constantly changing my modlist, I wasn’t using presets.
Well, since I upgraded my game to the full version, I realized that most of the issues I had were caused by the semi-basic-version I was playing previously. And also, I am and was using a lot of mods so incompatibilities cannot be ruled out either.
Ki Shuya Jun 17, 2024 @ 12:28am 
@Obb If you're loading a Preset Game (One that you created with all your settings) and you made it before you installed this mod, then starting a game using that preset will not enable the mod. Create a new Preset with the mod enabled.
Obb May 21, 2024 @ 1:59am 
I don’t understand what happens, I made many, many tries and restart since installed this mod, with several changes in the modpack and/or new game settings : The effectiveness of the mod seems totally random ! Maybe a weird collide with another mod or something…

Sometimes it will work as expected, most of the time it doesn’t spawn all the units. And said units and their number are random too. Also, I only saw stacked units a few times, all the other times, if only some spawn, the other ones simply don’t.

Is there a log file I could read to see if I find any error message, maybe ?
i_nive Jan 3, 2024 @ 2:49pm 
Also, if I remember correctly, starting a new game from a preconfigured setup will not catch the newly enabled mod, you have to load and edit the preset or start a new game from scratch. (not sure about the former).