Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Random Uniques
   
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120.536 KB
Jan 14, 2021 @ 8:55pm
Aug 29, 2021 @ 12:26am
4 Change Notes ( view )

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Random Uniques

Description
Any unique unit, improvement, or building can show up no matter your civilization and leader!

This mod makes so uniques are unlocked randomly when the tech or civic required for them is researched. For those with no tech/civic requirements the random check is performed at the start of the game. The changes apply to both human and AI, and I have seen the AI use the random uniques.

There is also no set limit to the number of uniques you can unlock. With luck you could unlock them all in the same game (very unlikely).

Uniques are no longer tied to specific civilizations or leaders so you are not guaranteed to get the uniques normally associated with your chosen civ/leader. Due to modding limitations there is no change to unique districts - they will still be only available to the civ that normally gets them. Also unique buildings that do not replace a building (Queen's Bibliotheque) are unchanged.

Compatibility: Should be compatible with all expansions and the base game. Should also be compatible with mods that add more civilizations and uniques unless they have done it in a strange way or set a very high load order for their content.

Some quirks/features:
  • Unlocked uniques for each player are independent. Multiple players could randomly unlock the same unique.
  • Unique units that normally replace another unit no longer do so. You will be able to build both the unique unit and the unit it replaces.
  • Units cannot be upgraded to unique units.
  • Unique buildings will replace the original building.

The chance of unlocking each unique is set to 10%. Want to change that? That can be done at the top of the RandomUnique.lua file of the mod.

Next Development Plans
*Add advanced game setup options to allow players some control over the chance of unlocking uniques

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43 Comments
Radon Jan 31 @ 10:12am 
it probably crashed because of other mod or because i had too much mods
phil77zone Jan 1 @ 6:33pm 
i was thinking of an idea of mercenaries that costs more for you and the ai...so like every nation can have like mercenary hoplite or mecenary cataphract or mercenary praetorian etc
BlackBoy Aug 7, 2024 @ 9:26am 
Sorry for the next message. Will be the last message. The progress with unique improvement works fine but even there I have unlocked every improvement. I tried to remove the mod and then I don't have this issue. So I think it has to do something with the mod.
BlackBoy Aug 7, 2024 @ 9:18am 
I found out that it is always the same improvement. And these are vanilla and unique improvement mostly from the main game like the farm, pasture etc. But also Moai, Colossal Head etc. The rest is working fine with the improvement. It is just always the same improvement at a new game that i unlock. I hope it will be of help.
BlackBoy Aug 7, 2024 @ 8:59am 
I got an issue. The mod works fine. But I always have all unique improvement unlocked if I make a new game. I tried to change the value and nothing changed. Even if I changed the value to 0 or 100 it won't change. Is it an issue of mod compatibility or an issue of the mod?
Red Key  [author] Jun 10, 2024 @ 9:05pm 
Are you using in on multiplayer? I could never figure out the multiplayer issues, but it worked fine for me in single player. Also didn't figure out the icon issues and why it was different each time.
Radon Jun 8, 2024 @ 12:01pm 
can someone update it because it always crashes when i use it
Radon May 28, 2024 @ 4:35am 
nevermind, it informs you but the icon always changes for it
Radon Apr 25, 2024 @ 5:40am 
it is cool only problem is that it doesn't infrom you about the unique's but that is ok
Radon Apr 24, 2024 @ 5:12am 
dude that looks so cool