Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Unit Expansion: Cavalry (Project 6T)
   
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File Size
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48.955 MB
Apr 11, 2022 @ 6:49pm
Apr 30, 2022 @ 11:41pm
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Unit Expansion: Cavalry (Project 6T)

In 3 collections by JNR
JNR's Playlist (Gameplay-only)
114 items
JNR's Project 6T
12 items
JNR's Unit Expansion for Project 6T
5 items
Description
Adds 6 new cavalry units to the Light Cavalry and Heavy Cavalry promotion classes, giving each class the same density of units as the Melee class.

The main purpose of the Unit Expansion series is to act as sort of a light version of Warfare Expanded for Project 6T, with a much lower asset count for anyone having trouble to add WE to their setup without getting crashes. Fewer units are added and they do not come with cultural diversity beyond what's found in the vanilla units. If you do not play with any other asset-heavy mods, I strongly recommend using Warfare Expanded instead and enjoy its wonderful units full of historic details with all sorts of cultural variations!

This mod is part of Project 6T and requires "Grand Eras".

Credits and Acknowledgements
Big thanks to Deliverator (author of Steel & Thunder), KrumStrashni (author of Warfare Expanded), and Wolfdog (made lots of assets for both) for making their assets available. They were a great inspiration and without new models such as the Gatling Gun or Mortar, this mod series would not have been possible.

For donations - since this mod includes a lot of work done by other people, I am not adding my PayPal link here. If you want to show your gratitude with a little gift, consider donating to a charitable cause instead.

Unit Upgrade Paths
Light Cavalry
Scout Rider - Horseman - Courser - Dragoon - Mounted Rifle* - Assault Gun - Helicopter
Heavy Cavalry
Heavy Chariot - Cataphract - Knight - Cuirassier - Cavalry - Landship - Tank - Main Battle Tank
*actually just the old Cavalry unit renamed, meaning that Cossack, Llanero, etc. will now replace Mounted Rifles (instead of becoming Heavy Cavalry units).

Further Changes
  • Cost, maintenance, and strength of existing units tweaked slightly in some cases for smoother progression, but overall as little changes as possible were made.
  • The Hetairoi now replaces the Cataphract (but still comes earlier), the Rough Rider replaces Cavalry, and the Huszar becomes a unique Dragoon. The Sumerian War Cart is now a proper unique replacement of the Heavy Chariot.
  • The Heavy Chariot now requires Horses, but only half as many as other cavalry units.
  • Weapons and shields of the Heavy Chariot were changed to bronze texture as it unlocks before Iron Working.

Compatibility and Recommendations

Requires Gathering Storm and Project 6T's "Grand Eras". Using all Unit Expansion mods together is recommended but not required.

Not compatible with Steel & Thunder Unit Expansion or Warfare Expanded, but as mentioned above, I highly recommend just using Warfare Expanded instead if your setup allows for that.

Steel & Thunder Unique Units is fully supported, however.
Unique units from modded civs will receive some default adjustments to fit in, but I can't guarantee that this is enough. Some might need further changes to be integrated properly, let me know in case you encounter them.

Known Issues
  • Unit Portraits are all just White people for now, due to the assets used to make portraits for other skin colors no longer working. I'm working on a solution here but did not want to have it hold up the release.

JNR's Mod Series




43 Comments
rivin2011 Oct 25 @ 9:23am 
is this mod dependant on other mods?
Ultra Caucasian Pharaoh Sep 16 @ 7:01am 
For some reason, out of all the Project 6T unit mods, this one does not work when it comes to loading/playing sessions. I've tried launching only with this mod enabled and it throws an error! Very strange, does anyone else have this issue?
random unfunny words Sep 5 @ 9:12am 
Genuine question - why is Assault Gun a ""light cavalry"" unit? They were really used as infantry supporting vehicles, like a lighter, more mobile artillery piece, NOT for scouting, harassing vulnerable enemy formations, cutting supply lines etc.
A Light Tank or Motorized Infantry (not *Mechanized* mind you, using armoured cars instead of IFVs) would fit better in this Era, as they were used in reality as they are in Civ 6 - going fast around enemy units, pillaging trade routes and enemy lands, fast scouting.
I get that there's a bit of a gap between Mounted Rifles and Helicopters, but I'll be honest that the casual mili nerd in me cringes with assault guns being "light infantry".
Cuntism Apr 10 @ 9:07am 
Knight benefits from dropping down to 48 from 50, as pikemen is at 45 and so is man-at-arms, so even with the anti cav bonus, the pikeman doesn't fair as well balance wise as he should.
Scryie Dec 31, 2023 @ 7:14am 
Are these mods compatible with the RED Total war mod, You say these are based off of warfare expanded and Steel & Thunder assets, which are both supported by RED,
But if not would it be possible to make these 6t unit mods compatible?

Mods in question
https://steamcommunity.com/sharedfiles/filedetails/?id=2055327369
https://steamcommunity.com/sharedfiles/filedetails/?id=2056665196
https://steamcommunity.com/sharedfiles/filedetails/?id=2059145739
Alex the Great Dec 23, 2023 @ 9:54pm 
Ah ok. I almost thought it was a bug/forgotten upgrade entry/mod conflict.
JNR  [author] Dec 23, 2023 @ 8:33pm 
the Tagma is more useful than even some later heavy cavalry because it can buff adjacent units, so I delayed upgrading a bit.
Alex the Great Dec 23, 2023 @ 12:02pm 
Do the tagma not upgrade to cuirassiers?
JNR  [author] Nov 28, 2023 @ 3:24pm 
will look into it
Tyberos Nov 27, 2023 @ 9:39am 
If you playing with Steel and Thunder Unique Units, there is also problem with Sweden, because hakkapeliitta, which is replavement for dragoon, unlocks at military science, that is 2 techs later than caracole, also hakkapeliitta cannot be upgraded into mounted rifle. Could you fix it to the more historically correct age ?