Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Unit Expansion: Naval (Project 6T)
   
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File Size
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115.700 MB
Apr 11, 2022 @ 6:51pm
Jan 7 @ 5:58am
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Unit Expansion: Naval (Project 6T)

In 3 collections by JNR
JNR's Playlist (Gameplay-only)
116 items
JNR's Project 6T
13 items
JNR's Unit Expansion for Project 6T
6 items
Description
Adds 6 new naval units to the Naval Melee, Ranged, and Raider promotion classes, giving each class almost the same density of units as the land 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
Naval Melee
Galley - Cog - Caravel - Frigate - Cruiser* - Destroyer - Missile Destroyer
Naval Ranged
Quadrireme - Hulk - Galleon** - Ironclad - Battleship - Missile Cruiser
Naval Raider
Brigantine*** - Monitor - Submarine - Nuclear Submarine
*actually just a renamed Ironclad.
**actually just a renamed Frigate.
***actually just a renamed Privateer.

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.
  • Viking Longship now replaces the Cog (but comes earlier) and the Byzantian Dromon is now a unique Hulk (also comes earlier).
  • The Nuclear Submarine now requires Uranium again. The Battleship now requires Oil instead of Coal, the Coal requirement now being there for the Ironclad that preceeds the Battleship.

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.

JNR's Mod Series





Popular Discussions View All (1)
0
Jul 30, 2023 @ 1:00pm
Problems with units.
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75 Comments
JNR  [author] Jan 7 @ 5:57am 
Small update, your ships no longer consume Uranium every turn, only when built (or upgraded into).
TigermanAZ Oct 31, 2024 @ 1:26am 
Love the mod! All works great and it's a must-have for any long expanded eras game I play these days. I will say something that's been nagging me a bit is where the "3 range" jump is placed on the tech tree.

My knowledge of late 19th/early 20th century naval combat is limited, but I always had the impression that the "Post-Dreadnought" battleships were really kind of a game changer when they were first introduced, with a range the likes of which no other ship had really been able to achieve before. Ironclads were definitely a big step up from wooden vessels for the time, but it seems they were more noteworthy for their durability as opposed to their ranged capabilities.

So that's my lil nitpick. Ironclad should have 2 range like the galleon and the battleship should be the first naval ranged unit that has 3 range. Alternatively, what is now the ironclad could just be renamed to "battleship" and keep the 3 range, with the atomic era ranged unit becoming a "dreadnought" instead.
Dakorher Oct 14, 2024 @ 11:29pm 
Hi, a great mod, but it kinda triggers me that naval raider is called monitor, and not cruiser, while main task of cruisers irl are plundering trade ships and poorly defended coastal sites.

I think it would be more histrorical to rename melee ship from cruiser to heavry cruiser, and monitor to cruiser or light cruiser.

I understand that having 2 cruisers is kinda ambiguos, especially of the two different promotion types. If you really want to avoid this, than I'd just suggest swapping cruiser and monitor names, because monitors were designed as defensive ships (slow and small, but with a lot of big guns, if you come at range - it's your fault), and cruisers were designed as raiders, and only the heaviest of them with thickest armor and largest guns would be used as a fighting ship in a large-scale sea battle, and not as a scout/cover/distraction unit.
笛渡 Sep 7, 2024 @ 2:10am 
Can these units be expanded without relying on Grand Eras? I think the interface of Grand Eras makes me a little uncomfortable to play. I am used to the original.
Oniwabanshu Aug 19, 2024 @ 5:47pm 
@Cuntism A melee naval unit, and with that much strength, is not worth one uranium per turn. It is just ridiculous. I would accept if a carrier used it (if it had more slots for planes), i would rather spend my uranium in weapons, power or a real useful unit.
JNR  [author] Jul 30, 2024 @ 2:59pm 
Yea it's a bit random. Seems to affect units only and sometimes a reload will work, sometimes not. I got a feeling that reloads help because unit models that are actually needed in the moment of the game being loaded (i.e. units currently on the map) might be loaded first. Not sure, but it seems pretty random and not tied to particular mods.
R3D-V3LV3T Jul 30, 2024 @ 2:41pm 
yes i had to do the ''Tip to expand the Asset Limit and use more Asset Mods'' https://www.reddit.com/r/civ/comments/qr9akk/tip_to_expand_the_asset_limit_and_use_more_asset/

i reinstalled completely your units mods and it seems to be working good so far!
JNR  [author] Jul 30, 2024 @ 1:35pm 
can happen when the game has to load lots of assets even before it becomes unstable due to the asset limit
R3D-V3LV3T Jul 30, 2024 @ 1:28pm 
some units from this mod are invisible, i can only see the icons, all the other units from the base game are fine, the units disappear later on in the game when i load a save, help?
Nandybear Jul 12, 2024 @ 11:06pm 
@mophead765 end game unit, end game resources. Also, by changing up the resource, it means when upgrading you pay the resource cost too, not just the cash

So say you have tank (3 oil to buy) to modern armor (5 oil to buy). If you simply bought the modern armor, you would be charged the fill price, and 5 oil. However, if you upgrade a unit that uses the same resource, you don't have to pay any resource costs on upgrade *as long as it's same resource*

Insanecrusader19 naval ranged counts as bombard against city defences. There is technically no separate stat for it, it's just one of those things; it's either ranged or bombard. If it wasn't bombarding, you'd see a -17 strength modifier

As for doing no damage, most probably not have strong enough unit. Pillage other districts, and have light cav with the doube flanking bonus promotion