Sid Meier's Civilization VI

Sid Meier's Civilization VI

Not enough ratings
More Units on Civics Tree
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
File Size
Posted
Updated
4.562 KB
Sep 22, 2020 @ 2:43pm
Sep 22, 2020 @ 3:08pm
2 Change Notes ( view )

Subscribe to download
More Units on Civics Tree

Description
Move some unit unlocks to the Civic Tree instead of Technology. I got this idea from an interesting discussion that Civs that focus on Culture is easily overrun militarily. This is an experiment and I am in no way good in balacing so really welcome your feedback to improve this.

Detailed list below. The main focus are: Move Anti-Cavalry, Heavy Calvary, Ranged Land and Ranged Naval and some late support units to the Civic Tree.

Detailed List

  • Anti-Cavalry (Pike and Shot remains in Tech tree):
    • Spearman and Greek Hoplite moved to Military Tradition.
    • Pikeman and Zulu Impi moved to Feudalism.
    • AT Crew moved to Mobilization.
    • Modern AT moved to Globalization.

  • Heavy Cavalry (Cuirasser remains in Tech tree):
    • Heavy Chariot and Egypt Chariot Archer moved to Military Tradition.
    • Knight, Arabian Mamluk and Mali Mandekalu Cavalry moved to Mercenaries. Courser moved to Stirrup to fill in the empty tech unlock.
    • Tank moved to Ideology.
    • Modern Armor moved to Globalization.

  • Ranged Land Units (Archer and Field Cannon stay in the Tech tree):
    • Crossbowman moved to Civil Service.
    • Machine Gun moved to Rapid Deployment.

  • Ranged Naval Units (Frigate and Missile Cruiser stay in the Tech tree):
    • Quadrireme moved to Military Training.
    • Battleship moved to Mobilization.

  • Support Units:
    • Observation Balloon moved to Mass Media.
    • Drone moved to Space Race.
13 Comments
Guardian Nov 17, 2022 @ 1:38am 
I don't think putting AT in mobilization is a good idea, since the AI will just rush it in general for that big damage spike. Base game, you would be seeing things like 3 star Line Infantry, but now I'm just seeing the AI pump spam out 3 star AT-men which is causing the game balance to be wonky.
They also come out before tanks, which makes the game a little weird.
sircharleythecat Apr 9, 2022 @ 4:46pm 
Historically the mercenary pikemen were hired in order to counter the feudal knights. So I suggest that they switch places. An alternative forthe knights could be Divine Rights, as it unlocks both Monarchy and Theocracy. In that case the mamluks also makes a lot of sense.

Putting tanks in something related to industry would make a lot more sense than ideology.

Still, I really like the idea of having some units on the civics tree rather than tech.
Killbot Oct 10, 2020 @ 11:49am 
interesting idea
yawn Sep 26, 2020 @ 6:43pm 
It's mod conflict but don't know which. thank for the help though!
Luke ✞ Jesus Saves ✞  [author] Sep 26, 2020 @ 5:39pm 
The only way this mod can crash a game is that another mod/update removes any civic listed above. Sorry it's quite expected with 100+ mods, it's very likely there would be mods that are incompatible with each other. I myself use ~60 mods together but I could guess what can go together.
yawn Sep 26, 2020 @ 4:33pm 
Game does work if this mod the only mod on but also game crash if this mod is on with 100+ mods. A game doesn't crash if this mod is the only mod turned off. (sorry if it doesn't make sense).
Luke ✞ Jesus Saves ✞  [author] Sep 26, 2020 @ 11:03am 
Sorry no idea why Firaxis does not give my regional rate for the pass it is just too expensive and unjustified for me to get. Can you try to start the game again with this mod only, and open "Documents\my games\Sid Meier's Civilization VI\Logs\Database.log" and try to identify what the problem is? From my dev perspective, the way I code this mode, it can hardly break unless the pass remove a civic (which when designed I chose only Vanilla civic as well).
yawn Sep 26, 2020 @ 10:47am 
I was trying to figure out which mod broke when the frontier pass update came and this mod broke it. I recommend buy the pass unless youre waiting for a discount (which probably wont come till next year)
Luke ✞ Jesus Saves ✞  [author] Sep 26, 2020 @ 9:29am 
Did the update break this mod? I was still using it in my last game (I don't have the pass) and it was still working for me.
yawn Sep 26, 2020 @ 9:27am 
update pls.