Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem

















For example, the Longswordsman has 5 more Strength than a Swordsman. But a Hypaspist already has 3 more Strength than a Swordsman as well, as a basis. When besieging a district, it gets +5 strength, and the higher support strength also means that as long as it is next to two friendly units, it is already as good as a Longswordsman. With the besieging bonus or even more friendly units adjacent, it can be stronger than a Longswordsman. That's why I made it so that you can build them all the way until you unlock Men-At-Arms.
The Hetairoi now replaces the Cataphract. It should still upgrade to a Knight, the unit coming right after, so no upgrade is jumped over here.
Would it be ok if I created a workshop mod with this change? (would still require your mods as dependencies)
For instance, the greek hoplites still upgrade to pikemen instead of heavy spearmen, as if your mod did not register them as spearmen.
The lines of SQL I provided will assign the correct 6T upgrade path to all unique units, modded or not.
So in short, yes, it would add support for all unique units, past present and future, modded or not.
I managed to tinker around and get unique units working. At first I just manually added the UpgradePaths for my played civs, which seems to be what you have done.
But I couldnt help but think that there must be a way to do it for all unique units in one statement. And sure enough, I found a way. So far it seems to be working properly, I browsed the in game civ-clopedia (or whatever its called), and the upgrade paths all look good. Should also work for future / modded civs
Here is what I came up with: https://pastebin.com/Zn3iZK4J
I added these lines in the Core/[...]_Units.sql files, just under the `-- UnitUpgrades` block
Hope this helps!