Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Steel and Thunder: Unique Units
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16 apr 2018, ore 5:15
21 set 2021, ore 4:24
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Steel and Thunder: Unique Units

In 1 collezione di Deliverator23
Steel and Thunder, the sequel to Moar Units
3 elementi
Descrizione
Updated for New Frontier Pass & Final Patch! (Portugal, Vietnam, Babylon, Byzantium, Gaul, Ethiopia, Maya, Gran Colombia)

Steel and Thunder: Unique Units adds one additional Unique Unit to every Civilization including all DLC, Rise & Fall, Gathering Storm and New Frontier Pass Civilizations.

DETAILS

The additional Unique Units are as follows:

AH-64 Apache (America)
Camel Archer (Arabia)
Landsknecht (Germany)
Peltast (Greece)
Phalanx (Sumeria)
Khopesh Warrior (Egypt)
Strategist (China)
Tercio (Spain)
Eques (Rome)
Druzhina (Russia)
Ulfhedinn (Norway)
Sepoy (India)
Longbowman (England)
Ship of the Line (England) - Sea Dog removed
Sohei (Japan)
Amazon (Scythia)
Bandeirante (Brazil)
Gendarme (France)
Medicine Man (Kongo)
S.A.S.R. (Australia)
Uhlan (Poland)
Jaguar Warrior (Aztec)
Ballistra (Macedon)
Cataphract (Persia)
African Forest Elephant (Nubia)
Isijula Warrior (Zulu)
Gallowglass (Scotland)
Hui Hui Pao (Mongolia)
Namuntulinco (Mapuche)
Turtle Ship (Korea)
War Canoe (Khmer)
Tadzrelebi (Georgia)
Schutterij (Netherlands)
Otehtapiw (Cree)
Kris Warrior (Indonesia)
HMCS Haida (Canada)
Kalandozo (Hungary)
Chasqui (Inca)
Sofa (Mali)
Toatupara (Maori)
Sipahi (Ottomans)
Numidian Cavalry (Phoenicia)
Hakkapeliitta (Sweden)
Templar (Eleanor of Aquitaine, England/France)
Holcan (Maya)
Legion Britanica (Gran Colombia)
Mehal Sefari (Ethiopia)
Varangian Guard (Byzantium)
Carrus (Gaul)
Nas Qasti (Babylon)
Viet Cong (Vietnam)
Knight of Aviz (Portugal)

CREDITS AND THANKS

Jan for icons.
ChimpanG for help with icons, 2D art and 3D texturing.
Wolfdog for some 3D models.
Laurana Kanan for adjacent Unit implementation and description improvements.


NOTES

Steel & Thunder: Unit Expansion is not required to run Steel and Thunder: Unique Units but it is recommended.

Steel and Thunder: Unique Units together with Steel & Thunder: Unit Expansion are the sequel to Moar Units which is no longer maintained. Neither of the Steel & Thunder mods is compatible with Moar Units.


ENABLING DISABLED UNITS

The precursor to this mod, Moar Units, added two addtional Unique Units per Civilization. These units are included with Steel & Thunder: Unique Units but are disabled by default.

You can disable all the units that are switched off by default using the Steel & Thunder: Everything Enabled mod:
https://node2.projectplanet.cn/@steamcommunity.com/sharedfiles/filedetails/?id=1832546250

To enable them you can alter the Enabled flags in MOARUniqueUnitsUserSettings.sql and MOARUniqueUnitsConfigUserSettings.sql. These files can be found at ....\steamapps\workshop\content\289070\1362931045\Data.

In the above SQL files you'll see a bunch of lines like this top: INSERT INTO EnabledUniqueUnits (CivilizationType, Type, Enabled, DefaultReplaces, DefaultUpgrade, UnitAiBaseUnit) VALUES ('CIVILIZATION_AMERICA','UNIT_AMERICAN_AH64_APACHE', 1, 'UNIT_HELICOPTER', NULL, 'UNIT_HELICOPTER');

The number 1 after the unit name means that this unit is enabled. If it is 0 (zero) then the unit is disabled. If you want the Civ selection screen to be updated too then you need to alter the file MOARUniqueUnitsConfigUserSettings.sql to reflect which units you have enabled/disabled in MOARUniqueUnitsUserSettings.sql.


Mods are free and open source but if you want to show your appreciation you can...
[www.buymeacoffee.com]
Discussioni più popolari Visualizza tutte (16)
2
30 gen 2019, ore 16:23
Missing icons
iku
2
10 ago 2018, ore 18:10
Steel and Thunder: Unique Units vs. Moar Units
Dio
0
14 gen, ore 12:54
Loading in no unit description
Easy Peasy Lemon SqueezeR
1.066 commenti
fuzion2100 3 nov, ore 17:45 
your text for Russia druzhina is misleading. it is in the tech with knight, not the horseman
fuzion2100 3 nov, ore 14:25 
i am playing Russia, but the druzhina is not showing up for me to ,make. what would be causing the unique unit to not be producible even though i can make horsemen
LumpyAcidFish 1 ott, ore 3:52 
norways unit is not showing up
I absolutely have mods installed that add more than three uniques, it's more fun that way!

Nobody wants to have same looking units between China and Brazil, come on! Way back in Civ 3 we had mods that took units from Japanese and other Conquests/scenarios, and replaced entire roster with them... Civ 5 has Ethnic units mod that changes EVERYONE without affecting gameplay. Why not here?

Also, Sohei replacing pikemen is just wrong for Japan. Different era. Warrior monks with Naginatas were relevant in Classical and Medieval Japan, not Renaissance... by the Sengoku period Japanese army switched to Ashigaru with wall pikes with archers (and guns) between them, and the warrior monks like Ikko-Ikki mostly used FIREARMS at that point!

Ideally we'd get separate mod / tree for religious Japanese units that have either naginatas (Classical to Medieval) or teppo (Renaissance) and separate uniquely looking pikemen and muskets that aren't Sohei.
Having a faith unit upgrade from spearmen and to pike and shot is also a bit out of place... I think I found a rebalancing mod that adds Sohei as a separate earlier faith-based unit that is not replacing pikemen, because Yari Ashigaru are absolutely the most used combat unit in feudal Japan, replacing them with monks makes no sense.

Even if this mod insists on 1-2 uniques, I would really rather have Yumi Samurai archers replacing crossbowmen, as, again, Japan NEVER used crossbows. In their entire history. Like at all.

Anyway, can I disable Sohei replacing pikemen while keeping the rest of this mod? It's just so great for every other faction, but Feudal Japanese army loses its most used units somehow... so instead of Ashigaru footmen and Samurai archers and cavalry we get samurai Japan with crossbows and no spears. That's like having England without longbows.
Appiodici 31 ago, ore 9:07 
Caramel, three unique unit is too much for one civ. I mean with more then the one or two of the base game.
Really like this mod, but it seems it's missing a few units that Moar Units had.

Also, can Sohei be made a bonus unit that does NOT replace pikemen? As Japan used ashigaru with pikes way more than warrior monks... So turn them into a separate bonus faith only unit. And it would be real cool if we get gunpowder version of them as upgrade.

Also Japanese crossbowmen really should be replaced with samurai archers.
Knoblauch_ 25 ago, ore 12:03 
Just to add on regarding the Canada bug:
This mod seems to affect Laurier's ability-- all Tundra Farms and Camps get +4 Food and Tundra Mines and Lumber Mills get +4 Production, whereas these improvements should normally only get +2 yield respectively. Also, non-Tundra Farms and Camps get +2 Food and non-Tundra Mines and Lumber Mills get +2 Production, whereas these improvements should normally get no bonus. It's clear that it's a problem with the "Last Best West" ability since Quarries, Pastures, and Plantations are unaffected, both by Laurier's ability and this mod's bug.
Also of note, Laurier's 100% strategic resource accumulation on Tundra tiles does not appear to be affected by the bug. Non-Tundra Iron Mines accumulate the correct 2 Iron per turn and Tundra Mines accumulate the correct 4 Iron per turn.
FancyBat 2 ago, ore 23:54 
Hey, love the mod but I am also experiencing the canada bug where the tundra resource bonuses are doubled. They even apply to normal non tundra terrain
daanaker 10 lug, ore 2:17 
nubias forest elephants pushes enemy away and takes its place putting itself in grave, grave danger of cityshots crossbow in my case losing me a forestelephant core...... this really is a let down