Sid Meier's Civilization V

Sid Meier's Civilization V

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Exotic Units Pack
   
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7.977 MB
6 Jan, 2018 @ 3:18am
26 Jan, 2018 @ 11:49am
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Exotic Units Pack

Description
After playing Civ V for years now, one thing I believe is missing is a variety in combat units throughout the tech tree. Something a little more exotic than the basic Musketman – that every other civ has and it always looks the same, no matter what part of the world you're exploring. BORING!

This mod adds 46 new units with different artwork that adds a lot of color and spice to the military units available throughout the entire game. These units do not replace any units in the game already, and they all have similar capabilities to existing units. But they do have some extra features that at times make them an excellent alternative to using those existing units.

There are two types of new units: "regular" units – ones you produce or buy normally, and "mercenary" units – ones you hire for a set number of turns who then disband at the end of their contract it is not renewed.


Regular Units: These are trained/purchased like a normal unit.

* An "Equites Sagittarii" class of 6 mounted ranged units, appearing in the Ancient through Modern Eras. They require the Horse Strategic Resource to build.

* An "Elephant" class of 4 new melee/siege units, appearing in the Ancient through Medieval Eras. All civs can use these units if they have access to an Ivory resource and build the correct training facilities (new buildings: Khedda and Gajashaala). These new buildings create the new "Elephant" Strategic Resource in any city that has a worked Ivory Luxury Resource available. These Elephant resources are required to build these units. For civs that already have elephant-based UU's, some adjustments have been made to those units to make them superior to these new units.

* A "Camel" class of 4 new mounted melee units, appearing in the Ancient through Modern Eras. They are fast, and excel in hit and run tactics. They can only be built in cities that have desert tiles that also possess the proper facilities (new buildings: Camel Market and Camel Bazaar). These buildings create the new "Camel" Strategic Resource required to build some of these units.


Mercenary Units: These are "purchased" for a contract number of turns (20) for a much smaller price than purchasing a normal unit. The price depends on several factors, such as Game Speed, Map Size, and Era Start. At turn 15 of the contract, you'll see a reminder notification on the right side of the screen letting you know if a unit is up for renewal in 5 turns. On turn 20, you'll have the option to "Renew" the contract or let the unit "Disband." There are 31 different Mercenary units available throughout the tech tree.

There are 7 new buildings that Mercenary units require in order to be "hired" in a city: Heptastadion, Mead Hall, Mercenary Guild, Shipyard, Mercenary Consulate, Naval Yard, and Contracting Agency.


Discussion Thread: https://forums.civfanatics.com/threads/exotic-unit-pack-resource-mod-collaboration-thread.625074/


PLEASE NOTE: The mod is in BETA stage. It has been extensively tested with LiveTuner, but not so much with actual human players. It is entirely possible (perhaps likely) that you will encounter odd behavior, typos, etc. while gaming. Sincerely appreciate any and all reports, suggestions, complaints, etc., here so I can fix them quickly. Thanks!


Acknowledgements: This mod was created from a concept from DracoTheGreat on civfantics.com

Additionally, many, many talented modders created the artwork used throughout this mod. Many, many thanks to Bernie 14, Civitar, Danrell, Deliverator, Ekmek, Hangman, JFD, JTitan, Nutty, Nomad or What, Patum333, Snafusmith, Wolfdog, Zwei833. Special thanks to Troller0001 for help getting the LUA working.

This mod incorporates the functionality of Labby's "Improved Air Recon" mod for the Merc recon units. See instructions there for more details:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=288579237

If I've missed anyone, please let me know and I'll add them right away. Thanks!
Popular Discussions View All (1)
0
17 Jan, 2018 @ 8:51am
Suggestions
S-Man
103 Comments
kensw 8 Feb, 2022 @ 10:04am 
In the last update 4 yrs ago " 1. Renamed all textures with unique names to prevent texture corruption with other mods "

This problem is still there making this mod almost unplayable with any of my other mod collections.
Namiridite 🌺🌸 15 Aug, 2021 @ 9:28pm 
Hey, downloaded your mod because of all your amazing modelling; wanted to steal some units for my personal civ that I'm not sharing or distributing. Problem is, I can't find the art for the flying circus unit - any chance you can point me in the right direction?
AKU 7 Aug, 2021 @ 5:47am 
Very cool addon! Thanks!
Malata Societa' Official 27 Sep, 2020 @ 4:59pm 
@sman thanks a lot
S-Man  [author] 25 Sep, 2020 @ 7:07am 
@destiny - the Description explains the new resources: they are created by new buildings, and do not appear on the map at all. You have to "train" fighting camels and elephants, as they simply aren't just found in the wild (more or less...).

The Rabble require the Hepstastadion building in the city (which requires Sailing tech), but - as with all Mercenary units - they can only be purchased, not produced/trained. Try setting up the building and see if the unit appears in the purchase list.

No idea about megamod. If you try it, let me know. Thanks!
Malata Societa' Official 23 Sep, 2020 @ 10:58am 
and this mod work fine whit megamod?
Malata Societa' Official 21 Sep, 2020 @ 8:55am 
i use yes not another map pack mod and youre 2 new resource dont appear on giayant earth map pack , i was reveall all the world map but there isn't, after rabble cant be recrutable from my civ and some other's (didn't appear on tecnologic list and city list)
i use some mod's and also i use about unit megamod
craigcharles14 31 Mar, 2019 @ 7:42pm 
How do you fix the Armored Car from being upside down?
Gwizzz 11 Apr, 2018 @ 8:31pm 
Follow up: I have this mod loading last and the contract renewal messages still don't occur. It may be due to using whoward69s DLL to support his many mods. Although I don't expect you to make this compatible, I would like to know if there is a way to make the mercs units buildable like regular units instead of purchasing them, using their respective buildings as prerequsities. That way we could still use the mod and all of units.

EDIT: I found the flag in their respective xml files to allow them to be purchased. However, since they don't add to unit maintenance costs I left them as purchase only and raised their price to match comparable units. Its a fair tradeoff to buying them as an emergency or special purpose unit.
Skidee 1 Apr, 2018 @ 11:26am 
Thanks*