Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Better Recon - Unit
   
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19 Dec, 2019 @ 8:55pm
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Better Recon - Unit

In 1 collection by Luke ✞ Jesus Saves ✞
Better Recon
4 items
Description
Make Recon class better. This mod is one of the collection that changes every aspect of Recon class. Designed to work together but can be used independently.

This mod modifies the Recon class units. These changes also apply their replacement unique units.

Functional changes
  • All Recon units now ignore terrain cost. Scouts and Skirmishers' Base Movement Speed reduced by 1 (to 2) *.
  • Observation Balloon and Drone provides +1 Sight Range to Recon units within 1 hex.

(*) The mod explicitly reduces the movement speed by 1, so if you have other mods that set the movement speed, it can stack.

New Promotion Tree
Please refer to the above screenshot for better visualization.

  • Tier 1:
    • Pioneer: +1 Movement Speed. Can scale Cliff walls.
    • Sentry: +1 Sight Range. Can see through Woods and Jungle.
  • Tier 2:
    • Natural Survivor: +10 Combat Strength when defending. The bonus is up to +12 Combat Strength when in Woods, Jungle, Hills, or Marsh, and +10 Healing per turn. Requires Pioneer or Sentry.
    • Camouflage: Only adjacent enemy units can reveal this unit. Ignore Zone of Control. Requires Pioneer or Sentry.
  • Tier 3:
    • Secret Service: When in formation, units all inherit escort's Movement speed and this unit has +10 Combat Strength. Requires Natural Survivor.
    • Saboteur: +20 Combat Strength when attacking Siege Units. Requires Camouflage.
  • Tier 4:
    • Tactical Recon: All adjacent units receive +5 Combat Strength. The bonus is up to +10 if this unit is under Observation Balloon or Drone effect. Requires Secret Service or Saboteur.


Recon class units in my opinion are in weird position. Through these mods, I want to make them into support position that can fulfill either exploration or indirect combat role. It is achieved by making them better survivors (through defensive bonus) and instead of having 20 bonus Combat for themselves (original Ambush promotion), they transfer them to their allies through Combat or Maneuver support. Below are the mods in this collection:

  • Unit: Change the Recon unit abilities and their promotion tree.
  • Policy Cards: Add/Change Policy Cards towards Recon units and exploration.
  • Road Building: Add build charges for Recon units, they can now build Roads.
30 Comments
meow 6 Nov, 2024 @ 5:44am 
I would also advocate for a Lite version that tones down the promotions significantly. No movement penalty and camouflage on their own are more than enough to justify making recon units and also makes them useful as a sort of pre-spy, turning them into busted powerhouses capable of single handedly turning the tide of battle is a bit much.
Kalmorph 30 Jul, 2024 @ 10:38am 
The 'Natural Survivor' promotion is insanely OP with this healing. Any other unit type doesn't have this sort of promotion, so it's way overboard.
miloofcroton 24 Jun, 2024 @ 9:56am 
Love this mod series. I have a suggestion for another recon-based mod. I'd be happy to commission it if you like. We can hash this out over DM, but this is basically what I'd do:

- Scout: as-is is fine
- Okihtcitaw: as-is
- Skirmisher: +15 melee
- Warak'aq: +25 melee
- Ranger: +20 melee
- Highlander: +20 melee
- Spec Ops: +10 melee

And Promotions:
- Ambush: -10 (at +10 total)

Extra credit:
- all recon class can use battering ram and siege tower

Basically, all recon get a melee strength that is 5 above their ranged strength, and they are then able to take cities.
MarsEco 14 Nov, 2023 @ 9:31pm 
Additionally, i think this is because the Scout's upgrade comes far too late. By the time you get your first Recon Upgrade, you are getting your 2nd Ranged Upgrade.

Personally, I would love to see Skirmishers come at Engineering. (As the kind of short-ranged Composite Bow Recon that they are.) Obviously the Warak'aq (Inca) too, which is where your other mod Earlier Tunnels has Engineers/Tunnels being unlocked. (Good synergy there.) Sadly, Rangers need to stay where they are as there isn't really anything else at the tech (outside of Modded stuff.)
MarsEco 14 Nov, 2023 @ 9:31pm 
One little suggestion: I would suggest changing out Saboteur. I feel like that is more of a job for the Heavy Cav or even Light Cav. (like Pillaging is for them.)

Instead, if possible, I would do a "May Upgrade when in Neutral Territory" (Norway with ships,) as this 3rd Promotion. (Because that is something I always want to do, but on the other side of the world makes that hard, as it is less likely you have friends over there or CS you have had time to get on side.)
SGT-Jacktomm 3 May, 2023 @ 8:33pm 
Love it, any way you can add the false flag black ops unit... to a better recon in late game?
DeadWeatherDrums 20 May, 2022 @ 5:24pm 
@fka-gargamel: If you read the comment below yours, I think you'll find that you won't get an answer to your question. Did you experience such a conflict? I like that mod as well and am hoping there is no conflict. I would assume there isn't one (they each do non-intersecting things) but ya never know...until you go through the excruciating process of finding out. Fingers crossed.....
fka-gargamel 10 May, 2022 @ 12:21pm 
is there a mod conflict with: Scouts Get Experience for Exploring
???
Luke ✞ Jesus Saves ✞  [author] 9 Jul, 2021 @ 9:19pm 
Hi, those are great suggestions. Unfortunately I no longer play Civ 6 or mod them. Please feel free to bring this to Civ forum, feel free to use my code :)
Z0mb:e 9 Jul, 2021 @ 11:58am 
On a separate note, would it be possible to add the recon class to the Stables and/or Barracks building's +25% exp bonus? Perhaps as a separate mod to minimize conflicts with other mods that modify the Encampment district?