Sid Meier's Civilization VI

Sid Meier's Civilization VI

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EpsTweak for Support Units
   
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3.259 MB
25 Mar, 2021 @ 3:59am
19 May, 2021 @ 8:35am
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EpsTweak for Support Units

Description
EpsTweak is a series of small mods that tweak the balance of Civ 6. Rather than put all of them into one hefty package, I've split them into small fragments to allow you to make your own custom rulesets.


The Support Unit mechanic of the base game feels lacking and underutilized, offering only one potential option at a time for each combat unit that you choose to support. This is a bit of a downer since Support Units have the potential to solve some particularly tricky design problems in the game - sieges of cities with few approachable land tiles, tactical manouvering, movement through rough terrain, you name it. So this mod adds 5 new Support units and 2 new policies to train them faster:

Shieldbearer: Unlocked at Military Training. Grants the non-cavalry land unit in its tile +4 Combat Strength while defending.

Pathfinder: Unlocked at Mercenaries. Ignores movement penalties through Woods, Rainforest, and Hills, and pulls any land units linked with it in an Escort Formation when ordered to move.

Demolition Crew: Unlocked at Siege Tactics. Has a short-ranged Bombard attack effective against districts (+20 Strength). Severely less effective against other targets.

Modern Demolition Crew: Unlocked at Chemistry. Stronger version of the Demolition Crew.

Sniper Team: Unlocked at Advanced Ballistics. Has a ranged attack that's effective against Melee, Ranged, and Anti-Cavalry units (+20 Strength). Severely less effective against other units, but is able to Priority Target enemy Support units.


Citizen-soldiers: Military policy unlocked at Military Training. +50% Production toward Ancient, Classical, and Medieval Support units.

Mandatory military service: Military policy unlocked at Nationalism. +50% Production toward Support units. Obsoletes Citizen-soldiers and is itself obsoleted by Defense of the Motherland.
32 Comments
MikeSeven 22 Feb @ 1:06pm 
As per Madisonian's post on 2024-04-21, edit the Units.xml file located at C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\2435101534\Core.
Under <TypeTags> remove lines 48-53:
<Row Type="EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER_STUB" Tag="EPSTWEAK_SUPPORT_CLASS_SHIELDBEARER"/>
<Row Type="EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER" Tag="CLASS_RECON"/>
<Row Type="EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER" Tag="CLASS_MELEE"/>
<Row Type="EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER" Tag="CLASS_RANGED"/>
<Row Type="EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER" Tag="CLASS_ANTI_CAVALRY"/>
<Row Type="EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER" Tag="CLASS_SIEGE"/>
Under <UnitAbilities> remove line 153 (159 if you haven’t deleted 48-53):
<Row UnitAbilityType="EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER_STUB" Name="LOC_EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER_STUB_NAME" Description="LOC_EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER_STUB_DESCRIPTION"/>
Madisonian 21 Apr, 2024 @ 11:16pm 
Chasing down a blank Ability line on the Unit Panel for Melee, Recon, Anti-Cavalry, Ranged, and Siege led to LOC_EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER_DESCRIPTION being empty in the text file.

By correcting that, I noticed the Shieldbearer +4 seems to be incorrectly applied to those 5 classes instead of the being linked to the Shieldbearer class; instead, there's an extraneous ability EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER_STUB that links to the Shieldbearer class/unit. That has a Name and Description but no UnitAbilityModifiers (so it displays on the UnitPanel Abilities for the Shieldbearer unit despite having no linked modifier), while EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER has UnitAbilityModifiers but no text description, and incorrectly linked classes. Linking the Shieldbearer ability and class together, removing the 5 other classes, and deleting the incomplete _STUB entries fixed everything.
Patricida 11 Nov, 2023 @ 2:49am 
Btw your mod works fine with JNR's Castles - Better Forts. New support units apply production bonus while stationing in fort properly, so using both mods is safe.
Patricida 9 Nov, 2023 @ 2:36pm 
Thank you for a quick answer :>

That's not a big deal - I was just curious, because I wasn't able to buy support unit's army/corps despite possibility of stacking them manually.

Thank you for this mod!!
Eps  [author] 8 Nov, 2023 @ 1:51pm 
It wasn't intentional initially, but I left it in because I honestly don't have a way to prevent it? Seems like any land unit with a combat strength just automatically gains that.
Patricida 8 Nov, 2023 @ 12:56pm 
I have noticed that I am able to stack demolotion crew units into corps/armies. Is it intentional?
jermapilled 11 Nov, 2022 @ 5:52pm 
Love this
Puddings 9 Nov, 2022 @ 10:28am 
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Eps  [author] 9 Nov, 2022 @ 9:33am 
They re-use models from the game. Shieldmaster uses the swordsman model. Pathfinder uses the Scout model, etc.
Puddings 9 Nov, 2022 @ 6:44am 
Can you include a picture of every new units pls? Thanks