Sid Meier's Civilization V

Sid Meier's Civilization V

Pikeman to Musketman
61 Comments
Viss Valdyr 20 Feb @ 2:50am 
how does your game go?
Adam Jensen 007 4 Jan, 2018 @ 12:52pm 
thanks for this!
BombRoss 3 Jul, 2017 @ 12:59pm 
Good luck with your game.
Helios  [author] 14 Oct, 2016 @ 1:57am 
I'm sorry but i won't be modding civ 5 at all anymore. i have my own cheap hex game in the works, basically civ but with a deeper combat system. I'm surprised they didn't overhaul the combat system for civ 6. Too bad for civ. At least they didn't obsolete my ideas, i'll just have to do them myself. I'm finishing a game design degree at the moment. Eventually i'll start production of my game. Consider this thread open for suggestions regarding hex based combat mechanics.
Jarms 11 Oct, 2016 @ 9:42pm 
Is there a way to allow us to do both? I'd love the ability to choose between upgrading to Muskets or Lancers. Would add a lot of tactical depth.
Azghall 20 Sep, 2016 @ 2:14pm 
Great, now do one that make horse archers units, upgraded to archer units, so anoyed when my elephant archers turn into knights, hurray lv 7 knight with logistic and +1 range :steamfacepalm:
Dhurka-Alpha 16 Jul, 2016 @ 9:28am 
hey i don't know why but when ever i try to use this mod it doesn't allow me to upgrade my pikeman to musketman.
Helios  [author] 21 May, 2016 @ 6:04pm 
sorry i dont have multiple versions. its just this XML.

<?xml version="1.0" encoding="UTF-8"?>

-<GameData>


-<Units>


-<Update>

<Where Class="UNITCLASS_PIKEMAN"/>

<Set ObsoleteTech="TECH_GUNPOWDER"/>

</Update>

</Units>


-<Unit_ClassUpgrades>


-<Update>

<Where UnitClassType="UNITCLASS_LANCER"/>

<Set UnitClassType="UNITCLASS_MUSKETMAN"/>

</Update>

</Unit_ClassUpgrades>

</GameData>
tta91690 21 May, 2016 @ 2:43pm 
I have v2, but need v1 to open a save game. Is there a way to revert, or could you post a link to the previous version?
Civmaster54 19 Mar, 2016 @ 8:00am 
Ok Thanks!
Helios  [author] 19 Mar, 2016 @ 5:12am 
Yes, This only alter the upgrade chain.
Civmaster54 18 Mar, 2016 @ 12:53pm 
So can I still recriut lancers???
Helios  [author] 12 Sep, 2015 @ 8:43am 
Here's to unit prototyping in CIV 6. Unit trees were a backwards step IMO.
sheridan.kim 2 Sep, 2015 @ 9:25am 
Great mod! I've been needing this one.
@axatoramus, It is the tree of units that have bonuses against other units (e.g. spearmen/pikemen/lancers are anti horse, and anti-tank guns/helicopter gunships are anti-tank)
axatoramus 16 Jul, 2015 @ 3:45pm 
Never understood the pikemen lancers tree
leavemealoneism 4 Mar, 2015 @ 2:01pm 
I really hate lancers.... I once had a bunch sent out on an invasion and they were killed so easily.
winged hussars aren't bad though
campbellmc14 9 Jan, 2015 @ 9:15pm 
Thank you! This makes so much more historical sense!
After all, what is a musket and bayonet but a spear with a canon?
Repo Man 8 Dec, 2014 @ 9:44pm 
This is so great, especially because pikes to lancers is historically inaccurate and makes zero sense.
Cheeselord319 2 Dec, 2014 @ 5:23pm 
Thank you SO MUCH. I hate lancers.
Crow 30 Nov, 2014 @ 7:39pm 
THANK YOU. I hate the lancers so much, why would I even want them once I unlock musket-men or their unique-unit equivalents? I can honestly say that I've never NEVER used Lancers in my military because, at that point, I phase out all melee units and replace them with musket units.

Also, saw this while reading the other comments. @The One and ????, if you have Gods and Kings the Crossbowman can be upgraded to the gatling gun (to my knowledge the Gatling Gun isn't in the Vanilla game), so it would conflict with that. Plus, archers are ranged units, the musketmen is not (the musketmen counts as a "melee" unit, in that they have to get up close and personal with the enemy, unlike crossbowmen, who can attack at a distance). I always thought it was a little weird that they counted as melee units, but I guess it makes sense with them taking over as the primary infantry unit.
Vishtaspa Arizanti 29 Nov, 2014 @ 4:28am 
thank you it's a great mod but does it not work with saved games?
mikeburnfire 28 Nov, 2014 @ 11:51pm 
Hey, I just to say that this mod is solid, and everybody should definitely play with it. Lancers are so very worthless, and it's surprising that this was never addressed with the updates.

I went one step further and made lancers obsolete with cavalry (instead of anti-tank gun). I was in a game where a city-state kept gifting them to me, and they were not worth keeping. I think it's something worth adding to your mod. Just add

<Where Class="UNITCLASS_LANCER"/>
<Set ObsoleteTech="TECH_MILITARY_SCIENCE"/>
and
<Where UnitClassType="UNITCLASS_ANTI_TANK_GUN"/>
<Set UnitClassType="UNITCLASS_CAVALRY"/>

in their respective areas. Thanks again for the mod!
margass 6 Jul, 2014 @ 11:44am 
@Bad Jim:
There is a mod for steam workshop called 'Scouts Progress'.
margass 6 Jul, 2014 @ 11:43am 
YEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Kardinal 4 Jun, 2014 @ 3:08pm 
Love it. Thank you!
Rodman 20 Feb, 2014 @ 1:29am 
this is not working so far
Rodman 19 Feb, 2014 @ 4:55am 
yweye uahgsujhg thx
Ranger8599 17 Feb, 2014 @ 8:48am 
MOD works great with BNW!
Luka 26 Jan, 2014 @ 7:34pm 
Will the AI upgrade their pikemen into musketmen too?
CyGuy 1 Jan, 2014 @ 8:06pm 
they should have done this with the cross-bowmen instead of the pikemen. (makes more sense)
Rik19 20 Dec, 2013 @ 10:24am 
it doesn't not work to me... i'll remove it and try to install it again...
Bad Jim 15 Dec, 2013 @ 3:59pm 
This is one of the things I am amazed haven't been fixed in the core game, so good work! The other is the strange lack of upgrades for scouts.
Bandit 9 Dec, 2013 @ 12:21pm 
pikeman=musket man
tjarne 1 Nov, 2013 @ 5:04am 
This also works with landsknechts, which are now in the commerce tree. And it's quite awesome
Hurgablurg 19 Oct, 2013 @ 11:10pm 
I definitely see the use of this mod, but considering that after the lancer, the anti-armor units get really good ,I feel that if you wanted to stick it out, they are definitely worth it. However, the appeal is definitely there, with the fact that pikemen are so good early on, you have a lot of them, and then when you have 5-6 lancers...
What would be good (but probably impossible) is the ability to split the pikeman path, some to frontline infantry, others to lancers.
reokso 12 Oct, 2013 @ 10:22am 
OMG YOU ARE MY HERO
Arkadus 1 Sep, 2013 @ 6:26pm 
Great mod m8!!.
For teh rest of the people that don't agree with this mod, don't click "subscribe" I personally love this because in the end I'm blitzkrieging with airpower and mech infantry/ artillery combo and this lets me keep the upgraded units going to where i need them to go.
Georgestephenson 10 Aug, 2013 @ 8:50am 
Hello, nice mod, for some reason searching for 'Pikeman to Musketman' in the workshop's search bar doesn't bring up this mod.

May I ask you for a mod "Lancer to Cavalry", so people(like me) who see some logic for Pikeman to Lancer may continue with a mounted unit?

I am playing now with your mod because I prefer to continue with a Musketman>Rifleman and so on than with an Anti Tank unit, but I still would like to have the other option too.

Thanks
kingwq 24 Jul, 2013 @ 3:04am 
FINELY
PhoenixOfArcadia 15 Jul, 2013 @ 11:50pm 
I agree that the Machine gun going to Mechanized Infantry is stupid, but the Pikeman to Lancer is actually a slight plus to the anti-mounted unit. They gain an increased movement with horses, allowing them to close into other mounted units faster.
Helios  [author] 15 Jul, 2013 @ 11:39pm 
I think you may be right Randomman96.
Perhaps a mod that strengthens the underpowered lancer or moves it down the tech tree would be a better solution.
But there is still the issue of gunpowder units losing range and ranged units switching to melee thereby making many hard earned promotions pointless.
There are many other little niggly things that make the unit tree counter intuitive.
It calls for some official military overhaul patch in my opinion.
King Kek 15 Jul, 2013 @ 9:25pm 
Even after deleteing the mod cache several times, this file is not downloading. All other mods I atempt to download are, but not this one. Any possible reasons? Is this file not downloaded in the mods folder?
PhoenixOfArcadia 15 Jul, 2013 @ 7:36pm 
No, no, no, no, NO!!! You don't turn a unit desined to take out mounted(and eventually, armored) into a basic unit. IT BREAKS THE GAME!!!
ActionJesus 15 Jul, 2013 @ 3:12pm 
Thanks so much man
shdwwolf7 14 Jul, 2013 @ 7:00pm 
I would like to point out that pike formations were historically used alongside musket formations (See the Spanish Tercio unit). Although I do agree with burleynole as to the usefulness of lancers. Still, a good idea.
Helios  [author] 14 Jul, 2013 @ 12:16pm 
Thank you for all the positive comments, but I never tested it with BNW.
Glad to hear it works.
Changing the upgrade path of units happened to be really basic.
It's just one xml file in the mod folder.
Anyone can change the unit names and duplicate it to create preferable upgrade paths.
Spinoza 14 Jul, 2013 @ 10:37am 
Really nice mod, thank you.
Beady serpent eyes 14 Jul, 2013 @ 12:02am 
Why would the developers even think to turn them into lancers?
Arkadus 13 Jul, 2013 @ 2:13pm 
anyway you can make a mod that lets you upgrade archers into musketman as well. never really liked what they upgrade into. Also thanks for this mod.
Snowlion 13 Jul, 2013 @ 12:42pm 
I have checked and yes this mod works for BNW and yes it works for Germany's Lansknechts.