Sid Meier's Civilization V

Sid Meier's Civilization V

Exotic Units Pack
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*
Skidee 1 Apr, 2018 @ 11:26am 
Ok tha ks for the reply
S-Man  [author] 1 Apr, 2018 @ 4:17am 
@Pandamansleep - there's over 8k mod on Steam, and I don't have time to test mods against all of them.

I've never looked at those 3 mods, and don't know how their LUA functions will interact with this mod. If they don't have any LUA functions, compatibility shouldn't be a problem.

Sorry, but I really don't have time to test this. You'll have to load them up and roll the dice to figure out how well they work together. Thanks.
Gwizzz 27 Mar, 2018 @ 4:34pm 
I'm also having the same issue as arr0w: no messages that pop up at turn 15 or 20 about a contract. It could be a conflict with another mod as I have a ton installed. I'm treating the mercs as mercs, except their contract is not renewable. If I buy a merc (not a regular unit) I delete it 20 turns later.

The unit that stuck around 20+ turns was Condottieri. It was garrisoned in a city. Not sure if that has anything to do with the issue. A unit from another mod was treated differently when garrironed than out in the open. I'll hire another unit and keep it outside for 20 turns .

Also, I was able to buy and gift mercs to City States; specifically Wild Geese and Great Bombard. They didn't seem to go away either and I don't know if they affected the CS economy at all. I won't gift mercs any longer as that also seems to go against the rules of a merc "contract".

A nice mod with unique and useful units.
MickeyJPerez 8 Mar, 2018 @ 7:32pm 
Lol I’m still trying to get elephants and camels to spawn so I can use those units😅
S-Man  [author] 27 Feb, 2018 @ 4:20am 
@arr0w - which unit? Or are you seeing this with more than 1 unit?
arr0w 27 Feb, 2018 @ 3:29am 
well there is no contract..the unit stays forever dude
S-Man  [author] 25 Feb, 2018 @ 11:04am 
Triple price? The formulae used for contract pricing is to set the total life-cycle cost to at 125% - 150% of the merc analogous unit's gold purchase price, often much higher.

For example, if you're hiring a Ghazi for 4 contract periods, it should cost you 35 gold per contract for a total of 140 gold. But if you purchased a Swordsman it would cost you 100 gold.

The dividend is adjusted for game speed - which helps determine how long a given unit is "viable" - e.g. how many turns between its "prerequisite tech" and "obsolete tech." The contract length (divisor) is set at 20 turns. In a quick game, the unit may be viable for 40 turns, or 2 contracts. In a Marathon game, it may be 200 turns, or 10 contracts. The cost per contract is adjusted accordingly.

Tripling the price would mean the life-cycle cost of the merc unit would be 375% - 450% higher than a similar in-game unit. This just seems way too much to me.
arr0w 25 Feb, 2018 @ 10:44am 
or just triple the price for unit, then it will be fair :)
S-Man  [author] 25 Feb, 2018 @ 4:47am 
@Caldor - Thanks! It's always great to hear that players are having fun with my mods!
S-Man  [author] 25 Feb, 2018 @ 4:46am 
Having said all that - if you think the AI isn't getting enough Merc units, I can easily change that so they'll get more. Can increase the likelihood the Merc units will spawn more often. Or perhaps spawn more than one unit, so they get more than one per turn. And perhaps make that scale with their Era so they get more units in later Eras? What do you think about that?

I'm currently working on a companion mod for this one - one that adds more "normal" units to the game. The goal is to provide a better/more interesting variety of units, especially during Epic or Marathon games. The Camel, Elephant, and Ranged Cav units in this mod will migrate to that mod, and Exotic Units will be Merc-only. The mods can be played together or independently.
S-Man  [author] 25 Feb, 2018 @ 4:40am 
@arr0w - there are a lot of issues with the game's functions dealing with AI unit purchase. I've seen an AI civ sitting on 100k+ gold, and not buy a single unit when I'm closing in on its capital/last remaining city.

Because of this, this mod doesn't use gold to determine whether the AI spawns a Merc unit or not. There is a 4% chance every turn that an AI civ will get a merc unit. The unit spawned is a random unit from a list of all the Merc units still "valid" for that civ (which is based on their tech tree progress).

I've played around with the 4% number quite a bit in testing. It started at 10%, but I nerfed it during development - I wanted the AI to have more "normal" units than Mercs. When the chance is over 5% this isn't the case.
arr0w 25 Feb, 2018 @ 12:37am 
way too cheap units, AI build only camel party which sucks and they dont realize to buy 200gp costing good units..becomes too easy :(
Caldor 24 Feb, 2018 @ 10:06am 
I would just like to say thank you for this mod and all your mods, they are all amazing
S-Man  [author] 17 Feb, 2018 @ 12:44pm 
@Mr. Eyes - Rabble is a mercenary unit, so it can only be gold-purchased in a city that has already built the Heptastadion. This building is available on the discovery of "Sailing."

If you have a city (which must be a coastal city) that has built the Heptastadion and you have enough gold, let me know if you still cannot hire the unit, and I'll look to see if I can find the problem. Thanks.
cath :3 17 Feb, 2018 @ 11:26am 
Hey there! I was using the mod and I can't get the rabble at the beggining. Is there anything I need, or is it a gpt that I need? Because I can't get it at all.
Epäilevä Tuomaa 11 Feb, 2018 @ 11:36pm 
this is great, thank you
S-Man  [author] 11 Feb, 2018 @ 8:19am 
@Ivy - well, on Quick/Standard games, I can see why the units fly by quickly on the Tech Tree. I tend to play Epic/Marathon and wanted a bigger variety of units during those 2000 turn games - hence this mod.

Early versions of the mod had testers saying the new units were OP. So, about mid-way, I found "matching units" in the normal game to base the new unit specs on - and tried to keep them about the same level. Which I guess removed a lot of incentive to even use them?

When you're building a mod you make your best guess on how to set things up. Sometimes you get it right, sometimes you don't. Having players come back with suggestions is the best way to get the mod right. I'd really appreciate it if you can come to the Discussions/Suggestions area and help me get the units where they should be (combat stats, prereq techs, etc.).

Thanks!
MickeyJPerez 10 Feb, 2018 @ 9:57pm 
@S-Man I've tried it on all game speeds
S-Man  [author] 10 Feb, 2018 @ 1:10pm 
@Everyone - I'm getting some pretty good suggestions about units to add - but as the mod is getting larger, I think it's starting to lose some focus.

I'm thinking about splitting the mod into 2 different mods. The "Exotics Units" mod will become Mercenary only.

The new mod, "Not-Exotic Units" (yeah, I know, that name won't do....) - will take the Camels/Elephants/Ranged Cav units. I'm wanting to focus on adding more units to this one. Not units you "rent" - but produce normally. Units that focus on gaps in the Tech Tree.

Appreciate any thoughts anyone has about this. Probably looking at making the split in a couple of weeks. If at all. Thanks again!
S-Man  [author] 10 Feb, 2018 @ 11:12am 
@Poisonivy921 - what game speed are you playing at?
MickeyJPerez 10 Feb, 2018 @ 11:00am 
You literally can’t get half the units... elephants and camels don’t actually appear by the time you get some of the units you and the ai are in different eras and the units are too weak... kinda sucks I thought this would have been great:steamsad:
Aragorn.2 3 Feb, 2018 @ 8:49am 
Thank you! It worked
S-Man  [author] 3 Feb, 2018 @ 6:53am 
@Aragorn.2: Try this one:

https://forums.civfanatics.com/resources/exotic-units-pack.26587/

I'm pretty sure it's current.
Aragorn.2 3 Feb, 2018 @ 6:40am 
Is there a direct link to download this mod? I was unable to subscribe to it on Steam.
T.N.Tobin 31 Jan, 2018 @ 7:42am 
ok fair enough. I should state that I know nothing of making mods. they don't seem to be disbanding after 20 turns. I will make sure though. don't want to send you on a wild goose chase lol
SirHon 29 Jan, 2018 @ 8:19am 
nice mod...thank you
S-Man  [author] 28 Jan, 2018 @ 9:26am 
@420 - yes, they may be OP. Part of the reason I'm still flagging the mod as BETA in the Description. When you're building these kinds of mods, you take a guess at what the stats should be, and sometimes you get it right, sometimes you don't.

When building/testing the mod, a lot of the feedback suggested when the units were weaker, there simply wasn't any incentive to use them. So, it's a difficult balance. This kind of feedback helps!

It sounds like the Fighting Admiral (Thirvai) needs a nerf to compensate for his standoff?

Question: are the units still there on 21 turns? If they're not disbanding, then it's definitely an issue that needs to be fixed.

The AI gets merc units randomly - as AI doesn't deal well with purchase-only units. So, if you didn't see them using a given unit, it's due to bad luck...
T.N.Tobin 28 Jan, 2018 @ 6:41am 
I do like the new units but some of them seem a little overpowered for their price... and im confused on when they go away. it says for 20 turns but when 20 turns is up they are still there. there is one boat i have that is basically a great admeral with the ability to fire twice and further then anyother boat . allowing it to hit cities without being hit back... love it but realistically it is way to overpowered and the computer was not using them, not any of the 22 comps in the game were using them. only me. it can also heal units around them.
birdie 27 Jan, 2018 @ 5:38am 
thank you so much
:steamhappy:
S-Man  [author] 26 Jan, 2018 @ 11:59am 
New version posted (V2). Main changes are renaming all artwork in the mod so the new units won't conflict with similar models in other mods. Also added the "Reaper" UAV, a more lethal version of the Predator drone - this one actually can do some damage!

See Change Notes for more details. Let me know if you see any issues/problems. Thanks!
S-Man  [author] 26 Jan, 2018 @ 10:08am 
@Birdie - a clarification - to build the Camel Market or Camel Bazaar, the city must be built in, or be adjacent to a Desert tile. Having a Desert tile inside the city's cultural border is not enough.
S-Man  [author] 26 Jan, 2018 @ 6:59am 
@Birdie - no problem - these two strategic resources are different from other kind. They don't "appear" on the map. They are created (available) when you build the required buildings (Khedda or Gajashaala for Elephants, Camel Market or Camel Bazaar for Camels).

To build the Elephant-producing buildings, the city must have the luxury resource Ivory present, which is on the map. To build the Camel-producing buildings, the city must have at least one Desert tile in its Cultural border.
birdie 26 Jan, 2018 @ 6:41am 
ah sorry i dont wanna be stupid but how i can i find camel and elephant there are not appear on the map
S-Man  [author] 24 Jan, 2018 @ 7:07am 
FYI - I'm currently working on V2 - which should be done in the next day or so. So.... Last chance to make any recommendations on new units, changes, etc. Thanks!
S-Man  [author] 22 Jan, 2018 @ 3:25pm 
Thanks, Traror - Sounds like you have some really good ideas about this. I'd appreciate any thoughts you'd care to contribute on the collaboration thread:

https://forums.civfanatics.com/threads/divine-daredevils-assassins-vs-templars.627276/

It really does help to get these suggestions. The quality of the product is much stronger when more people add ideas. Thanks again!
ChaffyExpert 22 Jan, 2018 @ 2:30pm 
Probably should add pagan holy warrios and bands too, and maybe rename the mod to "religious units" or something.
S-Man  [author] 22 Jan, 2018 @ 2:09pm 
@Traror - I really don't know anything about Assassin's Creed - and I'm a bit worried people will think the mod is something it really isn't. The mod nothing to do with the AC video game, other than the historical parallels.

But the attack animations for the new units are pretty cool, I think. Adds a lot of "color" to the mystery of the era...
ChaffyExpert 22 Jan, 2018 @ 2:02pm 
Is the assassins vs templers an Assassin's creed reference? or a coincidence.
S-Man  [author] 22 Jan, 2018 @ 1:59pm 
@Pandamansleep & Traror: you may want to take a look at this:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1278471661

I tried adding 1 or 2 of the units you recommended, but kind of got carried away... ;)