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Compatibility:
-Requires Brave New World Expansion
if you have brave new world, try a fresh new game with only this mod enabled and it will work. Then you can find wich other mod break compatibility with this one.
My mods are compatible together but may be incompatible with other mods from different modders.
Good luck !
Starting Scout Mod - DOesnt require any DLC
Thanks
All do the civ expedia bad
Nope, unit cost upgrades are not changed by this mod.
so more age we get more cost to upgrade unit?
Absolutely essential to the base game, and very well polished.
In this "Units - Scout to Explorer" mod, would you be able to change the upgrade of the Explorer unit from Rifleman to a Gatling Gun?
Since the Scout upgrades into an Archer when you use an Ancient Ruins.
Np! if you want the whole list of mod ive made, there is also a link in the description.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=82028925
maybe something else will interest you!
good day!
Available after Pottery
GRANTS SURVIVALISM 1 & 2 to scouts trained in this city.
Cost 100 Hammers
Info: Double the production cost of Barracks. Hard to build early game makes it a tough decision but if a player opts for The Scouting Shack it will pay it’s reward especially after a regular Barracks is constructed.
Its a common cache issue from steam. Follow the steps written in the troubleshooting section of the mod description.
Regards.
I've recently being acquainted to your mods and I like them very much. This one in particular is inspiring me to make a mod that replaces Brazilian UU "Pracinha" for a new Musketman variation called "Bandeirante", which is basically this explorer unit of this mod, just more historical-time accurate (XVI century can't be rifleman).
However, I've never made a Civ 5 mod before. Could you help me with this? I've sent a friend request.
Cheers,
DustDevil
Or was it intentional?
Heres the possible cause:
1) Loading your game from the single player menu
2) Not owning Brave new World
3) Using mods from another modders that is incompatible with this one
4) Corrupt download from Steam or File integrity.
5) Corrupt Save game.
If you own Brane new world, do all the step described in the trouble shooting section (including , testing this mod Alone).
Also, verify the integrity of civ 5 file in steam library and delete your old save game if you can manage (local and cloud).
All i can assure you is this mod is functional, the number of users support this fact also.
Good luck!
What mod are you talking about? the others ones i made?
haha glad you bought , really its a great purchase, Civ 5 started with the DLC approach at first and i disliked that but then they stopped and planned real expansions, G&K was excellent, BNW was as good, true additions to the game and new game mechanics and modding possibilities. It is indeed worth it! :)
Exactly! Cant make content from a DLC available for free in a mod to those who dont own it.
This icon is belong to Fireaxis not to me, you already have all the rigth to use it =)
Good luck in your modding project!
Glad i convinced you and that you like the mod,
Thx a lot for your comment =)
Good day!
Again, this unit comes from the Scramble for Africa scenario wich is made by Fireaxis, this mod merely put it in normal game while integrating its effect in a balanced way.
This is an industrial era unit, it cant be transfered to earlier age, it would be an anachronism. I agree with Fireaxis choice on this unit.
All those cost are calculated by the game, not setted by me. The game is doing it rigth, Its a normal upgrade cost. Its your calculation that is wrong. You are upgrading a Ancient Age unit to an Industrial age unit, so the game calulate the diff beetween the 2 unit. Its your talk about rifleman and want to compare it, then your should compare the cost from a Warrior.
Warrior to Rifleman = the sum of all previuous upgrade required (Swordman, musket man etc..) and is higher than the Explorer, its not 130 GP at all.
The buy cost is also set by the game and is done correctly vs the upgrade cost. Buying cost - the unit wich it is upgraded from (scout in this case) cost = upgrade cost, the scout having a very little cost (80), you have to pay the rest wich is 350.
Everything is working fine here, in any case its the game base mechanic, its not related to this mod at all.
1) The upgrade cost is terrifying; 350gp to go from Scout to Explorer as opposed to the Riflemans 130gp. Compared to the 430gp cost to purchase it (I had the merchant tree reductions) There's basically no difference in purchasing or upgrading outside of 100gp. While the Purchase price makes sense compared to the Riflemans 500+gp, the Upgrade cost should be reduced to 130 for simplicity and playability
2) The Explorer comes a bit late, by the time I unlock it I generally don't have a need for it. I would sugest moving it back a tier or so, maybe sticking it into Navigation instead of Rifling so one can get it out earlier and play around with it before it becomes obsolete... unless of course one decides to rush it out
Great mod BTW, I missed the Explorer from Civ 4