Sid Meier's Civilization V

Sid Meier's Civilization V

Units - Scout to Explorer
100 Comments
DH 12 Sep, 2024 @ 12:50am 
can it be upgraded on ruin?
Rayzuke 16 Jun, 2022 @ 9:08pm 
Is there a reason why this Unit becomes obsolete with flight? It is just as confusing as the scout becoming obsolete with scientific theory
BlouBlou  [author] 1 Jul, 2021 @ 8:26am 
@Blanc

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 !
fun guy 27 Jun, 2021 @ 7:53am 
I'm unable to upgrade my scouts into explorers with this mod.
max 1 Feb, 2021 @ 6:15pm 
hey really nice mod, but is there a way to remove the explorer from spawnable barbarian units ?? (they die in one attack)
Maegil 2 Jun, 2018 @ 2:19pm 
Joshbird55 has a good idea there. Please complete the scouts' upgrade tree: make them upgradable to recon infantry (based on infantry), then to special forces (from marines/paras, invisible except to other recon units, helicopters, GDRs, and X-Com), finally to ghosts (stealthy X-com lite). The last two create a whole new gamut of tactical options to harass the enemy, and hopefully add both much fun and !!FUN!!.
joshbird55 10 Feb, 2018 @ 8:55pm 
gives an idea to have explorer upgrade to special forces unit
Frikster 16 Aug, 2017 @ 11:58pm 
Feels like it belongs in the base game. Excellent addition. I love how the explorers can be used as an emergency army. Feels very desperate guerrilla warfare-like.
SachiDomainsNaomi 6 Apr, 2017 @ 2:34am 
does this mod have compatibility issues with Brave new world expansion?
Tomato 28 Aug, 2016 @ 8:53am 
Okay. Thanks!
BlouBlou  [author] 27 Aug, 2016 @ 2:21pm 
@Tomato

Starting Scout Mod - DOesnt require any DLC
Tomato 27 Aug, 2016 @ 7:48am 
Do all of the ones you listed, including the promotion one, require DLC?

Thanks
tilarium 22 Aug, 2016 @ 5:51pm 
What happens with the explorers when they become obsolete with flight? Can we upgrade our existing explorers into anything?
iNol 25 Jul, 2016 @ 11:29pm 
Very nice mod. Maybe you can add something to scout on Modern era? Something like recon unit maybe. Would be very useful in modern warfare (with bombers, guided missiles, nukes).
thenikus 28 Apr, 2016 @ 6:44am 
Nice idea.
Mogelix (AU) 9 Mar, 2016 @ 11:24pm 
YES, IT FINALLY CAME!!!
All do the civ expedia bad:steamfacepalm:
BlouBlou  [author] 17 Feb, 2016 @ 8:09pm 
@DjongJava

Nope, unit cost upgrades are not changed by this mod.
FeelsGoodMan 17 Feb, 2016 @ 6:10pm 
@BlouBlou

so more age we get more cost to upgrade unit?
Redwood 20 Dec, 2015 @ 3:18pm 
Hey BlouBlou, really appreciate all your Civ5 mods.
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.
BlouBlou  [author] 12 Sep, 2015 @ 7:15am 
@killerdoom14

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!
Killerdoom14 11 Sep, 2015 @ 11:01pm 
Thanks for linking the promotions pack and all that jazz! Two new mods to my list :3
spazzrights 12 Jul, 2015 @ 5:24pm 
If the explorer becomes obsolete with flight does/will it have an upgrade unit?
SirSpanky 17 Jun, 2015 @ 6:37am 
Blou, again great mod as usual. I can see a compatiability issue with another mod named noobosoleteuniqueunits by Fresh Meat. In his mod, no Civs UUs go Obsolete which kinda make sense, you just have to build them an pay gold to upgrade them, takes some turns depending on which unit. I use this mod and his mod, Basically what happens is that ShoShone gets to keep making Pathfinders while no other Civ can make Scouts or Explorers in late game. A simple tweak to the XML will fix this if players want to do it themselves and use the other mod. Which I would leave it up to them to do but maybe you can add to your trouble shooting section. I suggest to make the explorer not go obsolete in this case.
OREO 20 May, 2015 @ 10:01pm 
Mod Request: Adds a building to the game. THE SCOUTING SHACK
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.
BlouBlou  [author] 1 Mar, 2015 @ 9:53pm 
@jammy Rooslter

Its a common cache issue from steam. Follow the steps written in the troubleshooting section of the mod description.

Regards.
Nacho Man Randy Cabbage 1 Mar, 2015 @ 5:47pm 
This mod just asked me to update it today and when I did it disappeared from my Mods folder and unsubscribed me from it. And now it's just frozen on 'Transferring' for it in the modlist and it's making me unable to work through my other mods. Considering the page for this doesn't say it was updated anytime recently, I'm guessing this is a glitch? Any idea what could be causing it?
BurnedOliveTree 2 Feb, 2015 @ 12:27pm 
Could you make it downloadable not only from Steam (for example from civfanatics), because I have Mac so I can't download it.
DustDevil 29 Oct, 2014 @ 7:58pm 
Hello BlouBlou

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
Glimpse of Us 22 Oct, 2014 @ 5:40pm 
You should make this available up to the last tech age. I cant build it after it became "obsolete"

Or was it intentional?
BlouBlou  [author] 14 Oct, 2014 @ 6:02pm 
@ScimmiadiMorte

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!
ScimmiaDiMorte 14 Oct, 2014 @ 1:21pm 
My game crashed as soon as the Rifling tech was discovered. Loading the autosave caused game crash. had to unsubscribe and delete.
TofuSojo 7 Oct, 2014 @ 10:25pm 
Also, I think you should consider moving the Explorer to Gunpowder instead of Rifling. Yes I know the art is meant for the Industrial era, but the Renaissance was the era of exploration (in real life and in game, as evidenced with the Caravel) so I think it fits much better there. Metallurgy would be ok too, if they guy's gun in the art is just too "high tech" for Gunpowder :).
TofuSojo 29 Sep, 2014 @ 12:28pm 
Great mod, should just be in game. Only issues I've found, which I would consider a bug, is that the barbs have explorers. Just found one guarding an encampment...can that be fixed?
gamer3213000 20 Jul, 2014 @ 6:57am 
the mod that allows you to choose what a ruins gives you
BlouBlou  [author] 19 Jul, 2014 @ 9:32am 
@gamer3213000

What mod are you talking about? the others ones i made?
gamer3213000 19 Jul, 2014 @ 8:59am 
does this work with gods and kings religious mod?
bazingo! 6 Jun, 2014 @ 6:10am 
Indeed. The trade system, the new culture vic, the idealologies, the Great Works, the new civs... all worth it.
BlouBlou  [author] 5 Jun, 2014 @ 8:46pm 
@pomlithe

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! :)
bazingo! 5 Jun, 2014 @ 12:35pm 
'salright. Getting BNW was worth it anyways :D
BlouBlou  [author] 4 Jun, 2014 @ 5:16pm 
@mshithead

Exactly! Cant make content from a DLC available for free in a mod to those who dont own it.
Armorguy1 4 Jun, 2014 @ 5:50am 
Nope, as the texture from the explorer only exists in the brave new world expantion pack. Making a standalone version of it would mean to copy an existing feature from a DLC meaning breaking the law according to the license of agreements shipped with the game.
bazingo! 21 Feb, 2014 @ 2:23pm 
Could you find a way to make this vanilla compatible?
BlouBlou  [author] 30 Nov, 2013 @ 7:33am 
@Ulixes

This icon is belong to Fireaxis not to me, you already have all the rigth to use it =)

Good luck in your modding project!
Ulixes 30 Nov, 2013 @ 5:57am 
Really well done! I'm building a MASSIVE overhaul of Civ5, I ask for permission to include the adventurer icon, thank you in advance for the reply
BlouBlou  [author] 20 Nov, 2013 @ 9:34am 
@Spleen

Glad i convinced you and that you like the mod,

Thx a lot for your comment =)

Good day!
Scroop Dogg 20 Nov, 2013 @ 9:33am 
True enough, didnt think of it like that
BlouBlou  [author] 20 Nov, 2013 @ 9:24am 
@Spleen (2/2)

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.
BlouBlou  [author] 20 Nov, 2013 @ 9:20am 
@Spleen (1/2)

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.
Scroop Dogg 20 Nov, 2013 @ 9:02am 
Played this mod and I love it, but might I make a sugestion?

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

Delport Breckland 9 Nov, 2013 @ 10:36pm 
This is great. Any chance we could get an Airship upgrade for the Flight erea?