Sid Meier's Civilization VI

Sid Meier's Civilization VI

District Expansion: Military
267 Comments
Sharkologist 10 Jun @ 1:03pm 
oh very nice. Glad you considered it. I suggest adding that to the mod description
JNR  [author] 10 Jun @ 11:53am 
In that case, this mod adds some fitting bonuses to the Arsenal district but won't add the Naval Base building to the Harbor.
Sharkologist 10 Jun @ 9:14am 
how does this work with the 'More Maritime' mod which moves all naval buildings etc. to the armory?
Nightmare576 5 Jun @ 1:17pm 
Americans should get a unique prison that provides a small production bonus to all cities with in 4 tiles, and/or lets the city build one more district than the pop limit
John Democracy 18 Feb @ 7:30am 
Regarding the hangar with the commerce mod installed. Does the hangar no longer get the 50% production bonus? or does it just not show on the tooltip?
ChrisMartin 22 Oct, 2024 @ 12:58am 
I use most of JNR mods, and have no such issues.
Elawa 21 Oct, 2024 @ 2:53pm 
I'm having a problem when i enalble your District Expansion mod serie. The map becomes completely blue and the only things i can see are resources, troops and the cities models.
JNR  [author] 27 Sep, 2024 @ 7:23am 
I'll check where the description got messed up, the Depot no longer grants free promotions to cav units. All free promotions are now granted by the Military Academy.
HYMINUSONE 27 Sep, 2024 @ 6:48am 
Hi! Thank you for your wonderful Mods, but there is something wrong with the building supply depot, that "cavalry trained in this city have one free promotion" doesn't work, even though I deleted all other Mods only keeping your urban complexity series. Maybe other buildings have similar wrong but I find supply depot out only cause I prefer cavalry:steamhappy:. Actually I have played games with this Mod working absolutely right for months until yesterday, really enjoying this Mod.:steamthumbsup:
NuDDen 25 Sep, 2024 @ 5:21am 
Thx!
JNR  [author] 25 Sep, 2024 @ 3:28am 
No, since it's a melee unit, it needs the buildings that enhance melee units. But you only need one per empire of each.
NuDDen 25 Sep, 2024 @ 1:37am 
@JNR Does the Nihang unit gets the +15 CS when I build an archery range etc. ?
WolfDragon27 7 Sep, 2024 @ 8:18pm 
Oh, my bad! I forgot about them.
JNR  [author] 7 Sep, 2024 @ 8:06pm 
No, the Casemates still provide their defensive bonus and the Depot still provides its healing bonus and is necessary to train medics and supply convoys. I only changed how the XP, unit production bonuses, and free promotions are granted by the buildings.
WolfDragon27 7 Sep, 2024 @ 10:32am 
So basically, with the latest update, only the armory is the only tier 2 building that provide additional bonus?
JNR  [author] 6 Sep, 2024 @ 1:15pm 
I checked, it should be. I think Bear's Governors overhaul deletes the entire promotion and attached modifiers with a very high load order, so that should cover anything added here as well. There is no other promotion in that mod discounting resource use, so I think they're as compatible as before.
NuDDen 6 Sep, 2024 @ 7:28am 
Since there is a bonus with a ability of MAgnus. Is this Mod still compatible with Bear's Governors?
JNR  [author] 6 Sep, 2024 @ 3:47am 
Medium-sized update: Streamlined how the XP and production bonuses and free promotions are granted. No more remembering building combos and chains needed, all buildings of a tier can now be picked independently from the other tiers.
JNR  [author] 18 Aug, 2024 @ 6:37am 
The default civilopedia doesn't show modifiers. I don't know how the mod listing them works.
Nandybear 17 Aug, 2024 @ 5:56pm 
I've got a weird question - so on armory, " ARMORY_TRAINED_UNIT_XP_MODIFIER" still shows in civpedia, even though you've deleted it, and it definitely is OK. I was just curious if you knew why ? I find myself chasing weird things that end up being nothings but this I really coudn't understand why it would show up with civp if it wasn't an active modifier ?

To be clear there's no issue, everything works, fine, I'm just wondering about why the game does this. Learning to mod myself means using mostly your mods because you cover SO MANY things, and I don't like asking too many questions as to figure them out but this one I'm stuck on why. Does civp just load up all medifiers at the start, and if they're deleted by a mod, it doesn't matter, it stays to show it once existed or something ?
JNR  [author] 25 Jul, 2024 @ 2:43pm 
that's a sign of the asset limit bug
Rhi d'Acted 25 Jul, 2024 @ 2:05pm 
Has anyone else had the graphics on natural wonders (vanilla, not modded) go weird since this last updated? I have no idea why it's happening, but it's definitely this mod because disabling it fixes the issue.
Litcube 2 Jul, 2024 @ 4:43pm 
Oh neat!
JNR  [author] 2 Jul, 2024 @ 2:21pm 
ranged units get a production boost from the Armory
Litcube 2 Jul, 2024 @ 12:01pm 
The medeival buildings don't benefit archers, do they? The armoury, casemates, and supply depot seem to leave archers in the dust.
JNR  [author] 27 Jun, 2024 @ 5:31am 
I think the Military Base was functioning as intended but a text file wasn't loaded correctly, so descriptions and such might've been wrong. They should now say the correct stuff, let me know if that fixed your issues with it.
JNR  [author] 22 Jun, 2024 @ 3:07pm 
The Commerce Expansion's changes to the Airport just take priority over the changes made here, but with both mods active, the Hangar alone will then give you the full range of military-themed effects added, such as free promotions and production bonus.
Buckyforever 16 Jun, 2024 @ 12:27pm 
Having the same issue with the naval base noted by others.
BigGamer9211 29 May, 2024 @ 12:59pm 
Is it recommended to use this with the Commerce District Expansion? As others have said, seems like they conflict .
Casual Shitter #FixTf2 29 May, 2024 @ 2:43am 
For some reason the Airport isn't renamed to Air Force Base. I also don't think it has the right effects, considering it only provides bonuses for trade and tourism. Is there a potential compatibility issue between this and your Commerce Expansion mod?
briantjack 22 May, 2024 @ 1:57am 
Also, the Offshore Terminal is supposed to allow for Fleets and Armadas to be built in the city. My city with the OT does not have this capability.
briantjack 22 May, 2024 @ 1:51am 
I built an Offshore Terminal in one of my cities, which is supposed to grant any unit produced in that city with +25% combat experience. This benefit is not being applied to units.
The Wombatman 21 May, 2024 @ 5:50pm 
Having the same problem with the Naval Base. The description doesn't properly load either - it'll give me the base yields of the building but won't describe it's bonus effects. This is consistent in the civilopedia, tech tree tool tip, pre build tool tip, and after building. I'm also having this issue with Leugi's Tycoons and the associated merchants, as well as railways etc. However, his altered wonders from the same mod pack are functional.
彩袜赘肉香脚男小学生 5 May, 2024 @ 2:29am 
My Naval Base's name became the" LOC_BUILDING_NAVAL_BASE".
How can I solve it?
muffinrampage 3 May, 2024 @ 5:18am 
Sorted. Cheers JNR!
JNR  [author] 3 May, 2024 @ 1:09am 
Should be fixed now, the error was in a file related to the Naval Base which didn't activate due to the previous error not adding the Naval Base in the first place, lol.
Celebane 2 May, 2024 @ 5:31pm 
Same for me too
Two-Bears-High-Fiving 2 May, 2024 @ 5:25pm 
Pretty much what everyone else is saying
doctormm 2 May, 2024 @ 4:41pm 
I've started getting a mod conflict between this mod and Civitas City States. I've been using both of them fine for months. Recently was trying to get one of the YnAMP maps working and disabled/re-enabled all my mods and now these two are incompatible (i've confirmed by disbling all other mods). Can’t find anything in the logs. Any idea what the conflict might be, and or a solution? (also asking on the other mod's page as well)
and then I saw muffinrampage's post...
muffinrampage 2 May, 2024 @ 3:06pm 
It seems after the recent update that there's a conflict between this and CIVITAS' City States Expanded (CSE) happening for me - though I don't see anyone else reporting it. Can't start or load a game using only these 2 mods enabled, both load fine independently. Was playing fine 24hrs ago.
JNR  [author] 1 May, 2024 @ 8:34pm 
Thanks everyone for reporting the numerous issues, they should finally be fixed now!
JNR  [author] 27 Apr, 2024 @ 8:48am 
No, update is in the works but I'm a bit stuck on dummy building issues for this update cycle and don't have much time to mod right now.
NuDDen 27 Apr, 2024 @ 8:09am 
The following file is missing:

Data/ModSupport/UC_MIL_Redux_Delete.sql

Intended?
mal 25 Apr, 2024 @ 7:04pm 
@JNR So does this mod need "More Maritime: Seaside Sectors" to be installed to have the Naval Base? Since I don't have "More Maritime: Seaside Sectors" installed but still cannot find the Naval Base, but other tier 3 buildings work fine.
Nandybear 13 Apr, 2024 @ 5:08pm 
Deleted redundant comments. Just one thing: both seaport and terminal have combat bonus, neither have production bonus, and they differentiate via one giving trade route, one giving boost to offshore production. Is this right ? Just so I can fix up the descriptions
월이 1 Apr, 2024 @ 7:08am 
@JNR
I'm translating your District Expansions mods and I have that translated text file
can i send this file to you and apply it officially?
Listen you 21 Mar, 2024 @ 9:46pm 
My heart sank when paying a game with a a new mod pack installed and I discovered the prison, 10/10
NuDDen 12 Mar, 2024 @ 3:00pm 
Got this Error MEssage in Modding.log:

[882881.256] UpdateDatabase - Loading Data/ModSupport/UC_MIL_Redux_Delete.sql
[882881.256] Warning: UpdateDatabase - Error Loading SQL.

Didnt found the file ...
AntipaterTruscus 9 Mar, 2024 @ 7:58pm 
Thanks for replying.
JNR  [author] 9 Mar, 2024 @ 2:30pm 
Only the Naval Base will be removed again if playing with More Maritime: Seaside Sectors because yes, there's already a district for naval units then. But the Naval Academy in the Arsenal district is adjusted to work like the Naval Base did, granting a free promotion instead of boosting XP earned. Also, the Drydock will take over the Shipyard's bonus of giving a production bonus to naval units instead of boosting their XP gains.