Sid Meier's Civilization VI

Sid Meier's Civilization VI

Expanded Experience
14 Comments
Fork The Disemboweler 25 Jan @ 1:48pm 
Fixed version is no longer available. Have you incorporated fixes into this version?
sirkerry 31 Dec, 2023 @ 10:46am 
And here is a version that adds support for Arsenals from More Maritime: Seaside Sectors.
sirkerry 30 Dec, 2023 @ 6:33pm 
If anyone is interested, I've created a fixed version of this mod, available here .
SolarFlare1234 30 Oct, 2022 @ 1:30pm 
i agree with drums, seaside sectors compatibility would be great since this is the only mod that adds unit training
Parameduck 6 Sep, 2022 @ 8:53pm 
I would love to use this mod in my multiplayer game, but I need to know if the bug triggering the XP gain multiple times has been fixed yet.
DeadWeatherDrums 16 May, 2022 @ 2:14pm 
I am guessing that this modder has left the building with Elvis and that this mod is out of date like lapels. Correct?
DeadWeatherDrums 23 Apr, 2022 @ 2:32am 
2 Questions: 1. Do you still get Great General and Great Admirals points if you use their respective city projects? I see you do (get GG points) for using the Aviation project. 2. Can you add compatibility with More Maritime: Seaside Sectors by Albro? It's quite cool and popular, but it adds a naval base district (the "Arsenal") for shipbuilding and protection, and makes the Harbor strictly a thing of commerce.
DeadWeatherDrums 21 Apr, 2022 @ 5:00am 
Great job, way cool, and realistic. I feel like more can be done with this mod (ChrisMartin had some good ideas, and I'm glad you mod-ified your mod for them) I just can't think of anything off hand, but this is a mod that makes sense and is cool way to experience and have fun with the promotions tree.

That Aircraft Carrier Experience addition was smart, and the whole mod is reflective of why the top militaries in the world in the world are so effective: they have the money and professionalism to prioritize training.
Fifthcolumn 11 Jan, 2022 @ 1:18pm 
Hey so this mod is cool but in multiplayer you can end your turn multiple times which allows you to trigger the XP multiple times in a single turn.
borgheshia 11 Nov, 2020 @ 5:46pm 
Hi bro !
Im really looking forward this function :
Aircraft Carriers earn half of all experience earned by the aircraft they are carrying.

Do you think you could make a simpe tweaking mod ?
that would be so nice hrom you !!
HUG ;)
ChrisMartin 19 Oct, 2019 @ 9:33am 
Im using Encampment Expansion - More Military Buildings, by JNR.

The thing there is, Encampment has 3 buildings in each of the 3 Tiers, and can only build one building in each Tier. Navy has only 2 in Tier 2
Tier 1 is choosing between Barracks, Stable or Target Range
Tier 2 is choosing between Cavalier, Supply Depot or Armory
Tier 3 choosing between is Arsenal, Military Academy or Prison

Harbor:
Tier 2 (only 1 and 2 here) Choose between Seaport or Naval Base

Aerodrome:
Tier 2 (only 1 and 2 here) Airport is renamed AirForce Base

I like the diversity this gives me as player. And I know for a fact that AI also uses this buildings differently. Could I suggest that each XP-giving round, the unit receiving it also looses Health? That will be sufficient "cost" for training. Stop receiving XP if health is too low?
Reggie  [author] 19 Oct, 2019 @ 8:46am 
@ChrisMartin, I don't know of any way to make it compatible with all possible other mods. But if you let me know what building mod you use, I could easily add compatibility with that one.
ChrisMartin 17 Oct, 2019 @ 12:11am 
I'm using a mod that adds and changes buildings i all districts.
How does your mod "add up" the number of buildings to get XP each turn, to the unit is station there? Could you see about a "tier-approach", if its possible?
Then it will be no need for making compability patches for every mod out there, changing buildings.

I like your idea. :) Maybe it should be a cost in resources or gold, when Projects are running with units inside?
llemmiwinks 16 Oct, 2019 @ 6:55pm 
interesting