Sid Meier's Civilization VI

Sid Meier's Civilization VI

ARS - Improved Promotions v1.4
125 Comments
Ewandwhosearmy 1 Jul @ 10:00am 
Is it compatible with Nullspace's Aircraft Carriers Perfected?
meow 22 Nov, 2024 @ 1:34am 
do you test your mods in multiplayer?
Arstahd  [author] 22 Sep, 2024 @ 4:30pm 
I just ran up a game using a Europe map which spawns Matterhorn in its true location and the buffs worked fine. My units displayed the boost when I checked them, they moved over Hills with no speed reduction, and showed a +3 CS bonus when attacking into a Hills tile.

Your problem appears to lie elsewhere. The Matterhorn buff is a UnitAbility, my mod changes around UnitPromotions.
***** 22 Sep, 2024 @ 1:51pm 
First, thank you for all the hard work to make this mod!

quick question: Is "Alpine Training" provided by Matterhorn ignored with this mod?

Fortuitously, my civ spawned right near Matterhorn. I walk my units nearby. The "Alpine Training" caption appears and fades away. However, I can't see it in the unit's promotions list.
And I can't really tell if it has any effect.

Please confirm if it should work or can't because of the modifications.

Thank you
Arstahd  [author] 30 Jun, 2024 @ 10:35am 
@Obb - I'm fairly sure that this is just the way the game works when a unit runs out of upgrades. This mod doesn't change how promotions are acquired, just what they do and their pre-reqs.
Obb 30 Jun, 2024 @ 8:43am 
Oh yes I do indeed have a mod that manages XP, after all !
« More Barbarian EXP », I'll play my next game without it to test.

However, I wonder if that's really the only explanation, because sometimes I also have civilian units that get an upgrade even though they don't have any promotion... But maybe that's yet another problem, though. lol
Obb 30 Jun, 2024 @ 8:29am 
Well, I don’t think I have a mod managing unit experience…
But indeed, a mod interaction makes total sens.
Is unit level linked to game speed somehow ?

That’s strange, I need to investigate ! ^^
Thanks for your answer, and if any more idea I’m all ears !
Arstahd  [author] 30 Jun, 2024 @ 8:19am 
@phenyxasher - AIO? All-In-One? I'd imagine there'd be a very limited audience for such a thing. Even with my Movement mod, I had numerous requests to split off the parts of the mod that some folks didn't like.

@Obb - I seem to recall encountering that issue when I cranked up how fast units level up during testing. I don't think it has to do with this mod specifically.
phenyxasher 29 Jun, 2024 @ 11:56pm 
could you do an AIO of your mods?
Obb 2 Jun, 2024 @ 4:29am 
I have the same bug as in another promotions mod :
There is another level after the last upgrade, and so units never fully level up, leaving them forever unupgraded. Frustrating because they lose automatic exploration, for example. I don’t understand what causes that, not sure if even related to the mod, outdated or caused by a conflict, or something else.

Though, that’s a very nice upgrade mod ! My personal favorite !
8230773 29 Apr, 2023 @ 9:12am 
Thank you for useful information.
Recently I found a mod that allows you to harvest luxury resources and the game sparkled with new colors
Froggy 27 Apr, 2023 @ 3:06pm 
@8230773 just an fyi, you dont need to use both the Improved Movement mod and the Unit Stacking mods at the same time, the unit stacking is included in the Improved Movement mod, the Unit Stacking mod is a stripped down version of the Improved Movement mod that doesnt include the road changes and a couple other things. Just wanted to let you know because i just now found that out after using both mods together for the longest time lol.
8230773 27 Apr, 2023 @ 9:43am 
unit of the next era is a big cheat, you have to be careful with such upgrades
larry2004gr 27 Apr, 2023 @ 9:00am 
what @8230773 reminded me about the huts, is that at civ 4 you could find a hut which it was upgrading a unit to the next class without the need to research the technology needed. just for the unit that visited the hut of course.
8230773 27 Apr, 2023 @ 8:39am 
I constantly use 171 mods in total on Viking Giant Earth map and among them are the most important are -
ARS - Unit Stacking,
ARS - Improved Movement,
ARS - Improved Promotions and
ARS - Improved Goody Huts.
The main problem is updating mods, after which a set of mods and, most importantly, a saved game stopped working.
phenyxasher 27 Apr, 2023 @ 8:29am 
one of the things I liked about the previous civs was the armor progression of the units. In civ vi it is just referred to as a + to defenses rather than actually adopting an armor type. The system is just too broad minded to actually show the changes in armor throughout techs.
8230773 27 Apr, 2023 @ 8:09am 
12 promotions would be great, by turn 200 many units are trying to get the ninth promotion
larry2004gr 26 Apr, 2023 @ 9:25pm 
i remember (civ 5 or civ 4?) the fully ascended archers could attack targets 3 squares away.
Arstahd  [author] 26 Apr, 2023 @ 7:09pm 
Actually I do have a branch of this mod where I tried to get rid of the ultimate, since I'm not totally happy with the way that works. In this version there are 9 promotions, 3x Veteran, +6 others that have no pre-reqs. I think I have a bit over half of the classes done. If I ever get around to finishing it I'll release it as a separate variant. It has 3 columns of 3, although I suppose it would be possible to do 3 x 4 and have 12 total.
phenyxasher 26 Apr, 2023 @ 1:16pm 
I like it. especially if there were a few that did not require following a "tree" progression. Like Mountaineer or Amphibious promotions that a unit would get if a encampment was next to a mountain or lake/coast hex [if both you choose which one upon creating the encampment]. Some of the wonders [world or natural] could also make a promotion specific to that wonder. Kinda want to see natural wonder that grants promotions to naval units.
larry2004gr 26 Apr, 2023 @ 12:40pm 
Arstahd, i play a big variety of setups cause of the fun of it. my only problem was the sharing movement of the scouts when it was removed.
i was just thinking (not asking) what if we had 10 promotions instead of 8?
its only a thought.
phenyxasher 26 Apr, 2023 @ 7:47am 
I play huge and larger maps, I love warmongering, only winning otherwise by not killing off all the opposition by taking too long. I love the monk promotions as they keep the monks relevant throughout. I do find that the scouts tend to advance faster, but then I do use them a lot.
Arstahd  [author] 25 Apr, 2023 @ 4:17pm 
larry2004gr - Much appreciated. While I have your attention, are there any promotions that you find under/over powered? I tend to play smaller maps and lately have been avoiding warmongering so some insight from the other end of the spectrum could be handy.
larry2004gr 25 Apr, 2023 @ 11:07am 
works perfect for me. thank you very much!
voted as "clever"
Arstahd  [author] 23 Apr, 2023 @ 8:41pm 
v1.4 uploaded

Replaced Recon - Aquatic promotion with :

Recon - Guide : No river crossing penalties. No (dis)embarking penalties. Shares Movement.
8230773 23 Apr, 2023 @ 3:20pm 
By the middle of the game (250-270 turns), about half of the 150 military units have been upgraded to level 5 and somewhere around 30 units to the top.
Do you use the mod "recons get experience for exploration"?
Well, all ranged units gain levels even faster than recons. The swordman/infantry are the hardest to level, for them by this time the maximum level is only 4th.
Battleships are usually level 5, and destroyers are 3.
Very large map, 15 civilizations, deity...
8230773 23 Apr, 2023 @ 3:03pm 
All your mods are very good, I have almost everything and without them the game loses all that makes it fun for me.
Arstahd  [author] 23 Apr, 2023 @ 2:18pm 
We must have widely differing styles of play, A fully promoted unit for me is a rarity.

Your idea is contrary to the design of this promotion system, where one can largely choose any order when promoting. Ideally I'd have so that one could choose any 3 prior to the "ultimate", but the game only allows for a rigid tree, so I had to settle for the 3x Veteran pre-req.

The four "specializations" are designed to on an equal power level, with no clear "best choice".
8230773 23 Apr, 2023 @ 1:45pm 
It seems to me it is interesting to add different features to levels 6-8.
Is it possible to significantly (2-3 times) increase the amount of experience to get level 6 and above?
And to compensate for this, you can add tasty buns to the 6-8th levels, but not just strength increase in.
I believe that the first four levels are alpine, aquatic, sentry and ranger - in order of their usual achievement.
For example, you can add the same +2 to bathing (move on water) to the recons 6th level.
larry2004gr 23 Apr, 2023 @ 12:37pm 
looks fine to me. thank for concidering our "issues" :)
Arstahd  [author] 23 Apr, 2023 @ 10:23am 
Thank you for the feedback. Recon lends itself to a bunch of minor abilities that don't warrant a promotion slot on their own. It's a bit of a challenge to elegantly wedge them into roughly balanced groups. My current thought is to rework the Aquatic promotion.

Renamed to Guide, will now grant :
no river/embark penalties, shared movement.

This fixes the issue I had with the shared move being useless without other promotions. The +2 move on water is lost, but I think its a fair trade. Any thoughts before I make it so?
larry2004gr 23 Apr, 2023 @ 6:05am 
hi. at first thenk you for the mods you create. really really good ones!
about the sharing movement now.
i am playing in huge map filled almost everywhere with barbarians, in "marathon extended" mode. so i am using the "sharing movement" a lot.
is there a link so i can i download the v1.2
8230773 23 Apr, 2023 @ 5:33am 
In my games, level 4+ skirmishers are the main combat force in the first third of the game and the main logistical component throughout the game - for example, deliver a settler across the entire continent, including a taken one.
They carry archers very well, and later machine gunners, after firing at a fortified city for a example, they take them to a safe place.
In general, a dozen pumped recons - after the 250th turn they are eighth level and in the armies - is a large and necessary force.
Arstahd  [author] 22 Apr, 2023 @ 2:43pm 
8230773 - Can you elaborate on why you feel it is so essential? To me, it seemed of little value. With the low base move of Recon, it required also having one of the other terrain specific promotions first to have any benefit. It was a flavorful idea, but didn't get much use in practice. Am I missing something?
8230773 22 Apr, 2023 @ 12:29pm 
there is no point in the game without this feature
8230773 22 Apr, 2023 @ 12:27pm 
I installed version 1.2 instead
Arstahd  [author] 22 Apr, 2023 @ 8:09am 
8230773 - Yes. I found it wasn't terribly useful and generally better served by the Light Cav version. The improved CS buff now makes Recon a more effective garrison troop.

If you can't live with out the move share, you can edit Improved Promotions Data.sql in your Steam Workshop folder and un- comment out line 318 (remove the -- at the beginning of the line). You can tweak the CS value at line 675.
8230773 22 Apr, 2023 @ 7:38am 
is sentry without sharing movement now?
Arstahd  [author] 16 Apr, 2023 @ 9:21pm 
v1.3 uploaded.


Added +1 move as compensation for Khmer Domrey since they can Move and Shoot normally.

Recon - Ambush I,II,III : Reduced bonus Combat Strength from +6 to +5.

Recon - Sentry : Changed to +1 sight range. +7 Combat Strength when garrisoned or defending.

Heavy Cavalry - Relentless : Combat damage penalty reduction increased from 67% to 70%.

Anti-Cavalry - To the Last : Combat damage penalty reduction increased from 67% to 70%.

Warrior Monk - Dancing Crane : Replaced [+5 CS when defending] with [Ignores Zone of Control].
DavidBurnsideZF 26 Feb, 2023 @ 3:17pm 
@Arstahd - You're right. I tested, and it happened exactly as you said. Your changes override the changes Eps made to the promotion tree while keeping the civic bonuses. The Warrior Monks got way too powerful now. :steamhappy: Thank you for your help.
Arstahd  [author] 24 Feb, 2023 @ 8:54pm 
DavidBurnsideZF - Unknown. Going by the description, I'd expect EpsTweaks's civic boosts to still work, but the promotion tree changes to be overridden by the new tree.
DavidBurnsideZF 24 Feb, 2023 @ 3:36pm 
Is this compatible with EpsTweak for Warrior Monks?
DavidBurnsideZF 6 Feb, 2023 @ 7:02am 
Nevermind, I got it to work. I just had to create a new single player game with brand new configurations.
Arstahd  [author] 5 Feb, 2023 @ 9:47pm 
DavidBurnsideZF - I started up a new game today to test and the mod seemed to be working fine. Can you elaborate on what is going wrong on your end?
DavidBurnsideZF 4 Feb, 2023 @ 8:12pm 
Does not work with current game version.
phenyxasher 27 Oct, 2022 @ 12:10pm 
thank you
sdcarey2222 26 Oct, 2022 @ 7:30am 
Phenyxasher

Check out Sailor Cat's Upgrades Keep Unique Abilities and see if that will work for your request. There are a couple of other Mods to do this either as a solo mod or as a part of big mod.
phenyxasher 26 Oct, 2022 @ 6:03am 
Well, at least you didn't give it a flat no. Thanks for the mods you have done.
Arstahd  [author] 25 Oct, 2022 @ 9:20pm 
phenyxasher - Interesting idea, but a rather tall order. My initial assessment is that it would be difficult to implement and then balance. Regardless, I'm still on hiatus from Civ 6, been busy with other interests, so no new mod work for the immediate future.
phenyxasher 25 Oct, 2022 @ 7:15am 
One mod I would love to see is the "Unique Abilities" of each Civ apply and stay with the type of unit. Basically a "National Ability" that starts with the first tier of that type of unit, and remaining until the end of the game. I really hate the fact that some civs get a neat unit right at the start but is so soon obsolete, while others have to wait until mid or late game to get a similar bonus. Any chance you might do a mod like this?