Sid Meier's Civilization VI

Sid Meier's Civilization VI

Random Uniques
47 Comments
Red Key  [author] 7 Jul @ 10:58pm 
It doesn't affect abilities - only the unique units, improvements, and buildings. I haven't tested with civ conquest mod so not sure on that.
Vombalk 4 Jul @ 12:06pm 
does it affect abilities such as Taxes from byzantium, or congress de cututa from gran columbiaor others? and does civ conquest mod work with this one?
Red Key  [author] 15 Jun @ 2:54pm 
@Vombalk, yes that is intended with this mod. All are randomly unlocked including the civ/leader's normal uniques.
Vombalk 14 Jun @ 5:12pm 
I know your probably not updating this anymore but question / problem i am having it seems to remove the civilization/leader unique's units and buildings. was that meant to happen?
Radon 31 Jan @ 10:12am 
it probably crashed because of other mod or because i had too much mods
phil77zone 1 Jan @ 6:33pm 
i was thinking of an idea of mercenaries that costs more for you and the ai...so like every nation can have like mercenary hoplite or mecenary cataphract or mercenary praetorian etc
Chrasoune 7 Aug, 2024 @ 9:26am 
Sorry for the next message. Will be the last message. The progress with unique improvement works fine but even there I have unlocked every improvement. I tried to remove the mod and then I don't have this issue. So I think it has to do something with the mod.
Chrasoune 7 Aug, 2024 @ 9:18am 
I found out that it is always the same improvement. And these are vanilla and unique improvement mostly from the main game like the farm, pasture etc. But also Moai, Colossal Head etc. The rest is working fine with the improvement. It is just always the same improvement at a new game that i unlock. I hope it will be of help.
Chrasoune 7 Aug, 2024 @ 8:59am 
I got an issue. The mod works fine. But I always have all unique improvement unlocked if I make a new game. I tried to change the value and nothing changed. Even if I changed the value to 0 or 100 it won't change. Is it an issue of mod compatibility or an issue of the mod?
Red Key  [author] 10 Jun, 2024 @ 9:05pm 
Are you using in on multiplayer? I could never figure out the multiplayer issues, but it worked fine for me in single player. Also didn't figure out the icon issues and why it was different each time.
Radon 8 Jun, 2024 @ 12:01pm 
can someone update it because it always crashes when i use it
Radon 28 May, 2024 @ 4:35am 
nevermind, it informs you but the icon always changes for it
Radon 25 Apr, 2024 @ 5:40am 
it is cool only problem is that it doesn't infrom you about the unique's but that is ok
Radon 24 Apr, 2024 @ 5:12am 
dude that looks so cool
Red Key  [author] 16 Oct, 2023 @ 11:38pm 
@xP3RF3CT0x are you saying that unique units that are part of civilization shouldn't change and only those that are unique to the leader should? I think the way I wrote the code it would be hard to make it available randomly to others and still be part of a civ, but I would have to examine it again. If you don't care about it being both random and always available to its original civ that would be simpler.
xP3RF3CT0x 12 Oct, 2023 @ 9:03pm 
What about my question tho
Red Key  [author] 16 Aug, 2023 @ 12:32am 
@Gnith, no unique governors are not included.
Gnith 27 Jul, 2023 @ 7:34pm 
Does this include Unique Governors ?
xP3RF3CT0x 14 Jul, 2023 @ 6:51pm 
Anyway to make it so civs with their own unique units don't get replaced or deleted and are still available? Looked around in the sql but coulnd't get it to work for me.
wuTz 30 May, 2023 @ 8:40pm 
@kinofhtebin just playing a game with those mods, I would think, you get no Uniques from them, but you can still get their abilities if you set those options on.
wuTz 30 May, 2023 @ 8:34pm 
actually they seem compatible, but you will always get
Queen's Bibliotheque + a random unique district assigned, and the other uniques are unlocked ingame (default 10% chance by this mod)
wuTz 30 May, 2023 @ 8:26pm 
Normal CIV + Random Unique Abilities/Buildings/Districts... + this MOD also don't go together.

Would love to play those + random tech + real eurekas for a real random game
Red Key  [author] 16 Mar, 2023 @ 8:56pm 
This will most likely conflict with the civ conquer mod. I will have to read their code sometime to check.
kinofthebin 15 Mar, 2023 @ 6:00am 
How would this work with the civ conquer mod? Would you get every unit that the other player would unlock? Or just what they already have? Or none at all? Or would you just get their normal UUs?
Red Key  [author] 10 Jan, 2023 @ 8:58am 
>if possible an exception for the Inca and their Terrace farm as their ability to create food production on mountains is dependent on that

It would be nice to have option for civs/leaders to keep their uniques. I don't want to make it civ specific. I haven't had much time for mod development lately but could look into adding this in the future.
givemebackmyf_cks 31 Dec, 2022 @ 6:42pm 
Fantastic mod! I would consider if possible an exception for the Inca and their Terrace farm as their ability to create food production on mountains is dependent on that
DeadWeatherDrums 15 May, 2022 @ 10:06pm 
Thanks, Red Key, much appreciated, for the answer and mod.
Red Key  [author] 1 May, 2022 @ 9:47pm 
Hey DeadWeatherDrums, this mod will only work on whatever is loaded into the game, so berserker should not be available and I wouldn't expect a crash. Yes it should work with anything from Firaxis or mods assuming they have coded the uniques in the usual way which is to tie them to some civ or leader trait.
DeadWeatherDrums 24 Apr, 2022 @ 1:11am 
What a super cool idea, long overdue, and totally missing until now. You rock. And roll, like a war cart.

Q: I have all the expansions and DLCs but turn some off because of the asset limitation aspect and I love what mods do for the game. So let's say I turn off Vikings, will the Berserker simply not be available, or will the game crash when it goes to unlock it?

I have always thought that there should be the ability for players to use units or buildings of other civs because that's it works in the real world: one guy has an idea, and people copy it. Hence....Lucky Jeans.

P.S. You made the right choice by making Districts sacrosant. That too (counter-intuitively to what I just said) feels right. Great mod - thank you.

So would this work with all the Steel & Thunder units as well? I guess so, huh? Basically any and all units & buildings from Firaxis and mods?
Connor98 14 Jan, 2022 @ 5:51am 
I see that now, i could have sworn this mod was alllowing me to build other civs' unique districts. For example i built the oppidum while not playing as the gauls but that feature suddenly stopped recently.
Red Key  [author] 13 Jan, 2022 @ 12:49am 
Hi Connor98, what civ were you playing with? Unique districts with this mod are still only available to their specific civ, and not to all civs. If you are playing with a civ that has a unique district but are not able to build it then that is strange and I will look into it.
Connor98 11 Jan, 2022 @ 1:07pm 
@red key
Connor98 11 Jan, 2022 @ 1:07pm 
hello, I changed the three chances to 100 and am no longer getting any unique districts, i still seem to be getting units but only the original civ districts, any clue as to why this feature stopped? I changed the chance to 99 as well with no luck
Mgtwan 11 May, 2021 @ 4:52pm 
@Red Key, recently 阿追 made a very cool Sylvanas civilization. But the problem I noticed was that in every game I started up and tried out, I would be able to use her unique project (which is wayy too overpowered for any other civs). Would you be able to make it so that any Unique Project will be only available to the civs that normally gets it (like the Unique buildings).
Red Key  [author] 9 May, 2021 @ 11:38pm 
Hey King! I hope to make some of the settings for this mod configurable during game setup in the future, but not sure when I will get around to it. For now let me explain how you can do it with a quick text edit to the mod files.

Go into the mods directory (something like C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\2362140441) then open RandomUnique.lua. Near the top of that file change the 10 on the line that says "iUniqueUnitChance" to a 100. Save and boom - now you have a 100% chance of unlocking unique units so will get them all!

You might have to set some options in Steam to prevent it from updating the mod and removing your change. I'm not familiar with this part.
Daracadeking 8 May, 2021 @ 7:53am 
@Bro!!! im looking for this kind of modd!! but one thing :D a suggestion if u may...how bout not being random units..can we have like all the unique units garantteeed? tht would be so fun as a mode!!! thanks alot bro
Red Key  [author] 25 Apr, 2021 @ 12:30pm 
Updated to make the feitoria and pa buildable if the necessary units are unlocked. Also fixed a bug that could unlock the comandante general as a buildable unit.
Red Key  [author] 16 Apr, 2021 @ 10:24pm 
Oh yeah that is a special case. I can make it so that the feitoria is always unlocked, but it will still only be buildable by the nau. That way if you unlock the nau you will always be able to build feitoria. I probably need to do this for the Maori Pa also. The Roman Fort works like this already. Should be able to update this weekend.
pikachao 16 Apr, 2021 @ 9:34pm 
I love this mod so far! I found one weird edge case where I was able to build the feitoria but not the nau, is there some way to connect those or let the player build the feitoria sans Nau?
Gnoggles 6 Apr, 2021 @ 10:13am 
This mod has really breathed new life into the game for me thanks!
Red Key  [author] 2 Feb, 2021 @ 9:55am 
I think all the civs you mentioned only have unique districts. I consider districts different from buildings. As mentioned in the description, "there is no change to unique districts - they will still be only available to the civ that normally gets them." You should still be able to build the unique districts in every game if you are one of those civs.
Light 1 Feb, 2021 @ 7:58am 
Mali, Gaul, Maya work exceptionaly well with their buildings. Same for Korea, but theres limit that sewon can be build only on hills, could ruin the game for other civ without mine bonuses. And yes, improvements like Canadas improvement needs tundra or snow. And so on. Your mod is very cool, would be nice to have more options that you discribe, if youre up to the task. :) Other harder to implement idea, is to sort civilizations and unique units by era or/and by unit type. For example greece has higher chance to get ancient or classical era unique unit, usa might be more lategame. Khan might be more likely to get another cavalry unique, england naval, aztec melee and so on.
Red Key  [author] 1 Feb, 2021 @ 12:14am 
@Light, I could probably create a version where civs/leaders retain their uniques or even better make it an option that can be turned off/on during game setup. Would also be nice to be able to adjust the random unlock chance during game setup. I'll look into it.

Can you give example where a unique building directly works with leader/civ abilities? I see several where unique improvements directly impact them (Amanitore, Inca, Spain, one version of Catherine) but not buildings.
Light 31 Jan, 2021 @ 11:12am 
Nice. Would really love version that makes only units unique and doesnt touch building, because buildings work with leader skills and civilization features.
GaussTheWizard 27 Jan, 2021 @ 12:17am 
Imagine Mongolia with War-Carts
Torchfire 20 Jan, 2021 @ 9:02pm 
I like
watsface 18 Jan, 2021 @ 4:02am 
Exciting!