Sid Meier's Civilization VI

Sid Meier's Civilization VI

Unit Expansion: Cavalry (Project 6T)
44 Comments
iPlayGamesITA 23 Jun @ 1:40am 
I love this one, especially the Cataphract and the Dragoon. The gap between the Chariot and the Knight is massive, same for Courser and Cavalry.
rivin2011 25 Oct, 2024 @ 9:23am 
is this mod dependant on other mods?
Ultra Caucasian Pharaoh 16 Sep, 2024 @ 7:01am 
For some reason, out of all the Project 6T unit mods, this one does not work when it comes to loading/playing sessions. I've tried launching only with this mod enabled and it throws an error! Very strange, does anyone else have this issue?
Kenraali #BringBackQP 5 Sep, 2024 @ 9:12am 
Genuine question - why is Assault Gun a ""light cavalry"" unit? They were really used as infantry supporting vehicles, like a lighter, more mobile artillery piece, NOT for scouting, harassing vulnerable enemy formations, cutting supply lines etc.
A Light Tank or Motorized Infantry (not *Mechanized* mind you, using armoured cars instead of IFVs) would fit better in this Era, as they were used in reality as they are in Civ 6 - going fast around enemy units, pillaging trade routes and enemy lands, fast scouting.
I get that there's a bit of a gap between Mounted Rifles and Helicopters, but I'll be honest that the casual mili nerd in me cringes with assault guns being "light infantry".
Nandybear 10 Apr, 2024 @ 9:07am 
Knight benefits from dropping down to 48 from 50, as pikemen is at 45 and so is man-at-arms, so even with the anti cav bonus, the pikeman doesn't fair as well balance wise as he should.
Scryie 31 Dec, 2023 @ 7:14am 
Are these mods compatible with the RED Total war mod, You say these are based off of warfare expanded and Steel & Thunder assets, which are both supported by RED,
But if not would it be possible to make these 6t unit mods compatible?

Mods in question
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2055327369
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2056665196
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2059145739
Alex the Great 23 Dec, 2023 @ 9:54pm 
Ah ok. I almost thought it was a bug/forgotten upgrade entry/mod conflict.
JNR  [author] 23 Dec, 2023 @ 8:33pm 
the Tagma is more useful than even some later heavy cavalry because it can buff adjacent units, so I delayed upgrading a bit.
Alex the Great 23 Dec, 2023 @ 12:02pm 
Do the tagma not upgrade to cuirassiers?
JNR  [author] 28 Nov, 2023 @ 3:24pm 
will look into it
Tyberos 27 Nov, 2023 @ 9:39am 
If you playing with Steel and Thunder Unique Units, there is also problem with Sweden, because hakkapeliitta, which is replavement for dragoon, unlocks at military science, that is 2 techs later than caracole, also hakkapeliitta cannot be upgraded into mounted rifle. Could you fix it to the more historically correct age ?
Tyberos 27 Nov, 2023 @ 9:28am 
This mod has a problem if you playing Hungary. For some reason, black army upgrades to mounted rifle and cannot be upgraded to huszars. Also, huszars upgrades to assault guns and cannot be upgraded to mounted rifles. Could you fix it to the strait light-cavalry upgrade line ?
Chesse5552024 14 Nov, 2023 @ 4:54pm 
i can just get without grand eras
Skalozubio 6 Nov, 2023 @ 8:29am 
Русский перевод здесь - Game and mods - Russian translations
Переведены все моды входящие в комплекты Project 6T и Urban Complexity. Остальные переводы модов JNR скоро будут добавлены.
danradz 21 Aug, 2023 @ 12:46pm 
Maybe you could change around the progression trees if this is used alongside the infantry expansion, moving around Mechanized Infantry to light Cav, and replacing modern AT with helicopter, kinda like in Warfare Expanded
Nizou 26 Feb, 2023 @ 8:42pm 
Also getting this bug in the Tech Tree, i don't know if it is related : https://imgur.com/a/pAfHIEg
Nizou 26 Feb, 2023 @ 7:45pm 
This is the only 6T mod which I'm unable to run with my modpack, maybe it's due to using only GS without any other DLC ?
In Database.log :
[2431479.837] [Gameplay] ERROR: FOREIGN KEY constraint failed
[2431479.837] [Gameplay] ERROR: FOREIGN KEY constraint failed
[2431479.837] [Gameplay]: Validating Foreign Key Constraints...
[2431479.858] [Gameplay] ERROR: Invalid Reference on UnitReplaces.CivUniqueUnitType - "UNIT_MAPUCHE_MALON_RAIDER" does not exist in Units
[2431479.867] [Gameplay]: Failed Validation.

In Modding.log :
[2431479.837] ERROR: Failed to apply updates to gameplay database.
[2431479.867] ERROR: Rolling back database to a good state.

So it is likely a hidden dependancy to RF, is there a way to get rid of that ?
JNR  [author] 22 Jan, 2023 @ 11:45am 
not right now
sAiNtgOtEn 22 Jan, 2023 @ 10:54am 
Is there any compatibility with R.E.D. stuff?
dnjsgh8892 21 Jan, 2023 @ 3:46am 
What is the saddle boost?

Mods Unit Expansion: Cavalry (Project 6T) Use
Jonnus.Cobra 3 Dec, 2022 @ 5:06am 
Thanks for the awesome mod. I'm using it without issues. However, I want to ask: where can I change the Llanero becoming Heavy Cavalry again? I love and need them like that. Thanks.
JMars Creed 3 Nov, 2022 @ 1:38am 
My game crash when i start a game everytime and it happens when there is only 6T stuff on:cta_emo10:
JNR  [author] 2 Nov, 2022 @ 6:43pm 
why does it need an update?
JMars Creed 2 Nov, 2022 @ 3:01pm 
update plz
skaz88 28 Aug, 2022 @ 8:46pm 
I don't suppose you'd consider adding some mounted ranged? It annoys me that there are ranged units like the horse archer and no proper upgrade path for them.
Grifeidy 9 Aug, 2022 @ 9:29pm 
pls make a mod for just the cavalry fix the helicopters during the atomic era is to much ai spamms them over real atomic era units like planes and tanks they should be replaced with an armored infantry car also just the landship as an early heavy cavalry
Konomono 20 Jul, 2022 @ 3:50pm 
I cannot use this unit pack while only using 6T
JNR  [author] 15 Jun, 2022 @ 10:24am 
I don't have plans for that, sorry.
Krb 15 Jun, 2022 @ 7:46am 
Hi, can you make a version without mod "Grand Eras"? I just want the units (Landship), nothing more. And thanks for the mod.
H.Humpel 11 Jun, 2022 @ 3:25pm 
Hi JNR,
your mod has been translated by Junky into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
Spikeybridge 9 Jun, 2022 @ 9:45am 
Thanks for beefing up the grand eras tree. Only issue I’ve found is that the scout rider and horseman seems weak for when you get them.
McFitzOReilly 14 May, 2022 @ 5:31pm 
Thanks for the great mod, as well as all the other work you've been producing for the community. Small bug, it appears the Horseman unit is missing its faces.
0-Zambie 8 May, 2022 @ 3:45pm 
Hello, thought I'd pass on an issue I found while trying out multiple mods. Right now I'm trying out just the 6T mods with nothing else and I was getting an error telling me one or more mods were stopping the game from starting. I narrowed it down to this Cavalry mod. Whenever I enable this, even if it is the only mod apart from the Grand Era enabled, I get the error message. If I try the other 6T mods without Cavalry it also launches just fine.
JNR  [author] 25 Apr, 2022 @ 4:04pm 
they won't, but I'd like to create compatibility one day.
DaniAngione 25 Apr, 2022 @ 3:49pm 
Well, I guess I'll have to try and see if Real Eurekas work with 6T then! :D
JNR  [author] 25 Apr, 2022 @ 3:44pm 
the mod could be adapted for non-6T use, but that requires changing techs at which units unlock and also tweak production cost and strength accordingly. Not all units might even make sense without 6T because they would then crowd the tech tree too much (especially around classical and medieval era).
DaniAngione 25 Apr, 2022 @ 11:15am 
Would they really not work without the project 6T core/Grand Eras?

I love their simplicity when compared to WE, actually (I want more units but not *that* many) however I also really like the Real Eurekas mod and I don't think it is compatible with the Project 6T tech/civic tree :(
JNR  [author] 14 Apr, 2022 @ 1:20am 
good catch, forgot about that. I uploaded a small update that renames it to Grivpanvar, although the icon will stay the same.
@TheRealNortonI 13 Apr, 2022 @ 6:29pm 
What happens to Persia's new unique unit in Steel & Thunder Unique Units? Their unit is the Cataphract and this mod has the Cataphract as a global unit. Will you be making your own unique units or are you just renaming and changing models?
JNR  [author] 13 Apr, 2022 @ 7:15am 
I won't be making one since I don't want to maintain even more mods, but it would be possible theoretically.
Omega Hank Yo 13 Apr, 2022 @ 7:04am 
You think it would be possible to get a standalone version of the Landship?
JNR  [author] 12 Apr, 2022 @ 6:18am 
yes, a RED patch is planned as the next step.
--( >,< )-- 12 Apr, 2022 @ 4:20am 
Thank you so much JNR! :D
Hoping RED Model Scaling be compatible with all of your new units!
Lucius, the Heavenly Dragon 12 Apr, 2022 @ 2:45am 
The Cavalry has come! It's the Charge of the Light Brigade! :steamthumbsup: