Sid Meier's Civilization VI

Sid Meier's Civilization VI

Unit Expansion: Future
60 Comments
RandyButternub2 5 Jul @ 7:48am 
Thank you JNR for making civ 6 mods great
KreygasmTR 1 Jul @ 5:40am 
Only thing I will complain is units not having attack GFX and no nuke animations. Otherwise addition of these units are nice.
Maximus 9 Jun @ 12:53pm 
Just played this and it's awesome. Bravo. Love to see my BE Purity LEV tanks again. It just needs Rome having the Roman-looking Battle Suits ;). If I had time, I'd help you add all the affinity's and maybe even a choice for the player. Basically, just bolt BE onto 6... tech web and all. But this rocks. A must have for any Domination play. Also love the no constant resource drain - as a uranium core would power anything for years.
rock_pookie 8 Jun @ 1:15am 
No fighting effect from new units though. Like use the future fighter bomber to nuke the city no nuke effect at all. Other wise everything is perfect.
JNR  [author] 30 May @ 8:19am 
I don't have such plans. I'm pretty much done for VI except for an entirely new project.

But anyone wanting to convert the mod into a non-6T version is free to make and publish it.
Rainfrogue 30 May @ 8:17am 
hello, I think the question was already ask but do you plan to make those units mod without depending on 6T new tech tree ? Especially the future units ? It would be really really cool
呆毛一朵朵 27 May @ 2:19pm 
we need Chinese
JNR  [author] 15 May @ 6:17pm 
No, Information era units don't become obsolete, so one should still be able to build them if one doesn't have access to the resources needed for the Future era units.

As for the GDR, I made this mod in parts due to not liking the idea of the GDR in the first place and wanting to deactivate it but also having some replacement for Future era warfare. They're basically competiting visions for unit progression.

I tried to keep the power upgrade rather small though to not obsolete GDRs. I think they still have value in being very flexible on their own. 1UpT combat is all about quality over quantity, and the GDR still excels in putting maximum value on a single tile.
colecashstamford 15 May @ 9:29am 
Would this make information era units obsolete? (i.e., you wouldn't be able to produce them any more?) Also, how do these units compare to the Giant Death Robot? If they are on par, would you buff the GDR/or change it a little to compensate?
BoonChi 2 Apr @ 9:42am 
But for real, thanks for the expansion, absolute goated mod dev.
BoonChi 2 Apr @ 9:41am 
LETS GOOOOO ASSETS FROM THE BEST CIV GAME!

I LOVE TAKING 10 DAMAGE FROM EXISTING!!!
JNR  [author] 16 Mar @ 10:29am 
Rombus9: I can load them just fine, do you have all required DLC and made sure that no other mods are active?
AKMightyQuinn 16 Mar @ 2:14am 
needs sound
theleodebrio 28 Feb @ 12:59pm 
where is the sound?
Rombus9 22 Feb @ 5:13am 
Navel units seem to not be loading and loading as normal units that can walk on water.
Rombus9 22 Feb @ 4:24am 
Seems to be Calvery stopping the game from loading.
Rombus9 22 Feb @ 4:20am 
I am only running gathering storm and the 6t grand eras 6t unit air unit artillery unit cavalry future infantry and naval all the 6t mods but it says there is a confliction.
Xyllisa Meem Paradox Station 20 Feb @ 11:17pm 
Sorry to bother, but would this work with warfare expanded?
Kenraali #BringBackQP 16 Feb @ 12:01pm 
Nice, too bad X-Commando doesn't use the good ol' XCOM Squad graphix.
zorkoczy.z 16 Feb @ 9:05am 
It is very nice. Do you have any suggestion for later starting area. I never reach future are I win it or bore it.
infinitesworld 15 Feb @ 1:00pm 
Future tech on civ 6, we can't even go beyond atomic age in civ 7 :'(
JNR  [author] 4 Feb @ 6:17pm 
Ok yea wherever S&T adds new units to the end of the vanilla unit chains, upgrades might not work properly.
Darquaise 4 Feb @ 4:38pm 
I have the three steel and thunder mods, otherwise I don't have any mods adding new units to the techtree. I probably have to add that I not playing with T6 rn tho
JNR  [author] 4 Feb @ 2:29pm 
What other unit mods are you using? With my Unit Expansions, the Self-Propelled Artillery would first upgrade to Rocket Artillery.
Darquaise 4 Feb @ 1:35pm 
Hi! I can somehow upgrade every type of unit except for Siege. So Self Propelled Artillery to the Hover Launcher isn't an option somehow
TargoCelix 3 Feb @ 6:43am 
为啥我这个mod加进去是韩文的?
is this mod meant to be display in Korean?How to make it ENG
WowYoyo 31 Jan @ 7:21pm 
等个汉化
springieru 30 Jan @ 2:53pm 
Do you know how many assets this mod uses in the asset loader thing?
null 30 Jan @ 1:17am 
the nuke animation is missing, plz consider fixing it
Kirolim 22 Jan @ 4:00am 
有没有大佬翻译一下 有没有大佬
瓜皮哥 21 Jan @ 1:09am 
有没大佬做个汉化的啊
Kilkakon 18 Jan @ 9:34pm 
What an awesome idea this is
JNR  [author] 17 Jan @ 3:31pm 
No, I lack the skills to do that.
TigermanAZ 17 Jan @ 1:18pm 
Do you have plans to eventually add in attack VFX or SFX? No worries if not, cuz I totally understand the logic there.

I am one of the absolutely mad people who keeps quick combat off for the entire game, so I'd be psyched if this mod worked with that!
akayoshi1 16 Jan @ 8:40pm 
Beyond Civ 6.
Hi. 16 Jan @ 8:38pm 
Update: Yes, it does in fact run on a fresh game, but when I try to load up a map from worldbuilder with those units pre-placed the game crashes with that error
Hi. 16 Jan @ 8:03pm 
I can't seem to get these units to work with worldbuilder, even as a standalone.

Unhandled Exception
Code: EXCEPTION_ACCESS_VIOLATION
Error reading address 0x18

Call Stack
-----------------------------------------------------
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I don't think this log is much help.
It does launch for a fresh game though.
Alterd-Rushnano 15 Jan @ 4:37pm 
JNR, I know this is rude, but I have a favor to ask you about.
......Can I make a modmod for your Unit Expansion: Future?

I am preparing work to make your mod compatible with existing 'future era unit upgrades', and to go one step further and implement your work into a more unique upper tier unit.

If you allow me, I can upload it within 2-3 days, but if you don't want, I will submit the modbuddy file for you to view and review.
Jett 15 Jan @ 6:43am 
非常不错
JNR  [author] 14 Jan @ 7:16am 
@xbm: not on purpose, thanks for pointing that out. It's fixed.

Moves and sight are on the same level as information era units, which often already have an upgrade over previous units. Since air units get increased sight and movement with every upgrade, the same has been done here, so those do get more than just extra strength.
pelenad 13 Jan @ 7:06pm 
감사합나다
🐷丸宝导师🐷 12 Jan @ 8:48pm 
awesome
Alterd-Rushnano 12 Jan @ 6:25pm 
This is so wonderful it brings tears to my eyes!
However (and of course) it seems like it won't be compatible with some mods that upgrade modern era units, especially for me who likes the future era.

So I guess I'll have to make a separate ADD-on mod that's compatible with this mod.:steamthumbsup::TheBureauAlien:
xbm 12 Jan @ 6:16am 
great job make me fight to the end! but air and nav can be built without district, is that on purpose? besides, i think these units's bosemoves and sight paremeter so not future(two low), meybe turn it up? thanks!!!
小黑子 11 Jan @ 8:58pm 
great
ranma_hf 11 Jan @ 8:23pm 
so mod was working fine but civ 6 updated and now the screens randomly tearing, no idea why, shame i hadn't gotten to the new stuff yet.
盗号狗亲妈必死 11 Jan @ 7:49pm 
It's a great job to still be willing to create mods for old versions of the game - and such a niche future era mod - even as Civilization 7 is about to be released. I don't know if Civilization 7 can improve the post game experience that feels like going to jail
Sounds Great!
比奇堡王子 11 Jan @ 3:34am 
good
2507854632 11 Jan @ 2:12am 
牛的