Sid Meier's Civilization VI

Sid Meier's Civilization VI

Units Improvements Mod (UIM)
145 Comments
yf 26 Feb @ 1:47am 
@xbm
thx! I'll fix the file myself.
xbm 13 Jan @ 12:47am 
thanks for good mod! Though file UIM_Units.xml lack of bracket in line 65 and 81 make a lot of changes don't working, please fix
manannin 4 Jul, 2023 @ 2:25am 
This mod changed rice to only be improveable at irrigation, are there other things changed that aren't reported in the complete list of mod changes? Confirmed by running with mod and without mod and the issue was only with the mod. I did have the builder lag fix installed but that was the only mod that should affect builders.
AshesSehsa 17 Jun, 2023 @ 7:01pm 
This mod is important to me, but it appears to remove Inca's ability to build their unique Improvement next to mountains. I didn't use other mods changing builders, only UIM.
Swiss Halberdier  [author] 9 Apr, 2023 @ 2:03am 
@Charlemagne
Thanks for the confirmation.
Charlemagne 7 Apr, 2023 @ 5:35pm 
I can confirm working with the latest patches.
Guido 27 Jan, 2023 @ 6:55pm 
Everything is enabled but I can't seem to get it to work.
Swiss Halberdier  [author] 27 Jan, 2023 @ 2:27am 
Thanks a lot Obliteranus!
Sexy Skaven Rat 21 Jan, 2023 @ 10:14pm 
Dude, just reading the support and civilian units movement speed buffs feels so good! Same with naval units, especially the carriers.Support units were way too sluggish for whatever action was happening, thanks for keeping this updated! and mil engineers wont be so pathetic with 5 charges available! Great mod
Swiss Halberdier  [author] 25 Sep, 2022 @ 1:15pm 
Units Improvements Mod (UIM)

I updated UIM to the latest patch. It's fully save game compatible with the new patch and all DLCs.

Enjoy UIM
Swiss Halberdier
Spark 1 Nov, 2020 @ 4:30pm 
@wmcarlvz & @Swiss Halberdier

That is useful! thank you! I had basically given up on fixing it so hopefully Firaxis and associates get their shit in order. I will look at that mod asap! Thanks again both of you!
Swiss Halberdier  [author] 26 Oct, 2020 @ 9:40am 
@wmcarlvz
Oh thanks for this information! I wasn't aware of it and it seems Firaxis must fix it on their base game code.
Larcrivereagle 24 Oct, 2020 @ 3:21pm 
@Spark. I've encountered the same glitch and it is apparently a common issue. I was directed to the mod 'Builder / Military Engineer Lag Fix'
I hope this helps.
Swiss Halberdier  [author] 23 Sep, 2020 @ 11:58am 
@Spark
Yes that always a good idea to test it without enabling the mod to see the difference.
This is thread of my full UIM (Units Improvements Mod) which you are writing here. BIM (Builders Improvments Mod) and RIM (Roads Improvements Mod) are fully integrated into the full UIM.

So if you have UIM activated, you don't need BIM or RIM too.

I just made BIM and RIM for players who don't want all other Units changes in the game and they can be separately be installed and used of course.
Spark 23 Sep, 2020 @ 11:39am 
@Swiss Halberdier

This is just the builders. Everything else seems about as snappy as it can be allowing for the usual mid-late game slowdowns. Turn processing seems fine, the AI doesn't seem to have this issue... I just notice when a builder is manually or automatically selected by the game you have a few seconds of screen freeze, the button or key shortcut doesn't work right away, and when the action is performed it has another lag before it is done.

As you say, it is very weird, I am just running another game right now with this mod disabled to test. If I recall right this mod used to be the Builder Improvement Mod?? I don't recall a similar issue then.

Thanks! Love your work!
Swiss Halberdier  [author] 21 Sep, 2020 @ 9:25am 
@Spark
Thats a strange issue indeed. Other units are affected too?
I didn't experienced this especially with builder units. But I know from my big campaigns, that at
least as it is in mid-game the turn-processing after hitting the end-turn button is very slow. Altough I haven't got a High-End-PC though.
Spark 21 Sep, 2020 @ 8:05am 
I'm trying to track down a builder glitch and this is my only mod that affects them. Does anyone else have their game lag while selecting and using builders? Starts to happen around the mid game, nothing else is affected. (Mac)
Swiss Halberdier  [author] 8 Sep, 2020 @ 11:54am 
If there are problems with building the railroads, then please check if you meet these requirements from the base game:

Technology: Steam Power
Resource: Iron and Coal
Swiss Halberdier  [author] 8 Sep, 2020 @ 1:43am 
I updated my Civilization 6 Mods to the new patch. They are fully compatible with the new patch and all DLCs.

Units Improvements Mod (UIM)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=871029057

Roads Improvements Mod (RIM)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=878149991

Builders Improvements Mod (BIM)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=878151038
Swiss Halberdier  [author] 19 Aug, 2020 @ 12:25pm 
@marknagy010
Thanks a lot!

Yes open the file UIM_Gameplay.xml and delete the whole block:

<Update>
<Where RouteType="ROUTE_RAILROAD"/>
<Set UnitType="UNIT_BUILDER"/>
</Update>
marknagy010 14 Aug, 2020 @ 8:13am 
first off great mod
i would like to ask how to disable workers from building railroads? i've tried going into the folder and erasing the
<Where RouteType="ROUTE_RAILROAD"/>
<Set UnitType="UNIT_BUILDER"/>
or changing it to ROUTE_MODERN_ROAD
but it removes the ability to make any roads.
Swiss Halberdier  [author] 15 Apr, 2020 @ 2:23am 
I updated to mod to the latest patch.

Enjoy UIM
小Nún 23 Feb, 2020 @ 9:22am 
Localization:
对抗骑兵单位 for zh_Hans_CN
對抗騎兵單位 for zh_Hant_HK
Swiss Halberdier  [author] 21 Dec, 2019 @ 12:53am 
@Trayvonis
I didn't edited by myself complete classes yet and I can't say if this would properly work. Modding is sometimes a trial and error process and I figured out lots due to trial. I recommend to use not your main campaign to test stuff. Just use a new campaign and try it there, to not destroy your save games.
Trayvonis 11 Dec, 2019 @ 1:07pm 
First and foremost thank you for this mod, it helped me learn a lot. :) Question would this work? (all ranged units get +1range and +1 sight)
<Update>
<Where PromotionClass="PROMOTION_CLASS_RANGED"/>
<Set Range="+1" BaseSightRange="+1"/>
</Update>
Also, would giving a road a + value give a unit more movement?
kaeptnkronk 3 Dec, 2019 @ 10:16pm 
nevermind, it was the mod order.
the Aztec DLC was cancelling it out...
:steamhappy:
kaeptnkronk 3 Dec, 2019 @ 9:33pm 
first, thanks for the mod. couldn't figure out how to do it myself for the life of me.

second, it's atm not really working with ynamp...

don't really see how that is since there are no overlaping files.

no idea what i'm missing and it's quite the bummer :(
Swiss Halberdier  [author] 24 Jun, 2019 @ 9:03am 
@Enoch
Yes I guess if you disable this explictic string in S+T, then UIM should adapt the Builders that they can build roads and railroads.
Enoch [JP] 20 Jun, 2019 @ 9:25am 
Well, does it mean that workers can build roads and railways by disabling UNIT_INCA_CHASQUI in Steel and Thunder mod's MOARUniqueUnitsUserSettings?
Swiss Halberdier  [author] 6 Jun, 2019 @ 2:30pm 
@ZeroShitsGiven
Oh great that it works now and thanks for reading the comments here :-)
And thanks for your explanations about solving the issue! Thanks and I appreciate the positive feedback about my little mod.
ZeroShitsGiven 6 Jun, 2019 @ 9:53am 
Hey, read the comments below and uninstalled the part 2 of the steel and thunder mod, the one that gives each civ another special unit, and your mod works fine now. The other mod had one unit that built roads, Inca scout I think, which was causing the problem. I like his mod but don't need another special unit, so this is the best of both worlds :P Thanks again for your work on this mod.
Swiss Halberdier  [author] 7 May, 2019 @ 11:31am 
@Angelhearth
Yes it does assign this ability to an own custom unit it seems. Like UIM does remove this ability from the Military Engineer and assigns it to the Builder.
Angelhearth 6 May, 2019 @ 7:34am 
Are you saying that Steel and Thunder is removing the possibility to build roads/railroads from the Military Engineer?
Swiss Halberdier  [author] 6 May, 2019 @ 5:31am 
@Angelhearth
In the vanilla game the Romans can construct early forts by default with their Legionaries. The Military Engineer can build roads/railroads by default. And unfortunately only one unit can be set to construct roads/railroads.

And if a mod like UIM or Steel and Thunder change this default road-building-unit-assignment, then only this unit can build roads/railroads. And the Military Engineer looses this ability.

The problem is like you experience it now, that if two mods change this default road-building-unit-assignment, then only one mod "wins" and does the change and sets his assigned unit by default.
Angelhearth 6 May, 2019 @ 5:26am 
But doesn't the Romans get road building, by default? And what about the engineers, they can build roads?
Swiss Halberdier  [author] 6 May, 2019 @ 4:40am 
@Angelhearth
Yes unfortunately this one-unit-building-roads-restriction is somehow hardcoded by CA. So if mods change this unit, only one mod really does the change afterwards.
Angelhearth 30 Apr, 2019 @ 12:23pm 
I already removed that part. Just put --- in front and the lines are converted to info, not code.

If he is that good, why then does he ask me, someone who hasn't programmed for a couple of decades, to check the list? I haven't the foggiest idea how to do that. Anyway, I have a really hard time believing only 1 unit can do something like building roads, it's totally illogically to hard-code something like that, so I'm still guessing he expected the result to turn out a different way than it did. Even the best programmers make stupid mistakes, been there, done that. So the best thing he could do was to check your mod, together with his, and see what actually happens.
Swiss Halberdier  [author] 30 Apr, 2019 @ 11:16am 
@Angelhearth
Deliverator23 is one of the best Civ Modders out there with incredible work. He is a coding/scripting and texturing mastermind.

Yes this could be the issue as only one unit can be technically assigned to build roads. So if Steel and Thunder assigns an own unit for this, then it could be that UIM's change will be overwritten.

Try to delete the complete "---- Incan Chasqui - Build Roads" block from this file here:

C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1362931045\Data\MOARUniqueUnits.sql

To see if the builders can build again roads afterwards in game and use the change of UIM. I guess that's the only solution. But create first a backup of this file.
Angelhearth 30 Apr, 2019 @ 6:52am 
As to the road building, see my comments on Steel and Thunder. He is obviously doing something wrong, but refuses to change anything. It's one of his units that, when given the ability to build roads, somehow removes the same ability from builders. I'm not really into modding, but if you read his answer to me you might get a grasp of what needs to be done.
Swiss Halberdier  [author] 23 Apr, 2019 @ 3:45am 
@ZeroShitsGiven
Thanks for your reports! Yes I know the awesome Steel and Thunder mod and it's really great. Probably he must also update the mod to the latest patch.

Yes unfortunately mod conflicts can prevent sometimes "overlapping" changes to be applied to the game. So if two mods change the same value, one overwrites the change of the other mod.
ZeroShitsGiven 22 Apr, 2019 @ 9:20pm 
Update, it was the steel and thunder mod that was screwing up the roads for some reason, no idea why that mod messes with builders, but that was it.
ZeroShitsGiven 21 Apr, 2019 @ 6:07am 
Thanks for the update, game was crashing before and had to uninstall this, played a new game with the update, no crashes, works fine, but the builders can't build roads, and no bridges in early eras when road made by a trade route. I also have starting unit s and steel and thunder mods, so maybe there is a a conflict, but just wanted to give you a heads up just in case.
Swiss Halberdier  [author] 17 Apr, 2019 @ 5:14am 
Updated mods of Civilization 6

I updated my Civilization 6 Mods to the new patch. They are fully compatible with the new patch and all DLCs.

Units Improvements Mod (UIM)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=871029057

Roads Improvements Mod (RIM)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=878149991

Builders Improvements Mod (BIM)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=878151038
Swiss Halberdier  [author] 15 Apr, 2019 @ 1:53am 
@sucrose
No problem and thanks for the info :-)
TheCivEngineer 14 Apr, 2019 @ 3:31am 
Oh, oops... looks like I misread - the description says '4 Movement in Coastal Waters', not sure why I saw +4 movement... so nevermind, everything works the way it should

Sorry for confusion
TheCivEngineer 14 Apr, 2019 @ 2:56am 
@Swiss Harlberdier - I tried looking in the debug database for where the 7 moves in coastal waters is defined but couldn't find it... I'm not sure that it's a mod conflict...

The way I see it, Firaxis could either have implemented a +4 moves in coastal (as literally described) and added that to BaseMoves in code OR have implemented some way of saying that its moves are 7 in coastal waters. I'm thinking it's the latter

So I went poking around the game data files and found a trail that led me to 'Modifier Arguments' of 'LONGSHIP_FASTER_COAST' with a value of 1... while this doesn't seem to match the description by Firaxis of +4 movement, it would explain how I'm seeing movement of 7 in coastal waters...
Swiss Halberdier  [author] 14 Apr, 2019 @ 1:49am 
@Enoch
Yes that should work together with UIM.

@sucrose
Ah good that you mentioned the other mod which adds +1 BaseMoves to the Viking Longship. So it seems that this mod overwrites my change for this particular unit.
TheCivEngineer 13 Apr, 2019 @ 2:27pm 
I'm seeing some odd behavior with the Viking Longship. The +4 in coastal waters is being added to a Base Move of 3 so that I am at 7 in coastal waters but I am at 6 in ocean waters (I am also using Quo's Rocketboots which is BaseMoves = BaseMoves + 1)

Any thoughts?
Swiss Halberdier  [author] 8 Apr, 2019 @ 12:08pm 
> General information

The new Civ 6 patch has been recently released. UIM still works, but it shows "not compatible" in the mod overview section. This is normal until I updated it, but you can fully use it.

@Enoch
Could you please give me the link to the mod? Then I could look at it.