Sid Meier's Civilization VI

Sid Meier's Civilization VI

Axemen Unit & Copper Strategic Resource
33 Comments
Doc_Furtado 13 Jul, 2024 @ 9:31am 
Very great mod, but you forget to put some bonus against anticavalry units, is possible to do it?
Radon 20 Apr, 2024 @ 1:51pm 
just idea thought
Radon 20 Apr, 2024 @ 1:51pm 
what about a mod which adds swordsmen but with bronze weapons so they unlock at bronze working and need copper
donald23  [author] 24 Jan, 2020 @ 3:36am 
Kinda off topic, but I'd start by downloading a civ from Sukitract and going through those files to see how he build them.
Kraft 23 Jan, 2020 @ 1:51pm 
Any idea on how to make a custom civ? I have no idea and the vids on youtube dont really have any good knowlege on making civs.
Hero of Helm 12 Jul, 2019 @ 1:51am 
there is a minor bug that you should look into when you can. Axemen do not gain Alpine Training buff from Matterhorn. had two of them walk by it and they did not get it. i assume they do not gain Giant's Causaway Spear of Finnion buff either but idk. didnt test that.
lokiredking 3 Mar, 2019 @ 5:46pm 
I think I understand what you're trying to do in making copper more useful in-game. But it's ahistorical for a Bronze Age infantryman to be as strong as the Iron Age infantry that should replace it.
donald23  [author] 2 Mar, 2019 @ 11:26pm 
For an upgrade to swordsman to make sense, it would have to be nerfed a lot. Currently it's of the same strenght, same era.

It's a counter to the swordsman.
lokiredking 2 Mar, 2019 @ 4:07pm 
I really like that this gives a proper bronze age unit. However, the lack of an iron age upgrade and jumping to Musketman is weird. Is there any other intermediate infantry unit that could be placed as an upgrade? Or would you consider making an alternate mod that upgrades to Swordsman?
regordrum 22 Feb, 2019 @ 3:10pm 
Ancient era needs a lot more attention ; ax helps
donald23  [author] 22 Feb, 2019 @ 12:43pm 
I've updated the mod to be compatible with Gathering Storm and earlier versions. It now works on all Civ6 versions.
For R+F it keeps the old resource system.
For GS it uses the new resource system. The unit then costs 1 copper initially and has a 1 copper per turn upkeep.

I have also nerfed the strength a bit, to be more in line with the units around it (warrior, spearmen, swordsmen).

So this update is both rebalancing and making it compatible with GS and all versions of Civ6.
Llywylln 18 Dec, 2018 @ 6:11am 
Oh, oK. That one slipped by me, but thanks.
donald23  [author] 18 Dec, 2018 @ 5:31am 
@Llywylln, that means you don't have an encampment in your city. Every unit that requires a resource needs two in cities where you don't have an encampment. It only needs one in cities with an encampment.
Llywylln 18 Dec, 2018 @ 4:46am 
Hello, love the mod. I had a small issue with it that i'm trying to figure out: in game, I had just gotten to the point where I could make the Axemen. I had a copper resource mined, I had learned Bronze Working and I had just upgraded my warriors... then I tried to produce an Axeman in a city and was told that I needed 2 Copper to produce this unit. So all the other units in Civ 6 that require a Strategic Resource are happy with just 1 of that resource improved, but Axemen need to have 2 of them. I know that in previous Civ versions you needed to have 'counts' of your resources but that isn't the way Civ 6 works. So I was looking at the mod code to see where it was that you set this up and I can't find it. The game seems to have just 'decided' that you need 2 of them.
Clumsy 9 Nov, 2018 @ 11:18pm 
Yeah I have to agree, 40 combat strength is insanely powerful
Teppicommom 5 May, 2018 @ 6:13am 
Thank you very much for the blueprint how to mod units. That´s great! Many thanks to NEL. from CGN. I was somehow bothered with having an axeman with 40 strengh as strong as a roman legion but with 10-15% (?) less prod. cost. So for me I changed that value to 34 as I think bronze weapons should be weaker but only a bit to iron weapons.
breesin2 6 Feb, 2018 @ 4:35pm 
@Konch bronze cant be found naturally so..what?
Culthrasa 27 Jan, 2018 @ 1:50am 
just noticed something. The Axeman isn't properly flagged as a classical/medieval unit. The movement bonus from Sun Zhu doesn't apply to it....
Konch 3 Jan, 2018 @ 3:39pm 
If I were to make a suggestion, switch Copper with Bronze so it will become compatible with the resourceful mod.
HaroldClapsaddle 9 Dec, 2017 @ 9:47am 
will this mod let copper be added to the "add eminities from strategic resourses mod"
Nugget 2 Dec, 2017 @ 12:07pm 
Make swordsman, and axemen both in the same chain

Warrior, Axe, Sword, Musket etc.
Deliverator23 19 May, 2017 @ 3:26am 
Nice work and great tutorial!
Venusaisha 30 Mar, 2017 @ 2:51am 
awesome.
ksrichy00 29 Mar, 2017 @ 9:18pm 
You should do an R.E.D. version
Dordi 20 Mar, 2017 @ 1:14pm 
Can you change the model from missile cruiser, the old Model looks very horrible? Or maybe that one from civ 5? :steamfacepalm:
donald23  [author] 12 Mar, 2017 @ 4:41am 
not with this mod. And you are right, as soon as you can actually build musketmen, you no longer need copper for the strategics. Then just the gold remains. Because I do make it a strategic in this mod, but the yield is the same as when it was a bonus. So yield wise, nothing changes.
SavannahBananas 12 Mar, 2017 @ 3:35am 
Does any other unit need Copper? Because otherwise it's going to obsolete as soon as Musketmen are available.
Shalashaska 8 Mar, 2017 @ 1:01pm 
Alright, thanks.
donald23  [author] 8 Mar, 2017 @ 11:54am 
Their base strength is 40.
I went through the feature document for the NQ war mod, and there is nothing in that document that will interfere with this mod. They should work together fine.
Shalashaska 8 Mar, 2017 @ 11:06am 
What's their combat strength and does this work with the NQ war mod?
dblackie159 8 Mar, 2017 @ 12:54am 
i love it man. would like more unit like for Sumeria or Kongo
TORARADICAL 7 Mar, 2017 @ 7:53pm 
Worked fine with everything I do use! Moar Units was the one I was most worried about. Good job!
TORARADICAL 7 Mar, 2017 @ 4:06pm 
I like this idea. Now just hope it's compatible with the other mods I'm running ;)