Sid Meier's Civilization VI

Sid Meier's Civilization VI

Strategos
24 Comments
sorval 27 Sep, 2018 @ 10:07am 
broken. garbage.
Artan 18 Jun, 2018 @ 4:13pm 
garyreggae, same problem
Don Willyon 9 Jan, 2018 @ 9:33pm 
How do I make this compatible with Moar Units?
lanych 5 Sep, 2017 @ 7:17am 
It doesn't work since Summer update, so pity.
garyreggae 28 May, 2017 @ 11:14am 
I can't get the Drone Cruiser to attack either - I upgraded all my Missile Cruisers and now they won't work!
Talius 30 Apr, 2017 @ 7:52am 
The drone cruiser cannot attack anything. Great mod by the way.
michael.scott.leonard 29 Apr, 2017 @ 10:24am 
I think I accidentally complained about a bug on the wrong mod (Moar Units). The Sumerian Warmobile doesn't upgrade along the tank path, the way the War-Cart does in the base game.

Since the Sumerian unique strategy depends pretty heavily on a massive force of War-Carts in the early game, this bug sort of breaks the whole game for Gilgamesh. Your entire army goes from dominant to obsolete in the early modern era.

However realistic that might be, it's a major change to Sumeria, and it hits Sumeria uniquely. (Even if the non-unique counterpart can't upgrade -- I don't remember what it's called or if it can -- other civs are much less likely to have militaries principally composed of that unit.)

I also just hate units that have no upgrade line generally, which I suspect is a widespread sentiment. In any event, this was pretty frustrating to discover at a crucial point of a marathon deity game. Any way it's something you plan on fixing?
Ananse  [author] 16 Apr, 2017 @ 11:55am 
That sounds like a problem
howevah 16 Apr, 2017 @ 9:08am 
For me atleast this mod is bugged as hell. I start at ancient era and before turn 50 barbarians have deleted every civ. They get reapers insted of scout and lots of other late era units from start.
Ananse  [author] 11 Apr, 2017 @ 11:12am 
not in this mod. This mod is just units!
Kuroi.Kitsune 11 Apr, 2017 @ 5:48am 
Any plans on expanding tech tree for futuristic units?
Ananse  [author] 27 Mar, 2017 @ 9:58am 
no not intended :)
Nicolaos 27 Mar, 2017 @ 9:31am 
Is it intended that the drone cruiser has ranged power but no range?
okh 20 Mar, 2017 @ 3:03pm 
Great mod - can't wait for your artists to get round to producing new models and icons! The anti-cavalry unit chain seems to have some weird things in it. 'Axeman' doesn't feel like it ought to be an anti-cavalry unit - maybe 'Halberdier' would be a better name? And I recall 'Howitzer' feeling like it was appearing in the wrong role at the wrong time, too. Otherwise, cool additions all round!
Ananse  [author] 18 Mar, 2017 @ 2:29pm 
that got changed in this version already.
Maous 17 Mar, 2017 @ 3:58pm 
aux musket archer upgrade going down in range and then back up again when upgraded later on in the modern era is extremely clunky can you either nerf range on aux archers or buff the range on aux musket for a better experience. typically ill upgrade just a few units to aux muskets to use with my melee units and leave the rest archers until the modern era when they regain their range. trust me when i say it is extremely difficult to keep them alive that long and every lost archer makes me rage because i can not make any more.
Ananse  [author] 16 Mar, 2017 @ 9:13pm 
always post comments at the top level of the mod you're using. cause hero isn't in this mod.
AgCsar 16 Mar, 2017 @ 2:30am 
Not sure if its this mod yet but positive that is in your LinearCiv Dependencies...
Ananse  [author] 15 Mar, 2017 @ 9:18pm 
I don't think this mod adds a hero unit. does it?
AgCsar 15 Mar, 2017 @ 8:23pm 
What is the HERO unit??
Seems pointless or a mistery to me...
Ananse  [author] 14 Mar, 2017 @ 4:19pm 
that makes sense! I'll try to keep that in mind when I think about what to add to base-level mods like this in the future.
birb on da pooter 14 Mar, 2017 @ 4:01pm 
Ok! Thats alright with me, I thought it was more vast.
My main issue with mods addinge unique things to civs is that when there is lots of modded civs. It may leave the modded civ in the dust if they are balance around vanilla.
Ananse  [author] 14 Mar, 2017 @ 3:47pm 
I'm starting to find that no matter how granular I make things, some people want it even more granular. There's nothing wrong with that, I understand that everyone has their preferences. But I've got to draw the line somewhere and this is it :D

As it stands there are literally only five new UUs in this mod and none of them will affect balance in any significant way.
birb on da pooter 14 Mar, 2017 @ 1:12pm 
Could you perhaps include a version without the unique units?
I love the idea of these new support units. I just would rather not have the uniques for personal balance reasons.
Thank you for reading!