Sid Meier's Civilization VI

Sid Meier's Civilization VI

Moar Units Core Only (No Unique Units)
43 Comments
Deliverator23  [author] 29 Jun, 2021 @ 6:25am 
Moar Units is retired. Play with Steel & Thunder mods instead which is the successor.
THE.EMPEROR 26 Jun, 2021 @ 8:09am 
Is this mod still working?
it's not even appearing in my mods list after sub.
_(oAO) 22 Sep, 2018 @ 8:36am 
It's not working...:(
ryan.blackwolf 12 Jun, 2018 @ 8:15pm 
Any clues as to why the sniper unit isn't showing up in the build list?
Deliverator23  [author] 5 Feb, 2018 @ 9:55am 
Just letting everyone know that there is now a standalone successor to this mod - Steel & Thunder: Unit Expansion
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1292617460
Deliverator23  [author] 30 Jan, 2018 @ 11:40am 
@power meat: Nope. I've explained that several times if you read below.
power meat 27 Jan, 2018 @ 3:09pm 
and Khmer and Indonesia
power meat 27 Jan, 2018 @ 3:07pm 
are you ever gonna do a Nubia moar units mod?
kaspergm 24 Jan, 2018 @ 12:39pm 
Deliverator23 - sounds good, will you leave a comment here when the new version is up here on Steam?
Deliverator23  [author] 23 Jan, 2018 @ 3:39am 
I'm planning a new mod which will be the successor to Moar Units Core Only - with some changes and a couple of additions. It will only have General/Global Units - no Unique Units.

With Moar Units I'll do the minimum required to make it work with Rise & Fall - this will mean dropping the Recon unit to make way for the new Spec Ops unit and fixing the Anti-Cav progression for Pike and Shot.

I'm not going to create a new unique unit mod. Even if I were to drop to one UU per civ I would have to make unique art for another 11 Civs and I don't have time for that.
JKZ 31 Dec, 2017 @ 11:40am 
the maschine gun still acts like a military unit, but can't attack, could it be because of other mods or is it bugged?
kaspergm 10 Dec, 2017 @ 9:23am 
@Deliverator23: Yes, I did quit completely and restart to test it, but they were still there. But there might be some other mods I'm not aware of messing it up. Either way, since I intend to keep playing with those mods and I understand it's not something that's readily fixed, I'll just live with it.
Deliverator23  [author] 7 Dec, 2017 @ 1:09am 
@kaspergm: You actually have to disable the mods and reload the game due to the way the config screens (FrontEndAction) work - disabling/enabling mods won't have immediate effect without restarting the game. I have tested with Moar Units Core in isolation with no other mods - restart the game - and the unique units do not appear. Unfortunately not all other mods have specified a LoadOrder for the FrontEndActions UpdateIcons tag which means they can be funky issues like this when running multiple mods. Generally mod dependency and interaction in Civ 6 is a bit of nightmare.
kaspergm 5 Dec, 2017 @ 12:53pm 
@Deliverator23: I'm using the "Unique district icons" mod that adds new icons for unique districts, as well as Sukritacts "Improved MOD screen" and "Civ selection screen", but disabling those mods do not remove the issue.
Deliverator23  [author] 5 Dec, 2017 @ 4:32am 
@kaspergm: Do you use any other mods such as Better Civ Icons? I know that using BCI with Moar Units Core causes the issue you describe - unique units still showing in the Civ selection screen. I have raised with the BCI author the fix he needs to make. Either don't use BCI or just ignore the fact that the UUs appear in the civ selection screen - as you point out they are correctly removed from the main game.
kaspergm 2 Dec, 2017 @ 5:05am 
I really love the units added in this mod, but I just wanted to report one small issue. It's not a game-breaker but a cosmetic one, and if it can't be fixed it's not a biggie, but: When I use this mod, the unique units from the full MOAR pack appear on the civ selection screen in the main menu. They don't appear in game, however, so that part works perfectly fine.
Ironman_Mk11 16 Aug, 2017 @ 6:44am 
Great mod idea here. I came mostly for the Field Cannon upgrade change you made, but I love the other changes as well.

The reason some (like myself) have subscribed to both this and the Even Moar Units mods is just for variety of replays. I find it easier just to check or uncheck mod boxes, rather then having to go back to the workshop and re-sub/un-sub a bunch of mods.
The Big Red Cheese 6 Aug, 2017 @ 7:33pm 
I found a workaround for my problem. I nuked one file from NQWar mod, and now this is compatible.
Unkle Bourbon 28 Jul, 2017 @ 8:21pm 
Thanks so much man, this mod is necessary to make it feel like there's actually a purpose in seperating light and heavy cavalry
Deliverator23  [author] 28 Jul, 2017 @ 12:42am 
@Unkle Bourbon: Just fixed this for the Summer Patch now so it should now remove the Unique Units as intended.
Unkle Bourbon 27 Jul, 2017 @ 10:38pm 
Is this updated with the newest patch? I have Moar Units and this and while it doesn't cause the game to crash, it also shows the new unique units for what civ you're playing as in the loading screen. Are they just shown in the loading screen and not actually in-game, or has this not been patched yet?
Deliverator23  [author] 25 Jul, 2017 @ 2:40am 
@Kurnn: You seem confused. This mod doesn't add any units at all. All the units mentioned above are part of Moar Units already. It is only for people for want all the unique units removed. You should unsubscribe from this mod if you want the unique units.
Kurnn 24 Jul, 2017 @ 7:12pm 
Can you add this mod so it works with all your other fantastic units mods?
Id like this one but I dont wanna remove the unique ones.
a_random_peasant 12 Jul, 2017 @ 3:09pm 
really good mod :)
Void Spawn 8 Jul, 2017 @ 6:39pm 
Or ones for individual units
Void Spawn 8 Jul, 2017 @ 6:19pm 
@Deliverator23 you should make a version where its only unique units
IamLegend 14 Jun, 2017 @ 12:33am 
Thanx for adding this mod
Deliverator23  [author] 13 Jun, 2017 @ 2:42am 
@Nerdsword Direct Download link added above. :)
Library of Alexandria 9 Jun, 2017 @ 10:44pm 
Direct download please?
ferretbacon 31 May, 2017 @ 10:07pm 
I was thinking about requesting this, but it seemed presumptuous. Glad you did it!
moneybaggys 31 May, 2017 @ 12:47pm 
Yea i been had the mod thsnks man
Deliverator23  [author] 30 May, 2017 @ 4:07am 
@moneybaggys: Yes, but you'll need this compatibility mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=893082787
moneybaggys 29 May, 2017 @ 4:20pm 
Does this work with R.E.D mod pack
Digihuman 29 May, 2017 @ 12:27pm 
Aaah, now this is interesting! A way to use Moar Units without worrying about custom civs being at a disadvantage. Me likey!
Dr.Pepsicola Dew 29 May, 2017 @ 12:02pm 
NVM that was a stupid question :/
Dr.Pepsicola Dew 29 May, 2017 @ 12:01pm 
How do i disable the modules from Even Moar Units?
Deliverator23  [author] 28 May, 2017 @ 5:22am 
@Kepos Try it and see! It only conflicted with JFD's leaders that adopted units from Moar Units anyway. There may still be issues but it will be easier to resolve now I think.
Kepos 27 May, 2017 @ 9:37am 
Does this one work with JFD's and other's civilization mods again?
Deliverator23  [author] 27 May, 2017 @ 9:23am 
"Moar Units required" means that this mod depends on the main Moar Units mod. It works by simply removing all the Unique Units using SQL. So you'll need both this mod and Moar Units activated to use it. I *think* mod dependencies are downloaded automatically but not 100% sure.
CoachGunns 26 May, 2017 @ 5:47pm 
GIVE US MORE PLEASE this is exactly what the CIV VI community needs. Their are so many holes in the core unit tree PLEASE Give us more and please do not stop your amazing work.
CoachGunns 26 May, 2017 @ 5:46pm 
This is so awsome !!!!!!
Hajee 26 May, 2017 @ 5:17pm 
what does "Moar Units is required. " mean. Like u DL both mods, but only load this one for the core uints only?