Sid Meier's Civilization VI

Sid Meier's Civilization VI

Warfare Expanded Complete Edition
Sreip 17 Oct, 2018 @ 9:23pm
Known mod compatibility
I thought it would be a good idea to create a list that this mod works with, including ones you've mentioned. I hope you you don't mind. I'll update this thread shortly.
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Showing 1-15 of 19 comments
J 29 Nov, 2018 @ 3:43pm 
Historic Eras or any mod that alters with tech cost breaks the tech line
Maatissi 30 Nov, 2018 @ 8:32am 
Always test mods adding new Civs/city states ONE BY ONE separately with this mod. (Recommended with any new mod you add besides this, too.) - Surprisingly many seem to work, though :)

Reported bugs with especially Seljuq Civ mod: City graphic styles missing (reverting back to "standard" European) - UU's not available (if UUs appear in Civilopaedia correctly they work)

As with the major overhaul for the game itself coming in February, perhaps major modifications for this awsome mod would be best to leave after we see what Firaxis changes in the game?
ItsAGivens 30 Nov, 2018 @ 4:21pm 
When loaded with Strategic Industry- Rise and Fall by UncivilizedGuy, some units and their description become unreadable.
Hizkiyahu  [developer] 12 Jan, 2019 @ 9:19pm 
I have found Limes Ottomans, Merrick's Kievan Rus' & Hungary are breaking the unit.ardef unit replacement so unit cultural variation is not applying properly.

To fix open Cutures.artdef in each mod and change from false to true in all m_AppendMergedParameterCollections
e.g. <m_AppendMergedParameterCollections>true</m_AppendMergedParameterCollections>

This would also apply to any new Civilization or City State that has a Cultures.ardef file and the value set to false.
Last edited by Hizkiyahu; 12 Jan, 2019 @ 9:21pm
Originally posted by nana:
Historic Eras or any mod that alters with tech cost breaks the tech line

The developers helped me fix this problem!

Easiest thing would be for you to change the LoadOrder of the HistoricSpeed_Gameplay.sql in the modinfo of Historic Eras to something higher than either of the WE mods. Something like 600 or so.
SFH 21 Feb, 2019 @ 8:43am 
Does this mod works with R.E.D. unit resize mod?
lZerO! 3 Mar, 2019 @ 5:46am 
any work in progress for the mod compatibility with steel and thunder ?
Last edited by lZerO!; 3 Mar, 2019 @ 5:47am
tleet 15 Mar, 2019 @ 7:27am 
I believe this morning's update broke compatibility. I played late last night, but the save won't work this morning. This is the only mod that was updated since then.
Govichan 5 Jun, 2019 @ 12:17pm 
I tried testing steel and thunder and warfare expanded complete on their own and got the mod not loaded error, despite the compatability in the description.
Jazuke Taizago 15 Nov, 2019 @ 4:34am 
This does not work with Steel and Thunder, apparently. Wish it did. It did once before the latest patch, if my memory serves my right. So sure about it. I'd love for Steel and Thunder to function with Warfare Expanded. Gives us more options!
Maatissi 15 Nov, 2019 @ 6:33am 
@Jazuke Taizako-san

SaT is buried, Should be included in this mod, please disable other stuff.
Jazuke Taizago 24 Nov, 2019 @ 12:50pm 
Originally posted by Maatissi:
@Jazuke Taizako-san

SaT is buried, Should be included in this mod, please disable other stuff.
Can you 120% confirm this? I'll disable them first instead, and if you're 120% right, i'll remove em altogether. Much love, Maatissi!
Maatissi 25 Nov, 2019 @ 1:58am 
I recall it was author's disclaimer that mentioned including SaT some time ago, and thus being obsolete as a separate mod. Perhaps the authors can shed more light on this issue?
xxx78 1 Mar, 2020 @ 3:49am 
About [GS] Aircraft Carrier Promotion Tweak, on mod page it say "Now Support Warfare Expanded Complete Edition.". It was updated 15.02 to add mod support. Anyone tried this?
Last edited by xxx78; 1 Mar, 2020 @ 3:49am
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