Sid Meier's Civilization VI

Sid Meier's Civilization VI

Units Improvements Mod (UIM)
Swiss Halberdier  [developer] 24 Feb, 2017 @ 5:54am
Complete list of all changes
Complete list of all changes

Miscellaneous changes

- Combat strength bonus of the Corps (2 units) increased from 10 to 12
- Combat strength bonus of the Army (3 units) increased from 17 to 18
- Flanking bonus of the units increased from 2 to 3
- Fortify bonus of the units increased from 3 to 4
- Anti-Cavalry bonus for Anti-Cavalry units increased from 10 to 12
- Upgrade costs of the units decreased from 75% to 60%
- Levy costs of the City States units decreased from 25% to 20%
- Air slots of the Aerodrome district increased from 4 to 6
- Air slots of the buildable Airstrip improvement increased from 3 to 4
- Defense bonus of the Roman Fort increased from 4 to 5
- Defense bonus of the Fort increased from 4 to 6
- Defense bonus of the Chinese Great Wall improvement increased from 4 to 5
- Defense bonus of the Encampment District for cities increased from 2 to 4
- Defense bonus of the English Royal Navy Dockyard District for cities increased from 2 to 3
- The progressive increase in the cost of purchasing additional units has been reduced by 50% (Settler, Builder, Trader, Spy, Naturalist)

Additional start units

One Builder and one Scout will be added to the starting units at the start of a new game in the ancient era.


Changes of the roads

Builders can build roads and railroads. Only one unit can manually build roads and it was the Military Engineer in vanilla.

Bridges can be built with all roads in all eras. (Ancient, Medieval, Industry, Modern)

The movement points costs of the units have been decreased on the roads. With this change the units can go further than in vanilla.

Ancient from 1 to 0.75
Medieval from 1 to 0.75
Industrial from 0.75 to 0.50
Modern from 0.50 to 0.25

The movement points costs of the units have been decreased on the railroads from 0.25 to 0.1.

Units changes

The movement points and the build charges can be raised during the game with technologies, policy cards and world wonders.

Civilian units

Settler - movement points increased from 2 to 4
Builder - movement points increased from 2 to 4 / build charges increased from 3 to 6
Builders can build roads.

Archaeologist - movement points increased from 4 to 6
Naturalist - movement points increased from 4 to 6
Spy - maintenance decreased from 4 to 3
Rock Band - movement points increased from 4 to 6

Religious units

Missionary - movement points increased from 4 to 6
Apostle - movement points increased from 4 to 6
Inquisitor - movement points increased from 4 to 6
Guru - movement points increased from 4 to 6

Support units

Military Engineer - movement points increased from 2 to 4 / build charges increased from 2 to 5
Medic - movement points increased from 2 to 4 / maintenance decreased from 5 to 3 / healing points applied to other units increased from 20 to 25
Observation Balloon - movement points increased from 2 to 4
Anti-Air Gun - maintenance decreased from 5 to 4
Mobile SAM - movement points increased from 2 to 4
Drone - movement points increased from 3 to 6
Supply Convoy - movement points increased from 4 to 5

Military units

Scout - ignores the "zone of control" of other units
Ranger - ignores the "zone of control" of other units / maintenance decreased from 5 to 3

Heavy Chariot - movement points increased from 2 to 3
Egyptian Maryannu Chariot Archer - movement points increased from 2 to 3
Indian Yaru - movement points increased from 2 to 3

Helicopter - movement points increased from 4 to 6
Mechanized Infantry - movement points increased from 3 to 5
Rocket Artillery - movement points increased from 2 to 3
Tank - movement points increased from 4 to 5
Modern Armor - movement points increased from 4 to 5
Spec Ops - sight range increased from 2 to 3 / maintenance decreased from 7 to 4
Giant Death Robot - maintenance decreased from 15 to 12


Galley - movement points increased from 3 to 5
Norwegian Longship - movement points increased from 3 to 5
Quadrireme - movement points increased from 3 to 5
Barbary Corsair - movement points increased from 4 to 6
Bireme - movement points increased from 4 to 5
Caravel - movement points increased from 4 to 6
Frigate - movement points increased from 4 to 6
Privateer - movement points increased from 4 to 6
Indonesian Jong - movement points increased from 5 to 6
De Zeven Provincien - movement points increased from 4 to 6
English Sea Dog - movement points increased from 4 to 6
Ironclad - movement points increased from 5 to 7
Battleship - movement points increased from 5 to 7 / sight range increased from 2 to 3
Brazilian Minas Geraes - movement points increased from 5 to 7 / sight range increased from 2 to 3
Submarine - movement points increased from 3 to 5
German Submarine - movement points increased from 3 to 5
Aircraft Carrier - movement points increased from 3 to 5 / sight range increased from 2 to 3 / increased the space for planes from 2 to 4
Destroyer - movement points increased from 4 to 7
Nuclear Submarine - movement points increased from 4 to 7 / attack range increased from 2 to 3 / sight range increased from 2 to 3
Missile Cruiser - movement points increased from 4 to 7

Biplane - movement points increased from 3 to 5 / attack range increased from 3 to 5
Fighter - movement points increased from 4 to 7 / attack range increased from 4 to 7
P51 - movement points increased from 6 to 8 / attack range increased from 4 to 8
Bomber - movement points increased from 10 to 14 / attack range increased from 10 to 14
Jet Fighter - movement points increased from 5 to 12 / attack range increased from 5 to 12
Jet Bomber - movement points increased from 15 to 20 / attack range increased from 15 to 20

Nuclear Bomb - range increased from 12 to 18 / maintenance decreased from 14 to 12
Thermonuclear Bomb - range increased from 15 to 22 / maintenance decreased from 16 to 14

Great People

Great General - movement points increased from 4 to 6
Great Admiral - movement points increased from 4 to 6
Great Engineer - movement points increased from 4 to 6
Great Scientiest - movement points increased from 4 to 6
Great Merchant - movement points increased from 4 to 6
Great Prophet - movement points increased from 4 to 6
Great Writer - movement points increased from 4 to 6
Great Artist - movement points increased from 4 to 6
Great Musician - movement points increased from 4 to 6
Last edited by Swiss Halberdier; 25 Sep, 2022 @ 12:33pm
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Showing 1-10 of 10 comments
excellent i like your new movement rates, makes more sense way better thanx
thinking of adding another mod prioritied after your mod, the other mod is builder mod v1.0 by 12monkeys on civ fanatics site, which gives 10 charges instead of the 5 you put, in this other mod on civ fanatics you can also increase the build charges even more in the BUILDER.SQL FILE, (i wana give em heaps of charges, like thousands, millions lol)

my question is can i increase the builder charges way more than the 5 you put,using your mod or do you suggest i do it through the BUILDER MOD V1.0(by 12 monkeys)
Swiss Halberdier  [developer] 24 May, 2017 @ 1:44pm 
@Mori
If the other mod is named like "Builder Mod", then it would load before UIM and you could edit the related file.

But if this other mod only does increase the build charges, you could do it also easily within UIM, that you don't have to use multiple mods which do the same.

Please check my other thread here "Tutorial - How to customize UIM".

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/871029057/135509823664871077/

There you can find the related folder where you can edit the related file "UIM_Units.xml" and search for the entry UNIT_BUILDER. You can increase there the BuildCharges="5" to whatever you like. I tested 99 and it worked, but I don't know if higher numbers do work and you could test it.

Just remember that the changes of the build charges do only apply to newly created builder units. The already created units use the old settings. But you should see the edited build charges if you hoover your mouse over the recruiting icon of the builder if your new settings will apply if you recruit a new builder.
Last edited by Swiss Halberdier; 24 May, 2017 @ 1:46pm
J4A 8 Sep, 2017 @ 4:30pm 
Scouts, Rangers and Helicopters don't ignore ZOC.
<Set ZoneOfControl="false"/> means this unit doesn't "exercise" ZOC.
Swiss Halberdier  [developer] 9 Sep, 2017 @ 3:55am 
@jose
What do you mean? That it doesn't work on these 3 units?
J4A 9 Sep, 2017 @ 5:37am 
@Swiss Halberdier
Yes. An enemy warrior limits my scout's movement.
J4A 9 Sep, 2017 @ 7:13am 
Sorry, Helicopters Do ignore enemy unit's ZOC properly.
Scouts and Rangers don't ignore enemy unit's ZOC, though.
You need to add this code.

<TypeTags>
<Row Type="ABILITY_IGNORE_ZOC" Tag="CLASS_RECON"/>
</TypeTags>
Swiss Halberdier  [developer] 9 Sep, 2017 @ 1:27pm 
@Jose
Thanks for your feedback :-)
Good so I will test, look at it and fix it in the next version.
Last edited by Swiss Halberdier; 9 Sep, 2017 @ 1:27pm
J4A 12 Sep, 2017 @ 4:57am 
@Swiss Halberdier
Thank you for the update.
Now Recon units ignore enemy unit's ZOC.

However, Scouts, Rangers and Helicopters still don't exercise their own ZOC.
In other words, they don't limit enemy's movement.

I assume it is NOT intended.
How about deleting ZoneOfControl="false" in the UIM_Units.xml?

cf.
Sample file
http://www.dropbox.com/s/w8hsjd2vj82bgck/UIM_Units%20%28Sample%29.xml?dl=0
Swiss Halberdier  [developer] 12 Sep, 2017 @ 1:42pm 
@jose
Yes great that's intented that the Scouts, Rangers and the Helicopters do ignore enemy ZOC.

Oh yes you're right and that was my fault. I forgot to delete the related "ZoneOfControl" entry on these 3 units. Then they should limit enemy's movement.

I will do this asap.
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