Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Man-At-Arms Rework
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1.810 KB
7 Aug, 2021 @ 7:40pm
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Man-At-Arms Rework

Description
Man-At-Arms unlocks at Military Tactics. Additionally, units which replace the Swordsman upgrade to Musketmen instead of Men-at-arms.
10 Comments
fka-gargamel 20 Jul, 2023 @ 2:14pm 
love the tech shuffle
but why not allow legion to upgrade to men-at-arms?
molina.jose.8800 18 Apr, 2022 @ 6:41pm 
Well, probably it is the interaction with other mods. I'll try it with only this mod on... let's see.

Suspected conflicts:

- Mods that alter the Kongolese, Romans, Maori, Macedonians or Persians (Swordsman-based UUs)
- Mods that alter unit maintenance/resource requirements
- Mods that alter Georgia, Norway or Japan (Man-at-arms-based UUs)
- Mods that alter the tech tree and/or civic tree.

You should put a note about that ;P
FroggyGaymer  [author] 18 Apr, 2022 @ 5:47pm 
Booted up a game with the mod and I don't see anything wrong with it at all. Can you give me a little more info as to your issue? The info screen looks right, the gameplay elements are working as intended
FroggyGaymer  [author] 18 Apr, 2022 @ 5:20pm 
I will look into it
molina.jose.8800 18 Apr, 2022 @ 1:17pm 
Irony! This Mod has made me A LOT MORE ANNOYED! This mod cannot be read now and caused me some headaches when selecting mods to play with

Could you please test and update this?
phroggler (cunt) 28 Oct, 2021 @ 2:50am 
thank you so fucking much, i just got the babylon pack and barbarians are everywhere so this is really helpful tysm for making this
Nephalim Glory 1 Oct, 2021 @ 3:40pm 
Makes mid-game warfare so much less lopsided.
FroggyGaymer  [author] 11 Aug, 2021 @ 5:48am 
One of the major goals of this mod is to extend the longevity of Swordsman-Replacement UU's

Comes with the side-effect of Babylon building 3 mines no longer spawning barb MAA's
Oraculus Prime 9 Aug, 2021 @ 6:00am 
welp this helps out Maoris a lot
SkipperXIV 7 Aug, 2021 @ 11:23pm 
Such a simple mod but easily a new favorite!