Sid Meier's Civilization VI

Sid Meier's Civilization VI

364 valoraciones
Unit Expansion: Naval (Project 6T)
   
Premiar
Favoritos
Favorito
Quitar
Tamaño
Publicado el
Actualizado el
115.700 MB
11 ABR 2022 a las 18:51
7 ENE a las 5:58
5 notas sobre cambios ( ver )
Necesitas contenido descargable para poder utilizar este artículo.

Suscríbete para descargar
Unit Expansion: Naval (Project 6T)

En 3 colecciones creadas por JNR
JNR's Playlist (Gameplay-only)
116 artículos
JNR's Project 6T
13 artículos
JNR's Unit Expansion for Project 6T
6 artículos
Descripción
Adds 6 new naval units to the Naval Melee, Ranged, and Raider promotion classes, giving each class almost the same density of units as the land Melee class.

The main purpose of the Unit Expansion series is to act as sort of a light version of Warfare Expanded for Project 6T, with a much lower asset count for anyone having trouble to add WE to their setup without getting crashes. Fewer units are added and they do not come with cultural diversity beyond what's found in the vanilla units. If you do not play with any other asset-heavy mods, I strongly recommend using Warfare Expanded instead and enjoy its wonderful units full of historic details with all sorts of cultural variations!

This mod is part of Project 6T and requires "Grand Eras".

Credits and Acknowledgements
Big thanks to Deliverator (author of Steel & Thunder), KrumStrashni (author of Warfare Expanded), and Wolfdog (made lots of assets for both) for making their assets available. They were a great inspiration and without new models such as the Gatling Gun or Mortar, this mod series would not have been possible.

For donations - since this mod includes a lot of work done by other people, I am not adding my PayPal link here. If you want to show your gratitude with a little gift, consider donating to a charitable cause instead.

Unit Upgrade Paths
Naval Melee
Galley - Cog - Caravel - Frigate - Cruiser* - Destroyer - Missile Destroyer
Naval Ranged
Quadrireme - Hulk - Galleon** - Ironclad - Battleship - Missile Cruiser
Naval Raider
Brigantine*** - Monitor - Submarine - Nuclear Submarine
*actually just a renamed Ironclad.
**actually just a renamed Frigate.
***actually just a renamed Privateer.

Further Changes
  • Cost, maintenance, and strength of existing units tweaked slightly in some cases for smoother progression, but overall as little changes as possible were made.
  • Viking Longship now replaces the Cog (but comes earlier) and the Byzantian Dromon is now a unique Hulk (also comes earlier).
  • The Nuclear Submarine now requires Uranium again. The Battleship now requires Oil instead of Coal, the Coal requirement now being there for the Ironclad that preceeds the Battleship.

Compatibility and Recommendations

Requires Gathering Storm and Project 6T's "Grand Eras". Using all Unit Expansion mods together is recommended but not required.

Not compatible with Steel & Thunder Unit Expansion or Warfare Expanded, but as mentioned above, I highly recommend just using Warfare Expanded instead if your setup allows for that.

Steel & Thunder Unique Units is fully supported, however.
Unique units from modded civs will receive some default adjustments to fit in, but I can't guarantee that this is enough. Some might need further changes to be integrated properly, let me know in case you encounter them.

JNR's Mod Series





Discusiones populares Ver todo (1)
0
30 JUL 2023 a las 13:00
Problems with units.
ѕĸιғғ
80 comentarios
iPlayGamesITA 23 JUN a las 2:03 
Ye, the base game does a poor job of explaining some stuff anyway
JNR  [autor] 23 JUN a las 1:54 
It's pretty common with unit expansion mods that due to the frequency of upgrades, unique units skip a step. Some units do this even in an unmodded game without their descriptions mentioning it, so I just wanted to be consistent with Firaxis there.

But a separate mod adding info about upgrade skips to descriptions could be useful, I agree.
iPlayGamesITA 23 JUN a las 0:49 
Gotcha! Maybe the description should include that.
I'll write more comments on the other mods
JNR  [autor] 22 JUN a las 18:56 
That's intended. The Sea Dog's higher strength makes it only marginally worse than the Monitor, so the upgrade is delayed to allow using the unique capture ability for longer.
iPlayGamesITA 22 JUN a las 14:59 
English Sea Dog cannot upgrade to the new Monitor unit but goes straight to Submarine
JNR  [autor] 7 ENE a las 5:57 
Small update, your ships no longer consume Uranium every turn, only when built (or upgraded into).
TigermanAZ 31 OCT 2024 a las 1:26 
Love the mod! All works great and it's a must-have for any long expanded eras game I play these days. I will say something that's been nagging me a bit is where the "3 range" jump is placed on the tech tree.

My knowledge of late 19th/early 20th century naval combat is limited, but I always had the impression that the "Post-Dreadnought" battleships were really kind of a game changer when they were first introduced, with a range the likes of which no other ship had really been able to achieve before. Ironclads were definitely a big step up from wooden vessels for the time, but it seems they were more noteworthy for their durability as opposed to their ranged capabilities.

So that's my lil nitpick. Ironclad should have 2 range like the galleon and the battleship should be the first naval ranged unit that has 3 range. Alternatively, what is now the ironclad could just be renamed to "battleship" and keep the 3 range, with the atomic era ranged unit becoming a "dreadnought" instead.
Polite moose 14 OCT 2024 a las 23:29 
Hi, a great mod, but it kinda triggers me that naval raider is called monitor, and not cruiser, while main task of cruisers irl are plundering trade ships and poorly defended coastal sites.

I think it would be more histrorical to rename melee ship from cruiser to heavry cruiser, and monitor to cruiser or light cruiser.

I understand that having 2 cruisers is kinda ambiguos, especially of the two different promotion types. If you really want to avoid this, than I'd just suggest swapping cruiser and monitor names, because monitors were designed as defensive ships (slow and small, but with a lot of big guns, if you come at range - it's your fault), and cruisers were designed as raiders, and only the heaviest of them with thickest armor and largest guns would be used as a fighting ship in a large-scale sea battle, and not as a scout/cover/distraction unit.
笛渡 7 SEP 2024 a las 2:10 
Can these units be expanded without relying on Grand Eras? I think the interface of Grand Eras makes me a little uncomfortable to play. I am used to the original.
Oniwabanshu 19 AGO 2024 a las 17:47 
@Cuntism A melee naval unit, and with that much strength, is not worth one uranium per turn. It is just ridiculous. I would accept if a carrier used it (if it had more slots for planes), i would rather spend my uranium in weapons, power or a real useful unit.