Expanded Recon Class
Expanded Recon Class
About this mod Machine translation
Expanded Recon Class
This mod adds 2 new units to the Recon promotion class: Explorer and Sniper. and modifying the re-promotion tree to be balanced with the new units.
Explorer upgraded from Scout (for now) to Gunpowder tech and then to Ranger. Sniper upgrade from Ranger with advanced ballistic technology.
explorer
Base movement: 3
Base sight range: 2
Base melee strength: 35
Cost: 200
Maintenance: 3
Abilities: Ignore movement penalties for crossing rivers and disembarking boats.
sniper
Base movement: 3
Base sight range: 3
Base melee strength: 50
Base combat range: 2
Basic ranged strength: 75
Cost: 500
Maintenance: 6
Ability: Unable to move and then attack in the same turn. +1 combat range when on mountains. +12 ranged strength compared to non-heavy cavalry land units.
Screenshot of the new re-promote tree:
The motivation for the change is that Sniper is OP under the vanilla re-promotion tree.
(It probably doesn't make sense that the sniper has a dog, but the idea of killing it off for one last promotion is kind of sad).
Other changes
All recon units start with 1 promotion.
Machine gun base range increased to 2 (because of its stupidity, guns unlocked because of advanced ballistics cannot shoot to the shooter).
Naturalistic vision range reduced to 2.
(Plans to update soon as I just remember as I type this: make all greats capable of being captured, reduce greats movement to 2 and remove the "explorer" tag from naturalists as civilian/greats units should not be used as exploration units, that's what scout units are for).
This is my first attempt at a mod for any Civilization game, I hope you enjoy it. I haven't really tested it in terms of game balance, so suggestions are welcome. Also, if you want to reuse or rework anything, it's free.
Thanks to Deliverator (MOAR unit author), I used your mod as a template, it was very helpful. It won't actually be compatible with the MOAR unit mod, but if you add the artdef files from both mods and then edit the path dependencies in the "Civ6.dep" file, the two mods should work well together, but I haven't tested this yet...
Installation instructions
- Unzip the zip file.
- Copy the "Expanded Recon Class" folder to the mods directory (.../Documents/My Games/Sid Meier's Civilization VI/Mods/).
- Copy the "Base" folder (from the "Expanded Recon Class" folder) to the "Base" folder in the Civ VI game root directory (.../steamapps/common/Sid Meier's Civilization VI), overwriting the 5 existing files to add the new art reference. You should back up these files first - use at your own risk!
- Enable the "Extended Recon Class" via the checkbox under "Additional Content".
This mod adds 2 new units to the Recon promotion class: the Explorer and the Sniper. And modifies the recon promotion tree for balance with new units.
The Explorer upgrades from the Scout (currently) at Gunpowder tech then upgrades to Ranger. The Sniper upgrades from Ranger at Advanced Ballistics tech.
Explorer
Base Movement: 3
Base Sight Range: 2
Base Melee strength: 35
Cost: 200
Maintenance: 3
Abilities: Ignores movement penalties for crossing rivers and disembarking.
Sniper
Base Movement: 3
Base Sight Range: 3
Base Melee Strength: 50
Base Combat Range: 2
Base Ranged Strength: 75
Cost: 500
Maintenance: 6
Abilities: Cannot move then attack on same turn. +1 combat range when on hills. +12 ranged strength vs. non-heavy-cavalry land units.
Screenshot of new recon promotion tree:
Motivation for change is that sniper is OP under the vanilla recon promotion tree.
(Probably doesn't make sense that a sniper has a dog, but it was a bit sad the thought of killing it off for the last promotion).
Additional changes
All the recon units start with 1 promotion available.
Machine gun base range increased to 2 (because its stupid that a gun unlocked by the advanced ballistics can't shoot as far as an archer).
Naturalist sight range decreased to 2.
(Plan to update soon because I just remembered while typing this: make all g …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.