Rush's Unit Class Rebalance

by RushSecond·v1.0·Updated 2018-10-25

Rush's Unit Class Rebalance Unit Class Rebalance

About this mod Machine translation

Rush's Unit Class Rebalance Unit Class Rebalance

This mod balances all land and naval units in the game. This is the problem I want to solve:

  • Give each unit a unique role in the war, with clearly defined strengths and weaknesses
  • Make sure technological advancements are balanced correctly and don't result in overly strong or weak units in their era
  • Adjust the combat value and cost of each unit to be more fair and encourage unit diversity when building an army
  • Reduce the importance of strategic resources so that if a player lacks a key resource due to bad luck, he won't be screwed

All result units change as follows:

Other changes:

  • All light and heavy cavalry now gain +5 combat power when attacking ranged units.
  • If you don't have this resource, all units that require strategic resources can still be built, but they will receive a -3 combat penalty. Thanks to Novemberisms Reddit for this idea.

Installation: Extract zip folder to Documents/My Games/Civilization VI/Mods

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so. Why these changes? First let's review what each unit class is and the general concepts they oppose.

Melee level

The most versatile balanced unit in the game. Their greatest strength is that they have no specific weaknesses to exploit. They also gain +10 strength when fighting anti-cavalry (roughly equivalent to +100% strength in Civilization V!). If you want to get a big tech lead and then crush your neighbors by spamming units of a single type, use these. They also resist invaders well, as there are no unit counters forcing them to move or die. However, this class is slow and generally weaker than the other classes, making them difficult to use aggressively without other advantages.

Anti-cavalry class

Stronger than melee units and has a +10 strength bonus against cavalry. Many AI civilizations like spam cavalry, so these are very useful for crushing their armies and protecting your weaker units from horrific mounted deaths. However, they lose to melee units in direct combat.

Cavalry level

Powerful and fast, these are highly mobile and aggressive and can clear out weaker defenders quickly and effectively. Their high mobility makes them ideal for flanking and looting. They are particularly effective at attacking unprotected ranged units. However, be careful with the anti-cavalry unit, as it only takes a few hits to die from this level.

remote class

Overall very effective when they are safe and protected enough to keep attacking the enemy. Enough of that can, over time, weaken any entrenched defenses an enemy has. However, these will die quickly if the enemy counterattacks or comes into melee range. They were particularly vulnerable to coordinated cavalry charges.

To understand how this works in a real game, let's take Classical and Medieval units as an example.

Pikemen are the units to defeat in these eras. They cost less and have +11 strength, which is the most combat power I give to any unit! However, crossbows are much more powerful than before, and with the right terrain and good protection from a kendo or lance, the lance can be brought down by an endless barrage of crossbow bolts. (Note that you always have the option of building swordsmen, as you don't necessarily need iron to make them!) There's also the looming threat of the next era bringing in the Force 57 Rifleman who will utterly destroy any pikemen who dare stand in front of them. Of course, the Knight is still a threat to the crossbow, and the Knight combined with speed is powerful enough to defeat anything but a spearman. No one unit type is powerful enough to defeat anything here; the best way to win the war in these times is to build all the different types of units and use them tactically, trying to match them up with the unit classes they strongly oppose.

This rock/paper/scissors battle has the potential to break down into strategic resource constraints. Imagine trying to barely hold on against the unstoppable force of the Pikem …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. 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.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. 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.

File & checksum

Filename
Rush's Unit Class Rebalance 单位等级重新平衡
File size
4.9 KiB
SHA-256
2db0dac4c7a7843f5528ae4c2af0e42f33c5e7756b9a1a1df6ec84d243071f32
Stored at
2026-10-09 00:13