Sid Meier's Civilization V

Sid Meier's Civilization V

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A Few More Recon Units
   
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23 Mar, 2016 @ 3:37pm
26 May, 2021 @ 5:11pm
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A Few More Recon Units

In 1 collection by RetroA
RetroA's Units
10 items
Description
OVERVIEW
Adds 2 new units for the Scout to upgrade to: the Renaissance Era Explorer for scouting overseas and the Modern Era Operator for scouting rival territory and siege support.

SPECIFICS
This mod makes the following changes:

- Modifies the Scout unit so it now obsoletes at Astronomy rather than Scientific Method and now upgrades to the Explorer unit. Civilopedia entity updated to reflect this.

- Adds the following units with accompanying Civilopedia entries using existing models and art:

- EXPLORER
- Tech: Astronomy
- Strength: 15
- Movement: 2
- Ignores rough terrain penalties
- Increased sight when embarked
- Can choose Ancient Ruin rewards
- Upgrades to the Operator (Musketman from Ancient Ruins)
- Only has access to the Scouting and Survivalism promotions

- OPERATOR
- Tech: Electronics
- Strength: 40
- Movement: 2
- Ignores rough terrain penalties
- Can enter rival land without open borders (also means it doesn't receive trespassing penalties in City State lands and won't be ejected if war is declared)
- Is invisible unless adjacent to a rival unit or has attacked that turn
- When next to a city all friendly units within 2 tiles gain a 50% city attack bonus
- Cannot capture cities but can kill garrisoned units when the city's defences are down
- Cannot be purchased and the city requires a Military Academy
- Only has access to the Scouting and Survivalism promotions

DESIGN NOTES
I realise there have already been many mods that add an upgrade path for the Scout but I didn't feel they met my needs for what I would want from a mid to late era scouting unit so I thought I'd try my hand at modding to create my own. By making the Operator locked behind a building and non-purchaseable, I hope to prevent the AI (and you) from blocking up rival land with loads of them as they cannot be removed without declaring war so would be very annoying.

OTHER NOTES
- Operators can still be seen by units that can detect submarines.
- The Shoshone Pathfinder will also now be upgradable to the Explorer but other mods that add unique Scouts will not
- City States and Barbarians will not produce these new units
20 Comments
RetroA  [author] 9 Nov, 2021 @ 3:45am 
@maxim.silaev
Looks like they learned in Civ 6, thanks!
endiana33 5 Nov, 2021 @ 10:11pm 
Damn, this should have being added to civ, better type off scouts, great job @RetroA
Alex P. 28 Nov, 2020 @ 5:37pm 
That diver icon for a land unit is kind of confusing. Anyway - the mod looks interesting, I think I will try it!
Taran Alvein 7 Dec, 2017 @ 12:03pm 
If I could make a suggestion, I think that Operators should be able to detect as well. That way, you can counter-spy enemy operators more effectively. The limit of three Operators per civilization would make it so that you can't render enemy Operators useless by flooding your country with counter-operatives, too.
RetroA  [author] 19 Sep, 2017 @ 3:26pm 
@先輩
No changes to the Shoeshone other than their Pathfinders upgrade to the Explorer unit. Bear in the mind, the Explorer's main use is for overseas scouting, especially if you are a landlocked nation - the choose ruins reward ability is just an added little bonus for fun as most of the time, there won't be many ruins left and the bonus are hardly worth it by then.
LilQueeny ♥ 19 Sep, 2017 @ 9:06am 
Cuz what am saying is, I really like the concept of your mod and I wanted to try it out but in the middle of trying it out I realized that I already have your unit but better. Kinda sad cuz I really like the explorer and it feels like am just gaining half of the mod while the others are gaining 100% of it, making it a mod that gives me a disadvantage :/
LilQueeny ♥ 19 Sep, 2017 @ 9:04am 
Ye, I see your point. But how does this effect the Shoshone's? Will they have a better unit or will they basicly just have 2 of the same units?
RetroA  [author] 18 Sep, 2017 @ 9:04am 
@先輩
Perhaps but having it earlier on when there are actually a lot of ruins around is a much bigger bonus, plus they are as strong as warriors and they start with one so still not useless.
LilQueeny ♥ 17 Sep, 2017 @ 10:44am 
Only problem I got with it, it totaly makes the Shoshone's useless... Since their scouts are the same as the explorers, although you get them earlier, making my main Civ quite dull to play :/
RetroA  [author] 11 Jun, 2017 @ 4:22pm 
@EMoney
Just being a total noob with Steam Workshop uploading system and accidently changed the file, changed it back so nothing should be different!