Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Sailor Cat's Upgrades Keep Unique Abilities
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2 Apr, 2021 @ 10:25am
31 Jan, 2023 @ 12:37pm
12 Change Notes ( view )

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Sailor Cat's Upgrades Keep Unique Abilities

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Description
Don't Wait! Get Your Upgrade Today!
Similar to Civ V, upgrading a unique unit will pass on its unique abilities. Subsequent upgrades to the same unit will continue to pass on these abilities.

This includes unique abilities such as great general points from kills or starting with a free promotion, charges to build unique improvements, increases to base values (such as movement, strength, or sight), and well, almost everything.

Examples:
  • If you train a crossbowman it won't gain any bonuses from this mod. But if you upgrade to it from a Pitati Archer, it will have increased strength and movement.
  • If you train an infantry, it won't gain any bonuses from this mod. But if you upgrade to it from a musketman that was upgraded from a Roman Legion, it will have increased strength and can build a Roman Fort.

Mod Support
Will automatically account for many uniques that follow Firaxis' standard of using the Units and UnitAbilities database tables. However, mods' uniques that use roundabout or unorthodox methods, or those that use lua without attaching an ability, will transfer base stat increases but not abilities. For a list of specific unique units, see the Modded Unique Unit Support discussion thread.

Version and Bug Reports
Version 1.09. Github Repository[github.com]
Bug reports should be posted in the pinned discussion below, which lists any known issues and intentional exceptions.

Notes
Special Thanks: SeelingCat, Zegangani
Language Support: English, German, Chinese, Japanese, Italian, Russian.
Popular Discussions View All (2)
65
18 Oct, 2024 @ 5:59am
PINNED: Bug Reports
Sailor Cat
6
19 Apr, 2022 @ 5:40am
PINNED: Modded Unique Unit Support
Sailor Cat
180 Comments
Sailor Cat  [author] 2 Sep @ 8:58am 
Wrong
norph 20 Jun @ 9:02am 
Mod is broken, units which are upgraded from unique ones, have ridiculously huge strenght, as were written below.
Fried Pigeon 23 Apr @ 3:00am 
I think it's not working
幻夜之殇 30 Mar @ 11:25pm 
啊哈哈哈,感谢作者,这mod太爽了。托米丽司的弓骑手升级上去,4移动力的远程单位。波斯长生军升级上去,带远程的近战,爽!
Meldiron 24 Jan @ 1:30pm 
NVM, the mod is working. The bonus strength shows up when I'm about to attack, plus I had not realized but when I promoted the unit it got a free promotion as well. So it really did keep all the bonuses of the unique unit. I love this mod!
Meldiron 24 Jan @ 12:27pm 
I was wondering if there was a way to check the melee strength of a ranged unit? I upgraded Okihtcitaw (Cree's scout) to a Skrimisher, but I can not tell if the extra strength carried over.
Ian Sharlin 1 Sep, 2024 @ 6:23pm 
Same for me, need to deactivate it, got enemy riders with strength 165, some ships as well. Impossible to handle.
TMYR 3 Aug, 2024 @ 4:26am 
A very good mod, but the strength added by class upgrades seems to be a bit too much, and it is already 150 power for warriors to upgrade to infantry in one game
keving1217 7 Mar, 2023 @ 1:45am 
Cool mod! I was wondering if it is possible to enable the mod in an existing save file - only realized unique abilities are lost when upgraded 100 turns into my game. I'm fairly new to Civ6/mods and it seems only some mods can be enabled mid game. I see "Affects Saved Games: Yes" when I check the mod in my Additional Content window - does this not mean it should enable in my save?
Sailor Cat  [author] 22 Feb, 2023 @ 5:38am 
No that already happens