Sid Meier's Civilization VI

Sid Meier's Civilization VI

26 ratings
Civ7 Scouts
   
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21.650 KB
22 Feb @ 9:48am
15 Mar @ 10:14am
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Civ7 Scouts

Description
This mod makes scouts more similar to how they were in Civ 7. Search and Lookout are available!
  • Search: Increase sight range +1 for 1 turn. Reveal all Goody Huts, Meteor Sites and Natural Wonders within twice this range. Ends the unit turn.
  • Lookout: Increase sight range +1 for 1 turn. Also fortifies the unit. Ends the unit turn. (Available for ancient and medieval era recon units only, because later on, a wooden lookout makes no sense)
  • Lowering their movement to 2 while allowing them to ignore terrain cost.
  • Changes the first promotion to +1 movement.
  • Explorer Promotion: Search and lookout do not cost movement.
  • Scout cannot attack. (Okihtcitaw can)
Known Issues:
  • Search fortifies the unit, but the icon is not updated until the next round (help is welcome in comments)
12 Comments
Tobias88  [author] 11 Mar @ 8:56am 
Thanks for the bug report Mr. Experience. I made a fix for this, from now on, they get 15XP for discovery only (many mods increase the 10 to 15, that's why I left 15 as the base)
Mr. Experience 10 Mar @ 9:53am 
Good job on the mod! It works well with my installed mods. There’s only one bug I experienced so far: when search ability finds a natural wonder, the scout does not earn any xp. As it’s the main source of xp for scouts, it makes me avoid using this ability.
DCooney07 6 Mar @ 7:19am 
Playing with GS. Mod didn't work at first. Enabled and disabled this and a few other mods trying to isolate the conflict, but now it just works as expected with the rest of my mods. IDK if that's a common thing for Civ 6 mods. Terrific mod thank you!
Tobias88  [author] 6 Mar @ 12:11am 
That's a feature. Recon units are land units, so water exploration is limited by design. The sight algorithm can skip one water tile but not two.
Aria 5 Mar @ 5:17pm 
i think im noticing an issue where water blocks the vision increase, idk how easy thatd be to fix (or maybe thats how it works in civ7?)
Aria 5 Mar @ 12:01am 
oh wait sorry i thought scout meant the whole nonunique recon line for some reason lol. and dang itd be cool if the restriction wasnt there but oh well. also yeah "Search and lookout do not cost any movement and do not end your turn." would be very cool
also i realized i never said this earlier but thank yu so much for making this mod!! ^_^
Tobias88  [author] 4 Mar @ 10:30am 
"If scouts cant attack then what happens to the right side promotion tree?" - Yeah, but only scouts can't attack, any other recon units can (like Okihtcitaw)
"Also reenable scouts to attack" - It's not possible due to Civ6 mod restrictions
"Search reveal meteor sites" - that should be easy, yes
"Allow you to move after searching" - or it could be "Search and lookout do not cost any movement and do not end your turn."
Aria 4 Mar @ 10:14am 
oh also does search reveal meteor sites? i feel like thats something it should do
Aria 4 Mar @ 9:08am 
idk how easy thatd be to mod it tho
Aria 4 Mar @ 9:07am 
if scouts cant attack then what happens to the right side promotion tree? "can move after attacking" doesnt make sense anymore, "+20 combat strength in all situations" makes sense but is way less impactful. personally i think a cool way of handling it would be for the first one to allow you to move after searching as well, and for the second one to increase combat strength and also reenable scouts to attack