Sid Meier's Civilization VII

Sid Meier's Civilization VII

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Type: Mod
Mod: Units
File Size
Posted
197.467 KB
15 Sep @ 10:16am
1 Change Note ( view )

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Support Units expanded

Description
Description
Another lacking feature of Civ 7 is the dissapearence of support units, which were an interesting idea in Civ 6. This mod aims to correct this, by adding back old and new support units to help you in your military campaigns.

New Support Units






Healers
“Focused on taking care of the woundeds to make the combat ready again, the healers allow to heal units back up faster."
Abilities rank : [1]: Adjacent units heals +5 HP in neutral and hostile territory [2]: Has a charge that heals back +40 HP to adjacent units [3]: Gives 1 additional movement to adjacent units at the start of the turn
Unit progression : [1] Camp followers -> [1-2] Field Medic -> [1-2-3] Supply Convoy





Walls attacker
“As long as there has been a wall, there has been someone trying to take it down. Walls attackers are made to make assault on fortified districts easier, using various techniques like destroying the fort gates, climbing the walls, or exploding them."
[1]: Adjacent infantry units gain +3 Strength against Fortified Districts [2]: All adjacent units gain +5 Strength against Fortified Districts [3]: This unit obtain a bombard attack of 1 range
[1] Battering Ram-> [2] Siege Tower -> [2-3] Sapper -> [2-3] Military Engineer




Pathfinders
“Experts of hard terrains, pathfinders finds the best route for army to pass by, or elese they create one of their own. Pathfinders allows other units to pass thourght those terrain without loss of movement."
[1]: Adjacent units ignore movement penalties of hills and vegetated terains
[1] Pathfinder -> [1] Military Engineer




Forts builder
“Equipped with spades and axes, forts builders have all the tool necessary to quickly construct temporary fortifications."
[1]: Adjacent units builds temporary fortifications 1 turn faster
[1] Pioneer -> [1] Military Engineer





Snipers
“Elite shooters, snipers are perfect to engage individual high value target. With their high precision weapons, they are able to disrupt ennemy strategy by quickly killing support units and commanders."
[1]: This unit has a ranged attack and a range of 2 [1]: This unit has +15 Strength against Commanders and Support units of this mod
[1] Marksman -> [1] Sharpshooter -> [1] Sniper






Chain of command
“While an army commander is someone that everybody wants around, commanders can only be at one place at a time. The Chain of command is here to reinforce the precense of the commander, by increasing their commander command radius."
[1]: When inside the radius of an army commander, units adjacent to this unit gain the same effects as if they were inside the radius of the army commander. [2]: Army Commanders adjacent to this units have their command radius increased by one
[1] Aide de Camp - [2] Radio Company





Combat Helpers
“Focused on making the average soldier more efficient, combat helpers give units more combat strength by either providing them with more equipment, or by motivating them"
[1]: Adjacent units gain +2 Strength when defending [1]: Flank bonus for adjacent ennemies are reduced by 2 Strength [2]: Adjacent units gain +2 Strength in all situations
[1] Shield Bearer -> [2] Officer





Anti-air
“More deadly than a biplane but less than a fighter, the Anti-air guns is a cheap alternative to true air superiority. Anti-air guns allows to engage and intercept coming aircraft."
[1]: This unit has a ranged attack and a range of 2, and can intercept aircraft [1]: This unit gain +10 Strength against air units
[1] Anti Air Gun





Siege Recon
“Eyes of the skies, the siege recon allows to give siege weapons precise intel about their shot, allowing them to increase their firing range."
[1]: Adjacent Siege units gain 1 additional range
[1] Observation Baloon

Tip
Army commanders can only take 1 support unit with them, but this support unit does not take up a spot inside the commander (your commander can be full of combat unit and still take 1 more support unit). This rule does not apply to support units with a combat value.

Credits
Multiple units name, icons, Civilopedia entries and ideas are a direct inspiration or copied from the civ 6 mod "EPS's EPS Tweak Support Unit", go check their amazing content!

Bugs and Balance
If some units are unbalanced, or that the associated abilities are not working, please notify me and don't hesitate to share your ideas and suggestions.

Known bugs / missing features :
6 Comments
c_l_d_j 3 hours ago 
This seems pretty cool! I had an idea for an extra trait of the Pathfinders: Adjacent units can now travel over cliffs
牛奶大魔王 10 hours ago 
Greeting! i have translation it in Civ7 mod Chinese submod,
would u make a line in description?

here's my Chinese translation:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3507329937
CoachGunns 17 Sep @ 4:11pm 
These are very awsome
MAO 16 Sep @ 4:59am 
you're legend
SpatialX  [author] 15 Sep @ 12:23pm 
@Traveler Sadly no, I have not seen the AI produce them. If they ever got one of the new units produced, the units abilities would work, but I don't know if the AI would also dare take them to the battlefield.
So currently, support vs support units is only available in multiplayer.
Traveler 15 Sep @ 10:48am 
Does the AI have a clue how to use these (not that it has much of one with vanilla units)?