Sid Meier's Civilization VI

Sid Meier's Civilization VI

Sailor Cat's Upgrades Keep Unique Abilities
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
BrickmasterE 22 Feb, 2023 @ 1:30am 
Does this mod also let upgraded units keep abilities given by wonders like Fountain of Youth and Giant's Causeway?
Pen 16 Feb, 2023 @ 11:38pm 
nice mod. and I wonder if some mod enable me to train obsolete unique unit, so I can keep unique abilities in anytime
Sailor Cat  [author] 2 Feb, 2023 @ 8:36am 
From the Bug Reports thread: "Implemented a bespoke fix for Immortals. Part of doing this requires giving units to which Immortals upgrade a base ranged strength of 1. You'll see this in the UI for those units, in addition to a greyed-out ranged attack option, but it won't be available until they're actually given a range higher than zero, which the mod does if the unit has been upgraded from an Immortal."

I just tested every Immortal upgrade, and they're all working as intended. Also keep in mind that A. ranged attacks are greyed out if you have no applicable target and B. it'll only show the full ranged strength when you hover over an enemy to target them with a ranged attack.
wickedmougli13 2 Feb, 2023 @ 3:23am 
Great mod ! love it
Though it doesn't work with Immortals — shows a ranged attack of 1 strength which is not actionable anyway.
Sailor Cat  [author] 31 Jan, 2023 @ 12:37pm 
Fixed.
Sailor Cat  [author] 31 Jan, 2023 @ 7:55am 
Thanks for taking the time to test. I can confirm that there's something going on with Passable Ice that's preventing this mod from doing its job. I'll have to take a look.:momozzz:
『  』 31 Jan, 2023 @ 2:07am 
when i disable 2 mod: passable ice and real start location your mod work. there a problem with 1 of them, maybe 2
Sailor Cat  [author] 30 Jan, 2023 @ 8:53am 
There are a number of reasons this could be true, including compatibility issues and false flags. If you're interested, you can provide more detail in the Bug Reports thread.
『  』 30 Jan, 2023 @ 8:38am 
look like it didn't work for me, my upgrade don't have unique abiliti and i don't know why
Anataji 28 Jan, 2023 @ 4:29pm 
This is amazing and powerful - especially in conjunction with a UU no longer obsolete mod, barbarian clans mode, and persuade defectors mod, among others.
Sexy Skaven Rat 21 Jan, 2023 @ 10:52pm 
My samurai descendants are about to be strong as hell
MarsEco 8 Jan, 2023 @ 1:32am 
Cool good to know, I'll just skip the Barbs Mode then. :D
Sailor Cat  [author] 7 Jan, 2023 @ 10:17pm 
1. Should account for cog and all that.
2. Yes, wrt str. No, wrt maintenance.
3. Forming a formation does inherit abilities from both units, yeah. There's some potential issue with Barb Clans going on that I'm not sure on, but that's unrelated.
MarsEco 7 Jan, 2023 @ 9:54pm 
Your link did help understand, but am i right in assuming, if a unit has (say +3) combat strength, not from an Promotion or Unit Ability but just as part of its' base strength, that (+3) will carry up through all future upgrades?

As well as, if a unit has an inherit lower maintenance, does that discount in maintenance carry upwards as it upgrades too?

(IN addition to the obvious unique promotions and Abilities tied to the unit...)

My final question would be, if you got extra unique units from the Barbarian Clans mode, like a Legion AND you are playing as Maori and made a Toa, if you upgrade both units up to Infantry and put them together in a FORMATION, will that FORMATION get all the Promotions, Strength bonuses, Abilities, from BOTH units?
MarsEco 7 Jan, 2023 @ 9:47pm 
It was Steel and Thunder, but also the Steel and Thunder Expanded Units where they add a few new in between units in the classes. Example: The Cog, between Galley and Caravel. Will it work upgrading into those new units, as long as they are part of that upgrade path?
Sailor Cat  [author] 7 Jan, 2023 @ 9:38pm 
Not sure which you're asking about in particular, but this thread covers those I've addressed directly. https://gtm.steamproxy.vip/workshop/filedetails/discussion/2444029678/3069740688731677569/
MarsEco 7 Jan, 2023 @ 9:30pm 
@Sailor Cat Does this work with the Expanded Units mod and the Extra Unique Units mod? (I forget the name.
Sailor Cat  [author] 3 Jan, 2023 @ 9:26pm 
Not generally, no. That's vague, so hard to say more. If you give more detail in Bug Reports, I might be able to check.
ranma_hf 3 Jan, 2023 @ 7:41pm 
So when using modded civs some times when i upgrade a class some times the numbers leap into the tripple digits. Is this a known bug with this mod?
김솔라 12 Dec, 2022 @ 5:06am 
Oh by the way, thanks for the great mod. I really like this mod LOL
김솔라 12 Dec, 2022 @ 5:05am 
I think there's some mistakes on spain Conquistador. Upgrade of Conquistador doesn't keep '10 attack points when religious units around' ability. Is this on purpose?
Sailor Cat  [author] 6 Dec, 2022 @ 6:04pm 
lol thanks hf :momozzz:
Endertoad 6 Dec, 2022 @ 6:00pm 
this is fucking incredible
Sailor Cat  [author] 6 Dec, 2022 @ 7:23am 
Afaik it should
Endertoad 5 Dec, 2022 @ 9:16pm 
genuinely incredible, 1 last question does this mod affect units gained by the 'persuade defectors' project in one of your other mods.
Sailor Cat  [author] 4 Dec, 2022 @ 4:21pm 
Yeah
Endertoad 4 Dec, 2022 @ 4:12pm 
does the bonus transfer to a corp if one unit has the bonus and another does not?
Sailor Cat  [author] 26 Nov, 2022 @ 8:22am 
Just tested with both Men-at-Arms and Musketman with no issue.
Bubbles 26 Nov, 2022 @ 1:55am 
Hello Sailor, can you double check for Persian unit please? Upgraded melee units from Immortal unable to make any attack.
Sailor Cat  [author] 13 Nov, 2022 @ 8:29am 
I attempted it via normal means with no issue, so it must be something specifically associated with grabbing a unit via Barbarian Clan if so (which is a pain in the ass to test). Regardless, I've added a provision that ignores Sui Generis abilities just in case, since they aren't UU-specific anyway. Also added machine translations for CN, JP, IT, RU.
Sailor Cat  [author] 13 Nov, 2022 @ 7:13am 
Thanks for the report, Lucius. I'll look into it shortly. :momozzz:
Lucius, the Heavenly Dragon 13 Nov, 2022 @ 6:47am 
Steam doesn't allow messages this long so I've split this into two messages, sorry for any inconvenience in reading this. (So read this top message first)

I have a possible bug, but it could only happen in a very specific scenario.

When you buy a Unique Unit from a Barbarian Clan and upgrade it (as the Maya), it gets a bunch of extra Combat Strength Modifier. For clarity the Unit had yet to gain any promotions.

The Unique Unit I bought was an Eagle Warrior as the Maya(with Sui Generis enabled) with 28 CS. I upgraded it into a Swordsman with 35 CS, but when I tried to attack a city with it, it had somehow gained 62 CS.
Lucius, the Heavenly Dragon 13 Nov, 2022 @ 6:46am 
Sui Generis gives the Maya +2 CS per City-State, and I had 3 suzerained at the time (+6 CS). In addition, Maya gets +5 CS near their Capital. This should have only provided +11 CS to the Unit bringing it to a total of 46 CS.

Looking over the modifiers, there were several broken modifier tags, and the total CS was 62. I think when I upgraded the Eagle Warrior, it took the all of the Sui Generis modifiers and the Maya defensive Modifier and duplicated them on the upgraded unit. This brings the CS up to 57.

The missing 5 CS was probably from Flanking and Support Bonuses whose math I don't feel like doing rn, since the Unit was in the middle of my advancing army, and upgraded when I conquered an enemy city.

Steam doesn't allow messages this long so I've split this into two messages, sorry for any inconvenience in reading this.
Chrissant 21 Oct, 2022 @ 6:33pm 
Sailor Cat! Would you consider creating a lighter version of this mod which transfers only bonus combat strength of unique units? It's just because some traits like the Gaesatae's +10 bonus CS against units with more CS trait can be quite game breaking and OP when maintained through every era.
Sailor Cat  [author] 8 Oct, 2022 @ 7:41am 
Took the time to grab and test with those mods, and it went smoothly. If it's a Mac thing, it's the first I've heard it. At any rate, I'm not sure what the issue is on your end. :momozzz:

https://cdn.discordapp.com/attachments/483039714681815081/1028315759820144773/unknown.png
LETS GO KANGAROOS 7 Oct, 2022 @ 10:53pm 
Huh. I just disabled everything except Enhanced Mod Manager, Sukritact's UI adjustments, S&T UU (All enabled), this mod, and no obsolete unique units. Upgrading Nas Qasti to Crossbowman did not retain the ability, and neither did the Incan scout to Incan skirmisher. I play on a Mac, if that makes any difference.
Sailor Cat  [author] 7 Oct, 2022 @ 4:30pm 
Just tested and it's working fine on my end with only a few other mods enabled. Possibly some other mod causing a conflict.
LETS GO KANGAROOS 7 Oct, 2022 @ 2:13pm 
Thank you <3
Sailor Cat  [author] 7 Oct, 2022 @ 12:16pm 
I'll check.
LETS GO KANGAROOS 7 Oct, 2022 @ 10:02am 
Weirdly, when I have Steel and Thunder UU enabled, this mod doesn't work. I tried disabling it and it worked again. Anyone having this issue?