Sid Meier's Civilization VI

Sid Meier's Civilization VI

Atlantis
Bloodlilly 8 Jun, 2021 @ 5:42am
Bug & update suggestion
I like this mod, but I can't get it to work with any of the specialty districts, except for the OP Mbanza/Neighbourhood replacement.
All other districts are default (non-special). I'm guessing it's probably conflicting with another mod, but I don't know which, since as far as I know, none of them affect this civ or change any of the specialty districts.

Similarly, I'd suggest updating the unique units to replace the default ones up to the April patch so as to reduce unit bloat.
As it is, Foot Knights do not replace Men-at-arms and both can be acquired, which means one of them is redundant, since the stats are the same. Same for Halberdiers/Pike and Shot, Cuirassiers/Cuirassier, Explorer/Skirmisher, and Airborne Detachment/Spec Ops. Grenadier Guards don't replace Field Cannons, even though the tooltip says they do. Similarly for the new Line Infantry, which is actually stronger than the your Riflemen by 5.