Exotic Units Pack
After playing Civ V for years now, one thing I believe is missing is a variety in combat units throughout the tech tree. Something a little more exotic than the basic Musketman – that every other civ has and it always looks the same, no matter what part of the world you’re exploring. BORING!
This mod adds 46 new units with different artwork that adds a lot of color and spice to the military units available throughout the entire game. These units do not replace any units in the game already, and they all have similar capabilities to existing units. But they do have some extra features that at times make them an excellent alternative to using those existing units.
There are two types of new units: "regular" units – ones you produce or buy normally, and "mercenary" units – ones you hire for a set number of turns who then disband at the end of their contract it is not renewed.
Regular Units: These are trained/purchased like a normal unit.
* An "Equites Sagittarii" class of 6 mounted ranged units, appearing in the Ancient through Modern Eras. They require the Horse Strategic Resource to build.
* An "Elephant" class of 4 new melee/siege units, appearing in the Ancient through Medieval Eras. All civs can use these units if they have access to an Ivory resource and build the correct training facilities (new buildings: Khedda and Gajashaala). These new buildings create the new "Elephant" Strategic Resource in any city that has a worked Ivory Luxury Resource available. These Elephant resources are required to build these units. For civs that already have elephant-based UU’s, some adjustments have been made to those units to make them superior to these new units.
* A "Camel" class of 4 new mounted melee units, appearing in the Ancient through Modern Eras. They are fast, and excel in hit and run tactics. They can only be built in cities that have desert tiles that also possess the proper facilities (new buildings: Camel Market and Camel Bazaar). These buildings create the new "Camel" Strategic Resource required to build some of these units.
Mercenary Units: These are "purchased" for a contract number of turns (20) for a much smaller price than purchasing a normal unit. The price depends on several factors, such as Game Speed, Map Size, and Era Start. At turn 15 of the contract, you’ll see a reminder notification on the right side of the screen letting you know if a unit is up for renewal in 5 turns. On turn 20, you’ll have the option to "Renew" the contract or let the unit "Disband." There are 31 different Mercenary units available throughout the tech tree.
There are 7 new buildings that Mercenary units require in order to be "hired" in a city: Heptastadion, Mead Hall, Mercenary Guild, Shipyard, Mercenary Consulate, Naval Yard, and Contracting Agency.
Discussion Thread: https://forums.civfanatics.com/threads/exotic-unit-pack-resource-mod-collaboration-thread.625074/
PLEASE NOTE: The mod is in BETA stage. It has been extensively tested with LiveTuner, but not so much with actual human players. It is entirely possible (perhaps likely) that you will encounter odd behavior, typos, etc. while gaming. Sincerely appreciate any and all reports, suggestions, complaints, etc., here so I can fix them quickly. Thanks!
Acknowledgements: This mod was created from a concept from DracoTheGreat on civfantics.com
Additionally, many, many talented modders created the artwork used throughout this mod. Many, many thanks to Bernie 14, Civitar, Danrell, Deliverator, Ekmek, Hangman, JFD, JTitan, Nutty, Nomad or What, Patum333, Snafusmith, Wolfdog, Zwei833. Special thanks to Troller0001 for help getting the LUA working.
This mod incorporates the functionality of Labby’s "Improved Air Recon" mod for the Merc recon units. See instructions there for more details:
http://steamcommunity.com/sharedfiles/filedetails/?id=288579237
If I’ve missed anyone, please let me know and I’ll add them right away. Thanks!