Random Uniques

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Author: Red Key

Last revision: 29 Aug, 2021 at 07:26 UTC (1)

File size: 117.76 KB

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Description:

Any unique unit, improvement, or building can show up no matter your civilization and leader!

This mod makes so uniques are unlocked randomly when the tech or civic required for them is researched. For those with no tech/civic requirements the random check is performed at the start of the game. The changes apply to both human and AI, and I have seen the AI use the random uniques.

There is also no set limit to the number of uniques you can unlock. With luck you could unlock them all in the same game (very unlikely).

Uniques are no longer tied to specific civilizations or leaders so you are not guaranteed to get the uniques normally associated with your chosen civ/leader. Due to modding limitations there is no change to unique districts – they will still be only available to the civ that normally gets them. Also unique buildings that do not replace a building (Queen’s Bibliotheque) are unchanged.

Compatibility: Should be compatible with all expansions and the base game. Should also be compatible with mods that add more civilizations and uniques unless they have done it in a strange way or set a very high load order for their content.

Some quirks/features:

  • Unlocked uniques for each player are independent. Multiple players could randomly unlock the same unique.
  • Unique units that normally replace another unit no longer do so. You will be able to build both the unique unit and the unit it replaces.
  • Units cannot be upgraded to unique units.
  • Unique buildings will replace the original building.

The chance of unlocking each unique is set to 10%. Want to change that? That can be done at the top of the RandomUnique.lua file of the mod.

Next Development Plans
*Add advanced game setup options to allow players some control over the chance of unlocking uniques

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Revisions:

Old revisions of this mod are available below. Click the link to download.