Requires BNW and Gods and Kings!
Georges Expansion Mod enhances gameplay and adds 9 new Units. All the units are unique, with their own abilitys and promotions and are all designed for different purposes. Most have their own unique unit art defines, and all have their own unique unit flags (the little icon that appears over the Unit's head) and icons. Hope you enjoy
NEW UNITS ____________________________________________________
Slave
A civilian unit, able to build improvements faster than the Worker. Cannot be purchased or produced. When an enemy Great Person, worker, settler, missionary, or inquisitor is captured, it will be transformed into a slave (as of course Great people previously disappeared/were killed, making there no advantage to capturing them, plus missionarys etc stayed as the enemy's religion, which meant that you then simply had to delete them as they were useless).
Javelin Thrower - Unlocked Bronze Working
8 Strength
8 Ranged Strength
2 Range
3 Movement
The Javelin thrower is meant for hit-and-run attacks, as it can move in, throw its javelins, and then move out (as it can move after attacking). It has a bonus vs fortifed units.
Longbowman- Unlocked Machinery (no longer the English UU)
12 Strength
12 Ranged Strength
2 Range
2 Movement
Realistically, the longbowman had less range than the crossbow. It was however, quicker to reload, and so can attack twice.
Sentry - Unlocked Chivalry
16 Strength
1 Movement
The Sentry is weak when outside of its territory, but in friendly territory has a 50% Bonus. The Sentry is designed to guard your cities (one is advisable as they cost 2 extra gold maintenance), and to keep a lookout- it had an extra three sight. The Sentry requires a Castle in the city.
Warhammer - Unlocked Steel
16 Strength
2 Movement
Has a 50% Bonus against Swordman or Longswordsman units (which - if they have Iron - the enemy would be using in battle at the time the Warhammer is available).
Gun Carriage - Unlocked Chemistry
Req 1 Horse Resource
14 Strength
20 Ranged Strength
3 Range
6 Movement
The Gun Carriage is an alternative of the Cannon. It is a mounted unit, not a siege unit (and thus has no bonus vs cities!) It has 6 moves, but its moves end when it enters rough terrain. It doesn't need to set up to attack.
Sniper - Unlocked Rifling
26 Strength
26 Ranged Strength
2 Range
3 Movement
The Sniper is the upgrade of the Javelin Thrower, and uses the same tactics/is designed for the same reason: Hit-and-run attacks. It has three movement, and can move after attacking.
Self-Propelled Artillery - Unlocked Dynamite
20 Strength
30 Ranged Strength
3 Range
7 Movement
The upgrade of the Gun Carriage, an equivalent to the Artillery. Again, the Self-Propelled Artillery is not a Siege Unit, and has no bonus vs cities.
Crocodile Tank- Unlocked Combined Arms (now England's UU)
Req 1 Oil Resource
65 Strength
70 Ranged Strength
2 Range
5 Movement
CVR(T) Scimitar- Unlocked Combined Arms
50 Strength
5 Movement
The CVR(T) Scimitar is the only other scouting unit bar the Scout. It has 5 movement (not affected by terrain cost).
UPDATED UNIT UPGRADE PATHS ___________________________________
Chariot Archer - Gun Carriage - Self-Propelled Artillery - Rocket Artillery
Javelin Thrower - Sniper - Machine Gun - Bazooka
Archer - Composite Bowman - Crossbowman - Sniper - Machine Gun - Bazooka
Longbowman - Sniper - Machine Gun - Bazooka
Warhammer - Musketman - Rifleman - Great War Infantry - Infantry- Mech
CVR(T) Scimitar - Modern Armor - Giant Death Robot
Georges Expansion Mod enhances gameplay and adds 9 new Units. All the units are unique, with their own abilitys and promotions and are all designed for different purposes. Most have their own unique unit art defines, and all have their own unique unit flags (the little icon that appears over the Unit's head) and icons. Hope you enjoy
NEW UNITS ____________________________________________________
Slave
A civilian unit, able to build improvements faster than the Worker. Cannot be purchased or produced. When an enemy Great Person, worker, settler, missionary, or inquisitor is captured, it will be transformed into a slave (as of course Great people previously disappeared/were killed, making there no advantage to capturing them, plus missionarys etc stayed as the enemy's religion, which meant that you then simply had to delete them as they were useless).
Javelin Thrower - Unlocked Bronze Working
8 Strength
8 Ranged Strength
2 Range
3 Movement
The Javelin thrower is meant for hit-and-run attacks, as it can move in, throw its javelins, and then move out (as it can move after attacking). It has a bonus vs fortifed units.
Longbowman- Unlocked Machinery (no longer the English UU)
12 Strength
12 Ranged Strength
2 Range
2 Movement
Realistically, the longbowman had less range than the crossbow. It was however, quicker to reload, and so can attack twice.
Sentry - Unlocked Chivalry
16 Strength
1 Movement
The Sentry is weak when outside of its territory, but in friendly territory has a 50% Bonus. The Sentry is designed to guard your cities (one is advisable as they cost 2 extra gold maintenance), and to keep a lookout- it had an extra three sight. The Sentry requires a Castle in the city.
Warhammer - Unlocked Steel
16 Strength
2 Movement
Has a 50% Bonus against Swordman or Longswordsman units (which - if they have Iron - the enemy would be using in battle at the time the Warhammer is available).
Gun Carriage - Unlocked Chemistry
Req 1 Horse Resource
14 Strength
20 Ranged Strength
3 Range
6 Movement
The Gun Carriage is an alternative of the Cannon. It is a mounted unit, not a siege unit (and thus has no bonus vs cities!) It has 6 moves, but its moves end when it enters rough terrain. It doesn't need to set up to attack.
Sniper - Unlocked Rifling
26 Strength
26 Ranged Strength
2 Range
3 Movement
The Sniper is the upgrade of the Javelin Thrower, and uses the same tactics/is designed for the same reason: Hit-and-run attacks. It has three movement, and can move after attacking.
Self-Propelled Artillery - Unlocked Dynamite
20 Strength
30 Ranged Strength
3 Range
7 Movement
The upgrade of the Gun Carriage, an equivalent to the Artillery. Again, the Self-Propelled Artillery is not a Siege Unit, and has no bonus vs cities.
Crocodile Tank- Unlocked Combined Arms (now England's UU)
Req 1 Oil Resource
65 Strength
70 Ranged Strength
2 Range
5 Movement
CVR(T) Scimitar- Unlocked Combined Arms
50 Strength
5 Movement
The CVR(T) Scimitar is the only other scouting unit bar the Scout. It has 5 movement (not affected by terrain cost).
UPDATED UNIT UPGRADE PATHS ___________________________________
Chariot Archer - Gun Carriage - Self-Propelled Artillery - Rocket Artillery
Javelin Thrower - Sniper - Machine Gun - Bazooka
Archer - Composite Bowman - Crossbowman - Sniper - Machine Gun - Bazooka
Longbowman - Sniper - Machine Gun - Bazooka
Warhammer - Musketman - Rifleman - Great War Infantry - Infantry- Mech
CVR(T) Scimitar - Modern Armor - Giant Death Robot