Lord Shadow
General
Available in the Mod Browser database.
Latest release: Version 2
Changelog:
For the purposes of granting the Barbarian faction more uniqueness, I've been pondering giving them a special unit tree, since I don't quite like the idea of them being able to build exactly the same units normal civilizations can. Firaxis started on the right foot with the Brute and the Galley, but that's as far as they went.
LAND UNITS
Brute (unchanged, comparable to the Warrior)
Graphic: Brute, obviously
Strength: 6
Movement: 2
Cost: 20
Bandit (comparable to the Archer)
Graphic: (Barbarian?) Archer
Strength: 4, Ranged: 7
Range: 2
Movement: 2
Cost: 40
Technology Required: Archery
Special Abilities: Performs ranged attacks.
Ambusher (comparable to the Spearman)
Graphic: (Barbarian?) Spearman
Strength: 7
Movement: 2
Cost: 30
Technology Required: Bronze Working
Special Abilities: Receives a +100% combat bonus against mounted units.
Brigand (comparable to the Pikeman)
Graphic: (Barbarian?) Swordsman
Strength: 10
Movement: 2
Cost: 50
Technology Required: Civil Service
Raider (comparable to the Knight)
Graphic: Mandekalu Cavalry
Strength: 18
Movement: 3
Cost: 75
Technology Required: Chivalry
Special Abilities: Can move after attacking.
Partisan (comparable to the Musketman)
Graphic: Minuteman
Strength: 16
Movement: 2
Cost: 70
Technology Required: Gunpowder
Special Abilities: Receives a +20% combat bonus in rough terrain (Drill I).
Marauder (comparable to Cavalry)
Graphic: Cossack
Strength: 25
Movement: 3
Cost: 150
Technology Required: Military Science
Special Abilities: Receives a +20% combat bonus in open terrain (Shock I).
Guerrilla (comparable to Infantry)
Graphic: Paratrooper
Strength: 36
Movement: 2
Cost: 175
Technology Required: Replaceable Parts
Special Abilities: Ignores terrain movement costs.
SEA UNITS
Galley (unchanged, comparable to the Trireme)
Graphic: Galley, obviously
Strength: 5, Ranged: 3
Range: 2
Movement: 3
Cost: 50
Special Abilities: Performs ranged attacks.
Privateer (comparable to the Frigate)
Graphic: Frigate
Strength: 25, Ranged: 12
Range: 2
Movement: 6
Cost: 140
Technology Required: Navigation
Special Abilities: Performs ranged attacks.
Gunboat (comparable to the Destroyer)
Graphic: Destroyer
Strength: 32, Ranged: 18
Range: 2
Movement: 8
Cost: 300
Technology Required: Electricity
Special Abilities: Performs ranged attacks and air interceptions, receives a +1 bonus to Sight, and can Indirect Fire. However, it can't see submarines, nor gains any bonus against them.
Graphical options are unfortunately limited given the current, embryonic state of Civ5 graphics modding, but that department will improve, eventually.
The land units experimentally cost half as much as their 'civilized' counterparts, following the apparent cost style of the Brute, which by default costs half as much as the Warrior. Sea units, following the Galley's proverbial footsteps, are somewhat cheaper and weaker than their standard variants. I've given Partisans and Guerrilla bonuses that make them stronger than Musketmen and Infantry since they'll have to endure periods in which they will be invariably outclassed. Maybe I should make them a bit stronger and have them appear a tad later, who knows.
The idea is that barbarians should be able to train these units and these units alone. Besides granting them a more stateless-like feel, it'd impose a cap on what they can produce, resulting in more flavourful choices.
Thoughts and suggestions appreciated!
Latest release: Version 2
Changelog:
Code:
[U]Version 2[/U]
- Fixed a crash when loading savegames.
[U]Version 1[/U]
- Initial release.
For the purposes of granting the Barbarian faction more uniqueness, I've been pondering giving them a special unit tree, since I don't quite like the idea of them being able to build exactly the same units normal civilizations can. Firaxis started on the right foot with the Brute and the Galley, but that's as far as they went.
LAND UNITS
Brute (unchanged, comparable to the Warrior)
Graphic: Brute, obviously
Strength: 6
Movement: 2
Cost: 20
Bandit (comparable to the Archer)
Graphic: (Barbarian?) Archer
Strength: 4, Ranged: 7
Range: 2
Movement: 2
Cost: 40
Technology Required: Archery
Special Abilities: Performs ranged attacks.
Ambusher (comparable to the Spearman)
Graphic: (Barbarian?) Spearman
Strength: 7
Movement: 2
Cost: 30
Technology Required: Bronze Working
Special Abilities: Receives a +100% combat bonus against mounted units.
Brigand (comparable to the Pikeman)
Graphic: (Barbarian?) Swordsman
Strength: 10
Movement: 2
Cost: 50
Technology Required: Civil Service
Raider (comparable to the Knight)
Graphic: Mandekalu Cavalry
Strength: 18
Movement: 3
Cost: 75
Technology Required: Chivalry
Special Abilities: Can move after attacking.
Partisan (comparable to the Musketman)
Graphic: Minuteman
Strength: 16
Movement: 2
Cost: 70
Technology Required: Gunpowder
Special Abilities: Receives a +20% combat bonus in rough terrain (Drill I).
Marauder (comparable to Cavalry)
Graphic: Cossack
Strength: 25
Movement: 3
Cost: 150
Technology Required: Military Science
Special Abilities: Receives a +20% combat bonus in open terrain (Shock I).
Guerrilla (comparable to Infantry)
Graphic: Paratrooper
Strength: 36
Movement: 2
Cost: 175
Technology Required: Replaceable Parts
Special Abilities: Ignores terrain movement costs.
SEA UNITS
Galley (unchanged, comparable to the Trireme)
Graphic: Galley, obviously
Strength: 5, Ranged: 3
Range: 2
Movement: 3
Cost: 50
Special Abilities: Performs ranged attacks.
Privateer (comparable to the Frigate)
Graphic: Frigate
Strength: 25, Ranged: 12
Range: 2
Movement: 6
Cost: 140
Technology Required: Navigation
Special Abilities: Performs ranged attacks.
Gunboat (comparable to the Destroyer)
Graphic: Destroyer
Strength: 32, Ranged: 18
Range: 2
Movement: 8
Cost: 300
Technology Required: Electricity
Special Abilities: Performs ranged attacks and air interceptions, receives a +1 bonus to Sight, and can Indirect Fire. However, it can't see submarines, nor gains any bonus against them.
Graphical options are unfortunately limited given the current, embryonic state of Civ5 graphics modding, but that department will improve, eventually.
The land units experimentally cost half as much as their 'civilized' counterparts, following the apparent cost style of the Brute, which by default costs half as much as the Warrior. Sea units, following the Galley's proverbial footsteps, are somewhat cheaper and weaker than their standard variants. I've given Partisans and Guerrilla bonuses that make them stronger than Musketmen and Infantry since they'll have to endure periods in which they will be invariably outclassed. Maybe I should make them a bit stronger and have them appear a tad later, who knows.
The idea is that barbarians should be able to train these units and these units alone. Besides granting them a more stateless-like feel, it'd impose a cap on what they can produce, resulting in more flavourful choices.
Thoughts and suggestions appreciated!