ELITE modpack - currently at alpha .5 version
Added Units
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Improved Tank
16/10/2 10 Motorized Transportation Oil, Rubber
A slightly modified version of the original tank, can blitz
Bronze Swordsman
2/2/1 3 Bronze Working
Reflecting armies of the bronze age, a good overall unit that allows non-iron Civs to compete
Mobile Infantry
10/15/2 13 Computers
A weaker, more expensive version of mechinf that allows resource poor Civs to compete
Gun Carriage
0(6)/2/1 5 Metallurgy
The earliest cannon, a simpler gun affixed to wheels, allows resource poor Civs to compete, no capture
Knight Templar
5/4/2 7 Chivalry Horses
An upgraded knight of status, horses are heavy war horses with power and stamina, quality on attack or defense
Heavy Infantry
10/10/1 9 Replaceable Parts Rubber
Renamed and repowered original Infantry, power befitting their real selves
Main Battle Tank
21/14/3 14 Synthetic Fibers
A potent tank, uses latest doctrince and material, but not as advanced as those with resources, has blitz
Corvette
10(4/1/4)/8/7 10 Mass Production
A swift craft, capable of patrol and light interdiction, can be potent in numbers and in ASW defense
Crusader
4/3/1 5 Theology Iron
A dedicated, heavily armed and armored warrior, with the best steel from the best iron
Dragoons
7/4/2 8 Military Tradition
Well trained gunmen and horsemen, but without the resources used to fashion the slightly better cavalry, no ZOC
Biplane
2(3/0/2)/2/4 6 Combustion
The first planes, useful at recon and some light raiding, the dawn of aerial warfare
Ship of the Line
4(4/1/3)/4/4 7 Navigation Iron, Saltpeter
The largest of the cannoned warships, reinforced and made of the heaviest woods and metals
Machabee
2/3/1 3 Iron Working Iron
The UU of the Hebrews, a fine defensive unit
Saracen
3/3/3 6 Feudalism Horses
The UU of the Moors, fine horses give this unit excellent all around utility
Changed Units
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Tank
13/8/2 11
The earliest tanks, with light armor and small cannon, not as strong as those of resource rich Civs
Iron Swordsman (renamed Swordsman unit)
3/2/1 3
Same unit with new animation, iron gives an advantage with a better attack than bronze swordsman
Chariot
3/1/1 3 Horses
The first fast attack craft, with well bred horses and with an improved punch befitting their prowess
Horseman
Now upgrades to Chariot
Pikeman
Now upgrades to Legionary
Longbowman
4(2/0/1)/1/1 4
This bowman gains a zero bombard, to reflect his ability to damage opponents crossing terrain to attack his position
Musketeer
4(2/0/1)/4/1 6
The musketman now has a reasonable combat strength, and a zero bombard to reflect ranged defense
Knight
4/3/2 7
The knight is a soldier on a standard steed, no special horse resource required
Rifleman
6(3/0/2)/6/1
The rifleman has quality attack and defend, as well as zero bombard to reflect ranged defense
Cavalry
8/5/3 8 Horses, Saltpeter
Cavalry ride the best horses, and have rapid-fire weapons for dismounted attack and defense
Infantry
8/8/1 9
Infantry are the backbone of service, but without resources aren't as effective as Heavy Infantry and lose ZOC
Mechanized Infantry
12/18/2 11
Cruise Missile
(16/4/6)/0/1 6 Aluminum
A cruise missile that now has some range to cruise, also can be carried by subs and AEGIS systems
Frigate
3(3/1/3)/3/4 6
A well built craft with decent guns, balanced on defense or offense, and with a better gameplay range
Ironclad
5(4/1/4)/5/5 8 Iron, Coal
A solid improvement over older wooden ships, it's steam powerplant giving solid speed
Transport
1/3/5 10
A reduced defense the reflects the real weakness of commercial shipping, no resource required
Carrier
1/8/5 18 Oil
The carrier gets a speed upgrade to reflect their real speed, and now carries 6 units for improved utility
Submarine
8(4/0/2)/4/4 10 Oil
The submarine gets a slight speed increase as well as increased combat values, as well as zero bombard for standoff
Destroyer
12(6/1/4)/10/6 12 Oil
New combat values and speed to put this ship in line with other ships - she gets ZOC as well as detect invisible
Battleship
18(10/2/4)/16/5 20 Oil
Increased defensive potency and bombardment to give this ship it's rightful rule of the seas
AEGIS Cruiser
14(6/2/4)/14/5 16 Aluminum, Uranium
Strong offense and defense show it's high-tech power, can carry a single cruise missile and has ZOC
Nuclear Submarine
10(6/0/2)/6/5 14 Uranium
Improved strength and speed, and can carries a single cruise missile as well, with zero bombard for standoff
Fighter
4(4/0/2)/4/5 8 Oil
Improved bombing to reflect their real ability, a boost in range, and a flag for offense or defense
Bomber
0(8/0/6)/3/6 10 Oil
Increase in defense to counter biplane
Jet Fighter
8(6/0/2)/6/6 10 Oil, Aluminum
Increased bombing effectiveness as well as a flag to use it
Stealth Fighter
6(8/0/4)/6/6 12 Oil, Aluminum
More combat prowess for the stealth fighter, including AA ability
Stealth Bomber
0(12/0/6)/3/8 24 Oil, Aluminum
A defensive rating so she doesn't go down without a fight
Legionary
Can upgrade to Crusader (due to change at Immortal)
Immortals
Can upgrade to Crusader
War Chariot
3/2/2 2 Horses
An increased defense as they use the finest horses and soldiers, can upgrade to Knights
Rider
Can upgrade to Knight Templar
Musketeer
5(2/0/1)/5/1 6 Saltpeter
A slight increase over the Musketman combat, with zero range bombard
War Elephant
6/4/2 7 Ivory
A fearsome unit, increased combat power but an inability to upgrade this unit
Cossack
8/6/3 8 Horses, Saltpeter
An outstanding unit, well armed and with outstanding steeds, they fight well defensively dismounted
Panzer
18/12/3 11 Oil, Rubber
Improved combat prowess for this already formidable unit, she's till vulnerable to the counter attack, slight bump in cost
Man-O-War
4(4/1/3)/3/4 6
Improved combat, can upgrade to ship of the line, she sails built of fine English oak and no resource requirement
Privateer
2(2/1/2)/2/4 6
The privateer, be she pinnace or sloop, sails with no resources and can bombard the coast to simulate commerce raiding
Cannon
0(8/1/2)/2/1 4 Iron, Saltpeter
No longer can be captured, can destroy weakened units with high powered canister shot (not grapeshot, that's a naval round)
Artillery
0(12/2/4)/3/1 8
No longer can be captured, can destroy land units
Radar Artillery
0(16/2/4)/4/2 12
No longer can be captured, can destroy land or sea units, 2 movement from being self-propelled and efficient firing
Added Resources
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Timber
+0/2/1 Jungle, Forest
Hardwoods good for industry and commerce
Copper
+0/2/1 Desert, Tundra, Hills, Mountains
An important mineral for production and for lesser trade
Seals
+1/1/1 Tundra
Food, ivory and oil, and furs for trade
Fruit
+3/0/1 Forest, Jungle
Fruit groves yield a bounty of fruit and can be valuable in trade
Clay
+0/2/2 Coast, Flood Plain
Land close to water yield clay, valuable for industry and trade alike
Pearls
+0/0/3 Coast
Pearls from oyster beds fetch a precious price in trade
Corn
+2/1/1 Plains Agriculture
A tremendous food, also good for byproducts for industry and for trading as a valuable whiskey mash
Oasis
+2/0/1 Desert, Flood Plains
A spring invites fresh growth in the desert, or an amazing bounty on the flood plain, plus draws travelers to a refreshing spot
Cotton
+0/2/2 Plains Industrial Farming
An important crop, yielding both for industrial textiles and cloth for trading
Silver
+0/1/3 Hills, Mountains
With industrial use and trade, silver is a precious commodity
Tobacco
+0/0/3 Grassland Industrial Farming
The trade value is extreme on tobacco, demanded in all lands
Coffee
+1/0/2 Hills
Coffee is a source of caffeine and energy as well as valued as a trade commodity, found only on temperate hills
Sheep
+1/1/1 Mountains, Hills, Grasslands, Plains, Desert
Sheep provide both food and wool for trade and industry, and varieties live in nearly every clime
Rice
+2/1/0 Flood plains
The bountiful crop grows only in marshed paddies, a terrific food staple with paper and other industrial uses
Potatoes
+3/0/0 Plains Agriculture
Potatoes provide enormous energy as well as nutrition help fight off scurvy
Olives
+1/1/1
Olives are a source of food, as well as an important oil for industry and trade
Changed Resources
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Changed Terrain
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Forest
0/1/1
Adding the mining bonus back means the insane deforestation in the game should cease - plus makes better sense
Added Technologies
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Agriculture
Ancient Times Horseback Riding, Iron Working Corn, Potatoes
The horse and iron plow allowed for deep crop rotation and growth of high volume and value crops
Early Flight
Industrial Ages Combustion Biplane
The first planes used smaller engines, lesser fuels, and need lots of wing
Irrigation
Middle Ages Engineering Enables irrigation without fresh water
Using canal and aqueduct, as well as natural springs, allows for better timing of irrigation in game
Industrial Farming
Middle Ages Irrigation, Economics Tobacco, Cotton
The concept of farm economics makes 'cash crops' inviting for growing instead of the usual foodstuffs
Changed Technologies
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Combustion
Industrial Ages Scientific Method, Electricity Biplane
Combustion spawns the search for refining for better, higher quality fuels for improved power
Refining
Industrial Ages Combustion Destroyer, Transport
As fuels improve, units with greater power emerge, with faster, stronger engines
Writing
No longer allows communications trading
Electricty
Allows communications trading with the advent of the telegraph and instant long distance communication
Theology
Allows Crusader unit
Feudalism
Allows Saracen unit
Iron Working
Allows Machabee unit
Bronze Working
Allows resource Copper to be seen
Pottery
Allows resource Clay to be seen
Free Artistry
Middle Ages Printing Press, Music Theory
Shakespeare's Theater had Democracy as a pre-requisite? Anyone bother checking Shakespearean England for a democracy?
Added Civilizations
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Hebrews
Religious, Industrious Machabee Ceremonial Burial, Bronze Working King David
Religious (duh), industrious indeed, scratching out a living in the Negev isn't easy...
Moors
Religious, Expansionist Saracen Pottery, Bronze Working Caliph Abd Al-Rahman
Religious (duh again), expansionist, they expanded until stopped by their own limits and Christian resistance in Europe
Added Governments
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Changed Governments
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Republic
Has the ability to use a single unit as military police, as the Garrison of Rome did, 3% assimilation rate
Democracy
War weariness is low as in Republic, to reflect something rational
Added Improvements
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Changed Improvements
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Barracks
Now reduces corruption as the barracks and palace guard are ready to control crime
Walls
Now reduces corruption keeping raiders and thieves at bay and with a harder entry and exit to the city
Solar Plant
Now reduces pollution with a -1 pollution modifier (tests pending) to be a useful improvement
Changed Worker Jobs
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Build Road
4 turns
Rome wasn't built in a day, but the roads didn't take six turns either
Changed World Sizes
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All Sizes
Optimal Cities Numbers all doubled
Helps tame corruption which clearly was never playtested by anyone with a large Civ...
Changed Combat Experience
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Hit points
All doubled
Rate of Fire
All doubled
Changed Difficulty Levels
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Chieftain
AI - 100 Corruption - 30
Warlord
AI - 105 Corruption - 40
Regent
AI - 110 Corruption - 50
Monarch
AI - 115 Corruption - 60 Units 1/0/0/0
Emperor
AI - 120 Corruption - 70 Units 2/1/0/1
Deity
AI - 125 Corruption - 80 Units 4/2/1/2 Transition - 3
General Settings Changes
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Possible upcoming changes
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May add heavy self-propelled assault gun like Stug or ISU or US Close support tank with good bombard and decent attack/defend
May add (want to) combat engineer unit with decent combat and reduced worker abilties for front line combat building
May add light infantry unit with treat all as roads flag and 7/7/1 stats
May add early dreadnaught unit
May switch cavalry and dragoons unit graphics
May change tobacco and coffee to luxury resources
May make timber a strategic resource and requirement for Ship of the Line or Man O War
May remove saltpeter as strategic resource (because it sucks)
May add Theocracy as a government
May add production bonus to solar plant, or create Fusion Plant unit with production bonus and remove Nuke Plant bonus
Continued on next post...