WoL Militia

cybrxkhan

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WORLD OF LEGENDS MILITIA, A MODCOMP



The Militia ModComp, which will be included in the World of Legends unofficial expansion pack, adds three new units to the game, as well as four new promotions, all of them focusing on militia units. Militia units are weak but cheap units that the player can build. They are immediately disbanded after attacking an enemy unit, which is why they are best used for harassing enemy units.

The power of the militia units comes from the new "Militia" promotion, where an attacking unit gets +100% strength, but it will be disbanded after the battle regardless of whether it wins or not. This ability seems like some python voodoo, but it fact I am simply using some XML tags that haven't been used in the normal game, and I also want to show other modders the possibilities involving these tags.

The three units are:

Peasant
3 :strength:, 1 :move: (available with Monarchy)
The peasant is the earliest militia unit available. Though it has disadvantages in the fact that it is extremely weak and it will disband once it is used to attack an enemy unit, it is extremely cheap, making it useful in times of emergency, or simply as cannon fodder.

Minuteman
7 :strength:, 1 :move: (available with Nationalism and Replaceable Parts)
The Minuteman is the second of the militia units. Though it is weak like the Peasant, and will also disband after attacking an enemy unit, it has a few more advantages. Minutemen start with the Woodsman I and Guerilla I promotions, and also possess a chance first strike; they are also extremely cheap, making them a versatile and useful unit for the desperate.

Guerilla
13 :strength:, 1 :move: (available with Communism and Fascism)
The Guerilla is a late age unit. It has disadvantages in that it is somewhat weak, and will also disband once it attacks an enemy unit. However, the Guerilla starts off with the Woodsman II and Guerilla II promotions and a chance first strike; it is also extremely cheap. Unlike its predecessors, it is powerful enough to hold its own oftentimes.



Four promotions are also introduced into the game. Looting 1, Looting 2, and Looting 3 increases a promoted's unit pillage profit.

Militia is a special promotion available only to the militia units. It gives the militia units a +100% strength when attacking, but, however, the militia unit is immediately disbanded after the attack, regardless of victory or not. This makes the militia units strategically useful in harassing enemy units, but otherwise the player should not rely on them too much.

Credits to: Mechaerik, GarretSidzaka for the units, and the Fall from Heaven mod for the promotion buttons


Screenshots:

013_militia_peasant_huG.jpg




014_militia_minuteman_V0G.jpg



012_militia_looting_YtH.jpg



015_militia_before_V37.jpg



016_militia_after_irk.jpg
 
^Yeah, some of the unused tags are kind of weird and hard to figure out a use for, which was why they're probably unused in the game. However, I wanted to show other modders out there possible uses for these tags, so that python-illiterate people like me can give off the impression that we know how to do python voodoo.

Anyhow, if any other modders are interested, here's a few other unused tags in the PromotionInfos.xml I found and some suggested ideas about them:


<iCargoChange>0</iCargoChange> I haven't tested this one yet, but we all can be pretty certain that this increases the cargo a unit - probably either like the naval ships - can carry. This isn't too weird a promotion concept in my opinion.

<iRevoltProtection>0</iRevoltProtection> Apparently it allows a promotion to decrease the chance of a city going into revolt. If I set the value to 50, for example, then a city will have a 50% less chance of going into revolt. In my opinion it's sort of a useless concept, except when a player is having a culture war along a border. Even then I'm not sure how exactly useful it can be (you might as well try to get some Great Artists and cultureboost the area). And, more importantly, I don't think the AI is probably smart enough to use this promotion, either. Regardless, this promotion could be useful if you want to make a police or a paramilitary unit.

<iUpgradeDiscount>0</iUpgradeDiscount> Kind of obvious here - decreases upgrade costs. Again, I'm not sure how good the AI is at using this - it'd only make an effect, anyhow, if the AI likes upgrading units, which I'm not sure it does. However, a possible way to go around this AI incompetence is if you allow this promotion to be given to units free along with some building, like, say, a forge or something. This way, the AI will be able to get this promotion anyhow.
 
<iCargoChange>0</iCargoChange> I haven't tested this one yet, but we all can be pretty certain that this increases the cargo a unit - probably either like the naval ships - can carry. This isn't too weird a promotion concept in my opinion.

Rise of Mankind uses those tags for three promotions, Cargo I, II, and III. It does increase the cargo space available.
 
<iUpgradeDiscount>0</iUpgradeDiscount> Kind of obvious here - decreases upgrade costs. Again, I'm not sure how good the AI is at using this

This tag is part of the general promotion ;).



But you forgot to mention some tags:

PHP:
<iPillageChange>0</iPillageChange>
[...]
<TerrainAttacks/>
<TerrainDefenses/>
 
^Oh yeah, those, but I thought the effects were a bit too obvious. Regardless, just for those who weren't sure, the <TerrainAttacks/> and <TerrainDefenses/> tags are pretty much the same as the ones for the feature attack and defenses (i.e. the ones for the Woodsman promotions). However, these tags on the other hand effect combat in terrain, such as grasslands, plains, deserts, etc. Another tag I didn't mention previously was <DomainMods/>. Although I don't know exactly what it does, I'm assuming it provides a combat bonus against all units of a certain domain, such as land units, water units, or air units. It probably have been useful if there were more types of domains.

<PillageChance>0<PillageChange/> was what I used for the Looting Promotions in this modcomp. They increase pillage output. I don't find this one too drastic or weird a concept, so I'm a bit surprised why they didn't include it in the original game.

<KamikazePercent>0<KamikazePercent/> is what I used for the Militia Promotion in this modcomp. What it does is firstly, it guarantees that the unit will be killed after combat. However, it will give the unit an increased percentage of strength, depending on what you put in the tag. If you put, for example, 50 in the tag, a unit who has a Kamikaze promotion will get +50% strength, but will automatically get killed after combat, regardless of outcome. I could see why this wasn't included in any of the original promotions in the game, but it could be useful in scenarios or for special units.
 
I like those units.....I can see a number of uses for them, especially dealing with barbarians in the early game, making life easier for your garrisons...
<iRevoltProtection>0</iRevoltProtection> Apparently it allows a promotion to decrease the chance of a city going into revolt. If I set the value to 50, for example, then a city will have a 50% less chance of going into revolt. In my opinion it's sort of a useless concept, except when a player is having a culture war along a border. Even then I'm not sure how exactly useful it can be (you might as well try to get some Great Artists and cultureboost the area). And, more importantly, I don't think the AI is probably smart enough to use this promotion, either. Regardless, this promotion could be useful if you want to make a police or a paramilitary unit.
I was thinking it could potentially be useful in RevDCM games to reduce the chances of rebellion in your cities. Maybe use the tag in City Garrison promotions?
 
Rise of Mankind uses those tags for three promotions, Cargo I, II, and III. It does increase the cargo space available.

I've added that one to my game. I've created a new class of units, Naval Transport, and only they can get it. I'm pleased to hear it actually works.
 
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