PROMOTIONS
Unfortunately, the game engine only allows 200 of these. I need 100 (and eventually another ~30) for GPs. To do this, I've streamlined the base promotion system a lot. But I think it is a better system even for the non-GP units. I did this by combining many redundant promotions (e.g., ranged and non-ranged bonuses are combined into one "Combat" line of promotions) and removing the "rough vs smooth" promotions (I'm bored with this). At the same time, I have to allow for the possibility of very high level units (both GP and non-GP), so there is not much room to spare.
I'm definitely changing the archery line to 1-plot ranged units with good defense strength, so they all work like G&K machine gunners. This makes them superb fort/citadel holders or holders of hills or forests. So they can take Fortify promotions like infantry.
I'm still playing around with the "Individual modifier" system. This is the "mod" value in post#3 (was a flat 10). Currently [8/26 edit] it is calculated as:
mod = (5 + level/3) + promotion bonues, rounded down
For simplicity, each level of a promotion just gives the same additional effect as the first level. A few promotions say "Need 1 to do", which means you need level 1 of the promotion to do the action at all (e.g., an Artist needs Barding 1 to make an Epic).
GP Selected Promotions (96 total)
Leadership 1 - 12 (All) +1 mod to leader, city resident, general or admiral effects. Mod value is % yield boost for most GPs as leader or resident (xp points for Warrior) or Moral % bonus to nearby units for general or admiral effects.
Wonder Building 1 - 6 (Engineer) +1 modifier for constructed Wonders
Military Engineering 1 - 6 (Engineer) +1 modifier for Citadels and Foundries; faster build of Forts and Siege Engines at 3 & 6
Trade 1 - 6 (Merchant) faster trade route at 3 & 6; +1 modifier for all other trade actions
Espionage 1 - 6 (Merchant) +1 modifier for spy actions (need 1 to do; yes, merchants are your primary spies and they have to go to the city to conduct espionage)
Scholarship 1 - 6 (Sage) +1 modifier for Tomes, Great Library & Academies
Barding 1 - 6 (Artist) +1 modifier for Epics (need 1 to do); faster Festival build at 3 & 6
Combat 1 - 12 (Warrior) +1 mod for combat actions [same promotion used for non-GP units]
Proselytism 1 - 6 (Theistic Devouts only; Priests get 1 for free) +1 mod for religious conversion (need Proselytism 1 to proselytize). See religious conversion
here.
Ritualism 1 - 6 (Druid) +1 mod for all rituals (including cult founding/spreading rituals)
Devotion 1 - 6 (Devout) +1 mod for all divine spells
Thaumaturgy 1 - 6 (Thaumaturge) +1 mod for all arcane spells
Battle Magery 1 - 6 (Thaumaturge) +2 mod for combat arcane spells
Terraforming 1 - 6 (Devout or Thaumaturge) +2 mod for terraforming-type spells (arcane or divine)
GP Acquired (2 total)
Sorcerer (gained by any Devout or Thaumaturge that is fallen) Mana used for spells is consumed -- i.e., taken from the Sum of All Mana; this can destroy Éa eventually (a victory condition) though the sum is very large
Prophet (gained by Devout after making a prophecy) Adds +3 modifier to religious conversion (cumulative with Proselytism or Ritualism)
Non-GP Selected (41 total [Combat shared with Warrior GP so counted above])
Combat 1 - 12 (all combat units) +10% ranged and non-ranged strength
Formation 1 - 6 (infantry*) +20% against mounted
*includes light, medium and heavy infantry and immortals
Fortification 1 - 6 (infantry and archers) +20% defense; +10% ranged defense
Siege 1 - 6 (all non-mounted land and naval units) +20% against cities
Flanking 1 - 6 (all horse-mounted) +20% against non-mounted
Shock 1 - 6 (all elephant-mounted; requires same level Combat promotion) +33% attack
Naval 1 - 6 (all naval units) +20% against naval or embarked units
Visibility 1 - 2 (recon units) +1 visibility
Extended Range (siege and naval ranged; requires level 6 unit) +1 range
Blitz (horse-mounted; requires level 6 unit)
Indirect Fire (Cannons and Bombarde only; requires level 3 unit)
Free Terrain Movement (Rangers only; requires level 3 unit)
Others maintained from base (6 total)
Embarkation (as in base)
Move After Attack (all horse mounted)
Must Setup to Fire (all siege)
Cannot Enter Ocean (all pre-Astronomy naval units)
Others needed for mod mechanics (11 total)
Learn Spell (Devout, Thaumaturge) Always available as a selectable promotion. When you select it, you will get a Pick Spell popup where you can see all available spells that this person can learn. There will be a Cancel button to back up if you change your mind and want a promotion instead. The actual spells are not promotions although you are forgoing a promotion to learn one. (All of the spells that a GP knows appear in the Build UI panel, relabeled as Spells. The spell button is dimmed/disabled if the spell cant be cast for some reason.)
7 hidden Moral Promotions. Can give anywhere from -63% to +63% strength effect from general and other things (e.g., wonders, nearby enemy elephants). The promotions are hidden but the cumulative percent effect is shown in the unit panel: e.g., +33% Moral (blue) or -20% Moral (red) [eventually there will be a mouse-over breaking down different effects on moral].
AIBaitAndSwitch 1 - 3. Used for AI promotion control (never seen by the player).