This modification makes withdraw in combat more likely and stategically important.
http://forums.civfanatics.com/uploads/86216/Withdraw_Mod.zip
The planning thread is here:
http://forums.civfanatics.com/showthread.php?t=212617
in that thread, you can see the thought process. The basic idea is that a top-tech great-general unit can hit 95% withdraw chance.
Tactically, making flanking units to "soften up" enemies becomes very powerful. This boosts the imporance of anti-cavalry troops.
Ranged troops gain the ability to build up a high withdraw chance, but it requires more promotions than mounted units do. This is through adding withdraw chance to the drill and barrage upgrade paths.
Detailed changes:
Changes:
Drill (+4/4 first strikes, 25% withdraw)
Drill I: +1 first strike, +10% withdraw
Drill II: +1 first strike, +10% withdraw
Drill III: +4 first strike chances, +5% withdraw
Drill IV: +2 first strikes
Flanking (30% withdraw, +0/2 first strikes, immune to first strikes)
Flanking I: +15% withdraw, +2 first strike chances
Flanking II: +15% withdraw, Immune to First Strikes
Barrage (10% withdraw, +100% collateral)
Barrage I: +20% collateral +5% withdraw
Barrage II: +30% collateral +5% withdraw
Barrage III: +50% collateral
Geurilla (20% withdraw, 1 first strike, +50% hills attack/defence)
Geurilla I: +20% hills defence
Geurilla II: +30% hills defence, double movement in hills
Geurilla III: +50% hills attack, +20% withdraw, +1 first strike
Tactics (2 first strikes, 20% withdraw, needs GG)
Tactics: 2 first strikes, 20% withdraw
Sub: base 50% withdraw (95% without GG, 115% with GG)
Base withdrawl by unit:
Tank: 0% withdraw
Modern Armor: 10% withdraw
Chopper: 20% withdraw, free Drill I and II (total 40%, matching cavalry)
Elephant: 0% withdraw
Mounted: 25% to 40% withdraw (chariot 25%, horse archer 35%, knight 30%, cavalry 40%)
Archer: 10% to 25% withdraw (archer 10%, crossbow 15%, longbow 25%)
Grenadier: 0% withdraw
Gun: 10% to 30% withdraw (musket 10%, rifle 15%, infantry 20%, sam 25%, marine 30%, mechanized 30%)
Battleship: 10% withdraw
Sub: 40% withdraw, free Drill I (total 50%)
Naval: 0% to 20% withdraw (0% galley, 5% trieme/galleon, 15% caravel, 10% frigate/transport/carrier, 5% ironclad, 20% destroyer)
Machine Gun: 0%
Seige: 25% to 40% (Catapult 25%, Trech 30%, Cannon 35%, Artillery 40%)
UUs where modified along with the core unit.
Enjoy.
Tested using the 1000 AD scenerio with the mongols. Great General Kenshiks are nice, and swarms of flanking kenshiks work wonders at overrunning the chinese.
http://forums.civfanatics.com/uploads/86216/Withdraw_Mod.zip
The planning thread is here:
http://forums.civfanatics.com/showthread.php?t=212617
in that thread, you can see the thought process. The basic idea is that a top-tech great-general unit can hit 95% withdraw chance.
Tactically, making flanking units to "soften up" enemies becomes very powerful. This boosts the imporance of anti-cavalry troops.
Ranged troops gain the ability to build up a high withdraw chance, but it requires more promotions than mounted units do. This is through adding withdraw chance to the drill and barrage upgrade paths.
Detailed changes:
Spoiler :
Changes:
Drill (+4/4 first strikes, 25% withdraw)
Drill I: +1 first strike, +10% withdraw
Drill II: +1 first strike, +10% withdraw
Drill III: +4 first strike chances, +5% withdraw
Drill IV: +2 first strikes
Flanking (30% withdraw, +0/2 first strikes, immune to first strikes)
Flanking I: +15% withdraw, +2 first strike chances
Flanking II: +15% withdraw, Immune to First Strikes
Barrage (10% withdraw, +100% collateral)
Barrage I: +20% collateral +5% withdraw
Barrage II: +30% collateral +5% withdraw
Barrage III: +50% collateral
Geurilla (20% withdraw, 1 first strike, +50% hills attack/defence)
Geurilla I: +20% hills defence
Geurilla II: +30% hills defence, double movement in hills
Geurilla III: +50% hills attack, +20% withdraw, +1 first strike
Tactics (2 first strikes, 20% withdraw, needs GG)
Tactics: 2 first strikes, 20% withdraw
Sub: base 50% withdraw (95% without GG, 115% with GG)
Base withdrawl by unit:
Tank: 0% withdraw
Modern Armor: 10% withdraw
Chopper: 20% withdraw, free Drill I and II (total 40%, matching cavalry)
Elephant: 0% withdraw
Mounted: 25% to 40% withdraw (chariot 25%, horse archer 35%, knight 30%, cavalry 40%)
Archer: 10% to 25% withdraw (archer 10%, crossbow 15%, longbow 25%)
Grenadier: 0% withdraw
Gun: 10% to 30% withdraw (musket 10%, rifle 15%, infantry 20%, sam 25%, marine 30%, mechanized 30%)
Battleship: 10% withdraw
Sub: 40% withdraw, free Drill I (total 50%)
Naval: 0% to 20% withdraw (0% galley, 5% trieme/galleon, 15% caravel, 10% frigate/transport/carrier, 5% ironclad, 20% destroyer)
Machine Gun: 0%

Seige: 25% to 40% (Catapult 25%, Trech 30%, Cannon 35%, Artillery 40%)
UUs where modified along with the core unit.
Enjoy.
Tested using the 1000 AD scenerio with the mongols. Great General Kenshiks are nice, and swarms of flanking kenshiks work wonders at overrunning the chinese.