*** WARNING ***
Finding and locating BUGs in 2.7 is hard enough for Zappara without all the modmods.
Adding 4 or 5 modmods will make it nearly impossible. If you want to add this mod,
please do so at your own "risk". I'll try to help at the best of my abillity, but please
remember that I'm no Zappara
Commander (Industrial) / General (Modern)
Chief (Classical) / Captain (Medieval) / Privateer (Renaissance)
Finding and locating BUGs in 2.7 is hard enough for Zappara without all the modmods.
Adding 4 or 5 modmods will make it nearly impossible. If you want to add this mod,
please do so at your own "risk". I'll try to help at the best of my abillity, but please
remember that I'm no Zappara

Commander (Industrial) / General (Modern)
Chief (Classical) / Captain (Medieval) / Privateer (Renaissance)
Greetings Warlords!
This mod will add 5 new minor* great generals in two variants : Army (Built) and Single (Captured)
* Cannot join city as military instructor, Cannot build special buildings
Build/Unit Icons
These Warlords are brutal mercenaries that will fight for the highest bid. When build they'll come with their own private army, that are capable of building forts (Generals can also build bunker) and bombard fortifications (not the Chiefs), however they can also be built without henchmen and join your regular army as leaders. If an enemy Warlord's private army is attacked and destroyed they will surrender, and can then be used to join one of your units as a leader.
Stats :
Spoiler :
All Warlords gets 10% production bonus from each of the following : Gold, Silver, Gems and Pearls
Name / Tech req / Bonus req / (Single = name / xp for join / move)
max=# per civ / cost=Normal speed
/ xp=xp to joined unit / str=strenghtbr=building rate for forts / wd=Withdrawel chance / b=Bombard % / ec=Extra Cost
UC=UnitCombatBonus : Me=Melee Mo=Mounted Ar=Archer An=Animal Ci=City
Warlord Chief (Army) Tech: Military Training / Bonus: Copper or Iron / (Warlord Chief / 5 xp / move 1)
max 2 / cost 100 / NA / str 6 / br: 100% / wd: 5% / b: 0% / move 1 / ec: 1 / UC: Me25 Mo25
Warlord Captain (Army) Tech: Guilds+Smithing / Bonus: Iron / (Warlord Captain / 10 xp / move 1)
max 3 / cost 200 / NA / str 12 / br: 125% / wd:10% / b: 4% / move 1 / ec: 3 / UC: Mo25 Ci25
Warlord Privateer (Army) Tech: Leadership+Matchlock / Bonus: Iron and Sulphur / (Warlord Privateer / 15 xp / move 2)
max 4 / cost 300 / NA / str 20 / br:150% / wd:15% / b: 6% / move 1 / ec: 6 / UC: An50 Me50 Ar25 Mo25 Ci25
Warlord Commander (Army) Military Science+Rifling / Bonus: Iron and Sulphur / (Warlord Commander /20 xp / move 2)
max 5 / cost 400 / NA / str 30 / br:175% / wd:20% / b: 8% / move 1 / ec: 10 / UC: An100 Me100 Ar50 Mo25 Ci25
Warlord General (Army) Logistics+Guerrillia Warfare / Bonus: Steel and Ammo / (Warlord General / 25 xp / move 3)
max 6 / cost 500 / NA / str 50 / br:200% / wd:25% / b:10% / move 2 / ec: 15 / UC: Ci25
Let the war... begin....
Download moved to Vincentz Mods
. Could be because I mixed the mercenaries units with ethnic version (best example is the chief that uses barb units in his group.). Did this warlord start out as a privateer or was he upgraded. was he captured or did you build him? is it the same with infantry? Sorry for asking a lot of questions but I havent seen this before
Maybe he still maintain part of his merc status
The industry was quite tricky. If you make it modular in your mod you have to include all your existing improvements too. The WoC standard changed that, which is why you'll only find the industry defines in the Industry Mod. But take a look how I did in my first industry mod : Upgradeable industry improvement.
