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Fantasy Army Unit Modpack V.5

The Fantasy Army mod adds 55 new units to the game – each with a magical or fantasy genre feel. These units have special capabilities to give them what appear to be magical powers. The mod also adds 12 new buildings, 36 new promotions, and 3 new terrain improvements.

The Fantasy Army base mods adds 9 "classes" of units (with 6 units in each class, spread throughout the tech tree). These classes are:

1. Assassins: a capable recon unit, and a decent melee unit in the later eras

2. Beastmasters: a dominating mounted melee class of units

3. Clerics: a civilian unit, stackable with combat units, which provides enhanced healing capabilities

4. Corsairs: a Pirate/Steampunk-themed class of naval and airship melee units, which specializes in plundering coastal cities and the high seas

5. Drako: a dragon-based class of siege units

6. Magus: an evolving group of supernaturalists who gain capabilities as time progresses.

7. Monks: a ranged class of units who attack using "spellcaster animations"

8. Mystic Warriors: a capable combat/leadership unit

9. Necromancers: adds units that are more like conventional fighting units, albeit with unique characteristics to make them more effective/interesting

Each class has a dedicated promotion set, consisting of 4 levels of competence - later units get the higher promotion levels.

NEW! These units may now upgrade to the next higher/later unit in the class. There is still a limit to 3 units for each class, so once you have 3 of any specific unit, you will not be able to produce the unit or upgrade a lower unit.

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In addition to this base mod, there are also two new expansion mods. These mods are independent of this mod, and any of the 3 may be played separately. These mods are specifically designed to expand the "magical" feel of game play:

The first expansion is the "Fantasy Army - Arcane Allies Expansion" mod. Link:

https://steamcommunity.com/sharedfiles/filedetails/?id=1417415155

This mod adds 56 new Fantasy-themed units to the game. These units represent troops from 8 different "allies" you can use to assist in meeting your geopolitical goals. Each of these allies field 7 unique units, many with new, customized attack animations.

The second expansion is the "Fantasy Army - Wandering Monsters Expansion" mod. Link:

https://steamcommunity.com/sharedfiles/filedetails/?id=1404202983

This mod adds 53 "Wandering Monsters" to the game. WMs may appear anywhere on the map, even "settled" areas. WMs appear in all 8 Eras (from Ancient to Information)

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Design Note: The units are designed to reduce XP gain. Currently, most units earn XP at 25% of the level of normal Civ V units. They are quite heavily promoted when built - to give them the "magical" capabilities the mod is trying to add to the game. In very early testing, allowing them to earn extra promotions just made them significantly OP. This changed the game so that the non-fantasy units were just unnecessary - which was not my intent in building the mod. It also put the AI at a tremendous disadvantage, as they couldn't use the units as effectively as the human player could.


So, Fantasy Army units have reduced XP gain by -75%, which limits them from gaining more than a few extra XP/promotions. With the classes having 6 units, they become obsolete fairly quickly anyhow, so hopefully the XP limit doesn't hurt game play much.



Discussion Thread: https://forums.civfanatics.com/threads/fantasy-army-unit-modpack-beta.615705/#post-14758457


Instructions: Subscribe to the mod, then enable the mod inside Civ V. Please review the manual in the mod's folder after download to use the new capabilities to their fullest.

NOTE: I've added about all I had originally planned to the mod. Please provide any feedback you have on where to take this mod next. Please leave any/all suggestions in the comments. They are definitely appreciated!

Acknowledgements: This mod was designed to show off some fantastic artwork provided by an extensive community of dedicated Civ V modelers. Many thanks to those of you who did the hard work for me: Bloublou, Danrell, Deliverator, Patum333, Zwei833, Wolfdog, Hangman, Nutty, JTitan, Nomad or What, Uruk, Civitar, Ispanets, Murphy613, S3rgeus, Pouakai, Sukritact, janboruta, Leugi, Reedstilt, JFD, and Renlav. Special thanks to Vondraco for all of the above and beyond assistance in playtest/suggestions/corrections. If I've left anyone out, please let me know and I'll add them to the list. Thanks again to all these gifted artists!
- Added 18 Barbarian-only "monster" units - to make their interactions more interesting

- Fixed the flavor issues with the player units - so AI would not completely favor these units over normal one.

- Several errors/inconsistencies in the existing units has been corrected/cleaned up as well.

Known Issues:
- Still working on fixing the Rune Warrior's "Bombard Defense" animation. Both the unit and the attacking unit "freeze" mid attack for a few seconds until the imaginary battle resolves. The unit works properly during other defending animations.
New version adds the "Monk" class of units (Hermit/Ancient, Pilgrim/Classical, Monk/Medieval, Zelator/Industrial, Adeptus/Modern, Magister Templi/Information). These are ranged units, each having a different "spellcaster animation" attack.

Adds 1 buildings: "Cenobitic Monastery"

Several errors/inconsistencies in the existing units has been corrected/cleaned up as well.

Known Issues:
- Still working on fixing the Rune Warrior's "Bombard Defense" animation. Both the unit and the attacking unit "freeze" mid attack for a few seconds until the imaginary battle resolves. The unit works properly during other defending animations.
New version adds the "Cleric" class of units (Medicine Man/Ancient, Cleric/Classical, Apothecary/Medieval, Ecclesiast/Industrial, Curate/Atomic, Empath/Information)

Also adds an Exorcist /Modern unit to the Necromancer class

Adds 2 buildings: "Apothecaries Hall" and "Necromanteion"

Several errors/inconsistencies in the existing units has been corrected/cleaned up as well.
This update adds the "Mystic Warrior" class of units:
- Rune Warrior (Ancient)
- Argonaut (Classical)
- Paladin (Medieval)
- Gun Mage (Renaissance)
- Overlord (Modern)
- Sentai (Information)

The "parade map" has been updated to add these units for review.
New version adds the "assassin" class - a class of evolving recon units that have good scouting capabilities, but not so much fighting strength.

Also added a "parade map" - it's in the mod's "MAPS" folder but needs to be copied to the game's "Maps" folder, then selected in the "Additional Maps" area of the game set up screens. Be sure to select the "Load Scenario" button. Once in the game, you can examine the units up close. England is fully developed and London has all the mod's unique buildings built. France is in the ancient era and has no buildings in Paris - if you wanted to examine that side of the game.

Also included an updated "manual" on how things stand currently in development.
Mod Changes:
- Some changes to fix incorrect table values
- Improved Magus Promotion artwork
- Added Necromancer Promotion artwork
- Made changes to make mod more scalable.
- Added MasterOverride.xml file to make it easy for a player to edit this file after download if they want to remove a certain unit(s) from game play. Basically, they only need to open a text editor, comment out the line for the unit they don't want in the game, then save the file and move on. It's also easy to undo this feature as well - by removing the comments command "--"
This update adds the "Necromancer" class, with 5 additional units.

Needs more testing...
Mod is rapid prototype - expect lots of changes often. Thanks!
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