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Switched Melee and Anti-Cavalry in the tech tree

Switched Melee and Anti-Cavalry in the tech tree

The premise of this mod is that weaker units should be unlocked earlier and should be cheaper to produce.

Anti-Cavalry are weaker than Melee. Assuming you have the required strategic resources, there is no reason to produce Anti-cavalry because Melee units are superior.

Also, what's the use of Anti-cavalry if they are unlocked after Cavalry?

This mod gives players an incentive to produce Anti-cavalry by making them more accessible.

Features:

1. Anti-Cavalry and Melee switch places in the tech tree such that Anti-cavalry are unlocked earlier.

- Switched Pikeman (Impi) and Man-at-Arms in the tech tree.
- Switched Pike & Shot (Carolean) and Musketman (Conquistador, Janissary) in the tech tree.
- Switched AT Crew and Infantry (Digger) in the tech tree.

2. Anti-Cavalry are cheaper than Melee

- Pikeman cost reduced from 180 to 150.
- Pike & Shot cost reduced from 250 to 220.

3. Bug fix. Removed erroneous Ranged tag from Persia's Immortal.
  • Switched.jpg
    Switched.jpg
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  • PikeAndShot.jpg
    PikeAndShot.jpg
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  • ATCrew.jpg
    ATCrew.jpg
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Author
Brixter
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More resources from Brixter

Latest updates

  1. Bug fix

    Removed erroneous Ranged tag from Persia's Immortal.
  2. Added other units

    Pike and Shot and AT Crew are unlocked earlier and are cheaper.
  3. Deleted extra code

    I accidentally included a few lines that are not meant to be there.
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