In the tradition of Firaxis releasing beta games that haven't been playtested, I here submit the REVISED MOD with the latest additions - the result of the new editor. Many old, and some new, units have been added. I haven't yet playtested it.
My basic mod is at the top of this thread; the below additions are in the mod in this post.
Helicopters are back - if you care.
Steel Warships have been added coming after Ironclads.
ICBM's are back (more expensive).
Tactical Nukes are back (more expensive).
Special Ops Teams have been added combining features of marines, paratroops, and with more punch.
Horse Archers are now a Babylonian UU (No "Starts GA") replacing horsemen for Babylon. Ideally, this unit should be Arab or Parthian (maybe even Mongol), but this is the best we could do. It makes the Babs a little stronger. If you want to make this their UU just give the Bowman to no one and allow HA's to start the GA, while giving plain old archers back to the Babs. This unit (HA's) has a small bombardment factor. It could very easily be given 3 MP's, but I left it at 2 - optional.
Trebuchet added. An improved catapult.
F-15 is back, a little more powerful. No GA for the Americans; another UU does that.
Modern Destroyer added. I didn't think there was much point in creating a Cruiser unit; just not that much of a difference between Destroyers of any kind and a Cruiser.
Super Battleship added. I might add a Super (or Nuclear) carrier if there really is a need for it.
Pioneers added. A Military Settler with more capabilities. It is not now just a bunch of civilians walking around.
Naval Mines created. This is the one unit that concerns me regarding workability. Mines were a very important aspect of naval warfare starting with the Industrial Era.These units can be placed by certain warships and only detected by such; otherwise they are invisible with hidden nationality. Result: just bringing a battleship up to a coast and bombarding is not advised unless you swept for mines first. The Russians, for example, lost some important vessels to the Japanese in the Russo-Japanese War including their best admiral. The unit should work in the game, but we shall see. It is flagged as "immobile".
Privateers are back - if you care.
Explorers are so useless I didn't bother bringing them back. There is nothing left to explore by the time you get them anyway, unless using just one rival civ on a gigantic map. Therir only use was sort of as a pseudo-partisan unt during war, so I just made a partisan unit.
Also. . .
Manhattan Project is back with some changes. Internet Wonder stays. You will definitely need to add it to the Civilopedia text if you already changed it to Internet. Very simple.
All bombardment units starting with cannon have a small nominal defense value reflecting the number of troops maintaining and manning them; they were also all soldiers too.
Partisans are now "Invisible".
Fascism added as a government, but owing to the limitations of what we can do in the Editor it may not be very important.
In Editor/Culture all Resistance Chance values remain at Zero - an attempt to kill Culture Flipping. If you like CF just edited them back up; if you forget the value merely go to an old saved mod or scenario and check.
A few other minor tweaks also.
I'll play a small map ASAP and try to use all the units and see what happens.
IMPORTANT NOTE: I am assuming the Editor does NOT require us to play with the Arts/Units folders, and the .ini files, for each new unit - a major pain. That was required to prevent crashing. But perhaps I assume too much...
Finally, I wish I could have added a Radiation Pollution effect for the results of using nukes, as too many just LOVE to do. That would be realistic. But we don't have that only just plain pollution.
NOTE: Remember, the more options and choices, the more interesting a game should be. Shock Troops, for instance, don't last very long before becoming obsolescent - but if you plan ahead you can nail your rival before he gets tanks going. Plan ahead!!
One of my concerns is this: before Shock Troops get on line, artillery is an important offensive force. In the real world cavalry will NOT defeat riflemen, and certainly not infantry. Any offensive before Shock Troops better use bombardment to succeed - that's the facts. Artillery always helps even with Shock Troops, but if infantry is attacking infantry even in the open you'd better have artillery preparation. And if the infantry is in a fortress even that might not work - remeber World War One before Shock Troops started attacking? Stalemate (but not so much on the Russian front where things were more wide ipen due to there being more territory).
So why it this a concern? If the stupid AI still doesn't use artillery correctly on the offensive it puts the AI at a disadvantage, but what the hell, it cheats so much maybe that's OK!
Ask Firaxis about the AI using artillery offensively; tell them to do some coding IF that is needed (I'm not sure).
More to come as this is playtested. Having used the Firaxis editor with NO hacking I assume it will work. Am I naive?? We will see.