amateurgamer88
Emperor
- Joined
- Aug 24, 2018
- Messages
- 1,612
Hi everyone! This is amateurgamer! I've decided on taking a large chunk of the AG Tweak Mod and make that its own modmod. The goal for the tweak mod was originally for experimental ideas and, given the development of the land combat system, it makes sense to separate it so I can try out other ideas in that modmod. For all future development related to land combat, this modmod will be where I implement and try out new ideas. Please note that you will need AGYRM to play this modmod.
Below is the summary of the main changes of this mod:
Below are the details of the changes:
Barbarians Promotions no longer provide double movement through certain Terrain/Feature and instead give them more Combat Strength when on those tiles.
Barbarian Archer:
9 CS / 9 RCS
May Not Melee Attack
Archer I
Missile Fire I
Missile Fire II
Barbarian Horseman:
14 CS
3 Movement
Can Move After Attacking
Horse
Light Cavalry
War Mount I
Barbarian Spearman:
14 CS
3 Movement
Polearm I
Stalwart
Barbarian Swordsman:
16 CS
3 Movement
Iron
Blade I
Heavy Infantry III
Brute:
10 CS
Brute Force
Blunt I
Heavy Infantry I
Heavy Infantry II
Hand-Axe:
Replaces Slinger
7 CS / 6 RCS
May Not Melee Attack
Archer I
Sidearms
Quick Reload
City now has 600 hit points (up from 300) and heal 10 HP per turn (up from 8).
Experience required increased from 10 to 20. Promotions now require: 20/60/120/200/300/420/560/720/900/1100 XP,
Max XP gained from fighting City-States and Barbarian Units are now 60 XP and 20 XP respectively.
Healing reduced across the board. Base Healing in Friendly, Neutral and Enemy territory set to 3, 2 and 1 respectively. Healing in Cities is now 10 while heal from pillaging tiles is now 5.
Missionaries removed from the game.
Settlers require 3 pop now.
Unit Supply lowered for both player and AI
Recon Units cost no supply.
City RCS is half of City CS.
Holy Relics:
Revealed at Agriculture
Slave:
Revealed at Agriculture
Niter:
Revealed at Machinery
Ancient Dock:
unlocked at Fishing
55 Production cost
No Maintenance
+1 Gold
Harbor:
Loses +1 Supply Cap
Lighthouse:
Loses +1 Supply Cap
Armory (Renaissance Era):
unlocked at Metallurgy
300 Production cost
+20 XP to Archer Units (instead of XP to all units)
Increases the Military Unit Supply Cap from Population in this City by 5%
Loses +1 Military Unit Supply Cap
Loses reduction to Distress.
Barracks (Ancient Era):
+1 Iron
+20 XP to Blade and Gun Units (instead of XP to all units)
Loses reduction to Distress.
Castle (Medieval Era):
Unlocked at Machinery
175 Production cost
+350 HP
+8 CS (+4 RCS)
Dojo (Renaissance Era):
unlocked at Metallurgy
300 Production cost
+20 XP to Archer Units
Increases the Military Unit Supply Cap from Population in this City by 5% (and keeps the +2 Military Unit Supply Cap)
Loses reduction to Distress.
Ducal Stable (Medieval Era):
+3 Horses (increased from +1)
+20 XP to Light and Heavy Cavalry Units
Loses % Production for Mounted Units.
Improved Walls (Classical Era):
unlocked at Engineering
100 Production cost
1 Maintenance
Units in the City heals an additional 3 HP
-1 Unhappiness to all Needs
Keep (Renaissance Era):
unlocked at Sovereignty
300 Production cost
2 Maintenance
+450 HP
Units in the City heals an additional 3 HP
Mercenary Post (Classical Era):
unlocked at Metal Casting
100 Production cost
1 Maintenance
+20 XP to Polearm and Gun Units
Increases the Military Unit Supply Cap from Population in this City by 5%
Royal Guardhouse (Ancient Era):
+100 HP
+2 CS (+1 RCS)
Stable (Medieval Era):
+2 Horses
+20 XP to Heavy Cavalry Units
Loses Military Unit Supply Cap from Population.
Loses % Production for Mounted Units.
Walls (Ancient Era):
+150 HP
+4 CS (+2 RCS)
Walls of Babylon (Ancient Era):
+150 HP
+6 CS (+3 RCS)
Promotions now reorganized in the Civilopedia.
Melee promotions include Blade, Polearm and Blunt.
Drill I:
Available to Blade, Blunt and Polearm
Leads to Drill II
+10% CS.
+25% CS when attacking Cities
Drill II:
Available to Blade, Blunt and Polearm
Leads to Drill III
+10% CS.
+25% CS when attacking Cities
Drill III:
Available to Blade, Blunt and Polearm
+10% CS.
+50% CS when attacking Cities
Heavy Infantry I:
Available to Blade, Blunt and Polearm
Leads to Heavy Infantry II
+15% CS when defending.
+25 Hit Points.
Heavy Infantry II:
Available to Blade, Blunt and Polearm
Leads to Heavy Infantry III
+15% CS when defending.
+25 Hit Points.
Heavy Infantry III:
Available to Blade, Blunt and Polearm
+15% CS when defending.
+50 Hit Points.
Amphibious:
Available to Blade, Blunt and Polearm
Eliminates combat penalties for attacking from the sea or over a river.
Crossing a river costs only 1 Movement.
+15% CS on Marsh and Flood Plains.
Woodsman:
Available to Blade, Blunt and Polearm
+25% CS on Forest and Jungle.
+15% CS when attacking Wounded Units.
Stalwart:
Available to Blade, Blunt and Polearm
+35% CS when defending.
Blade:
Blade promotions are for swordsman units. They are the main shock infantry and are resistant to enemy ranged attacks.
Shock I:
Available to Blade
Leads to Shock II
+20% CS when attacking.
Flanking bonus increased by 10%.
Shock II:
Available to Blade
Leads to Shock III
+20% CS when attacking.
Flanking bonus increased by 10%.
Shock III:
Available to Blade
Leads to Shock IV
+20% CS when attacking.
Flanking bonus increased by 10%.
Shock IV:
Available to Blade
Leads to Shock V
+20% CS when attacking.
Flanking bonus increased by 10%.
Shock V:
Available to Blade
+20% CS when attacking.
Flanking bonus increased by 10%.
Cover I:
Available to Blade
Leads to Cover II
+25% CS when defending against all Ranged Attacks.
+10 Hit Points.
Cover II:
Available to Blade
Leads to Cover III
+25% CS when defending against all Ranged Attacks.
Damage from Cities reduced by 25%.
Cover III:
Available to Blade
+50% CS when defending against all Ranged Attacks.
+15 Hit Points.
Polearm:
Polearm promotions are for spear/pike units. They are the main backbone on open terrain and have bonuses against mounted and mounted archer units.
Formation I:
Available to Polearm
Leads to Formation II
+25% CS when defending in Open Terrain.
+25 Hit Points
Formation II:
Available to Polearm
Leads to Formation III
+25% CS when defending in Open Terrain.
+25 Hit Points
Formation III:
Available to Polearm
Leads to Formation IV
+25% CS when defending in Open Terrain.
+25 Hit Points
Formation IV:
Available to Polearm
Leads to Formation V
+25% CS when defending in Open Terrain.
+25 Hit Points
Formation V:
Available to Polearm
+25% CS when defending in Open Terrain.
+25 Hit Points
Anti-Cavalry I:
Available to Polearm
Leads to Anti-Cavalry II
+33% CS VS Mounted Units.
Anti-Cavalry II:
Available to Polearm
Leads to Anti-Cavalry III
+33% CS VS Mounted Units.
Anti-Cavalry III:
Available to Polearm
+34% CS VS Mounted Units.
Blunt:
Blunt promotions are for axe and mace units. They are the cheapest to produce and have a bonus against enemy infantry units (blade, polearm, blunt and archer)
Bash I:
Available to Blunt
Leads to Bash II
+15% CS when attacking.
Inflict the Bashed (I) status on Enemy Units during melee combat, reducing their CS by 15% for 3 Turns.
Bash II:
Available to Blunt
Leads to Bash III
+15% CS when attacking.
Inflict the Bashed (I) status on Enemy Units during melee combat, reducing their CS by 15% for 3 Turns.
Bash III:
Available to Blunt
Leads to Bash IV
+15% CS when attacking.
Inflict the Bashed (I) status on Enemy Units during melee combat, reducing their CS by 15% for 3 Turns.
Bash IV:
Available to Blunt
Leads to Bash V
+15% CS when attacking.
Inflict the Bashed (II) status on Enemy Units during melee combat, reducing their CS by 33% for 5 Turns.
Bash V:
Available to Blunt
Leads to Bash IV
+15% CS when attacking.
Inflict the Bashed (II) status on Enemy Units during melee combat, reducing their CS by 33% for 5 Turns.
Anti-Melee I:
Available to Blunt
Leads to Anti-Melee II
+33% CS VS Melee Units.
Anti-Melee II:
Available to Blunt
Leads to Anti-Melee III
+33% CS VS Melee Units.
Anti-Melee III:
Available to Blunt
+34% CS VS Melee Units.
Mounted promotions include Light Cavalry, Heavy Cavalry and Elephant.
War Mount I:
Available to Light Cavalry, Heavy Cavalry and Elephant
Leads to War Mount II
Enemy unit receive -10% CS when adjacent to any unit with this promotion.
+33 Hit Points.
War Mount II:
Available to Light Cavalry, Heavy Cavalry and Elephant
Leads to War Mount III
Enemy unit receive -10% CS when adjacent to any unit with this promotion.
+33 Hit Points.
War Mount III:
Available to Light Cavalry, Heavy Cavalry and Elephant
Enemy unit receive -10% CS when adjacent to any unit with this promotion.
+34 Hit Points.
Improved Armor I:
Available to Light Cavalry, Heavy Cavalry and Elephant
Leads to Improved Armor II
+25% CS when defending.
Improved Armor II:
Available to Light Cavalry, Heavy Cavalry and Elephant
Leads to Improved Armor III
+25% CS when defending.
Improved Armor III:
Available to Light Cavalry, Heavy Cavalry and Elephant
+25% CS when defending.
Bodyguard:
Available to Light Cavalry, Heavy Cavalry and Elephant
+25 Hit Points.
Generates 50% more Great General Points from combat.
Bonus vs Siege (25):
Available to Light Cavalry, Heavy Cavalry and Elephant
+25% CS VS Siege Units
Bonus vs Archer (25) :
Available to Light Cavalry, Heavy Cavalry and Elephant
+25% CS VS Archer Units
Light Cavalry:
Light Cavalry promotions are for lightly armored and mobile cavalry units. They are cheaper, require either no or fewer strategic resources and excel at flanking and have a bonus against archer units.
Flanking I:
Available to Light Cavalry
Leads to Flanking II
Flanking bonus increased by 15%.
+15% CS when attacking.
Flanking II:
Available to Light Cavalry
Leads to Flanking III
Flanking bonus increased by 15%.
+15% CS when attacking Wounded Units.
Flanking III:
Available to Light Cavalry
Leads to Flanking IV
Flanking bonus increased by 15%.
+1 Movement
Flanking IV:
Available to Light Cavalry
Leads to Flanking V
Flanking bonus increased by 15%.
+15 Hit Points.
Flanking V:
Available to Light Cavalry
Flanking bonus increased by 15%.
Ignore Zone of Control
Anti-Archer I:
Available to Light Cavalry
Leads to Anti-Archer II
+33% CS VS Archer Units.
Anti-Archer II:
Available to Light Cavalry
Leads to Anti-Archer III
+33% CS VS Archer Units.
Anti-Archer III:
Available to Light Cavalry
+34% CS VS Archer Units.
Heavy Cavalry:
Heavy Cavalry promotions are for heavily armored and slower cavalry units. They are more expensive, require more strategic resources and excel at charging the enemy from the front while boasting a lot of defense.
Charge I:
Available to Heavy Cavalry
Leads to Charge II
+25% CS when attacking in Open Terrain
+15% CS when attacking Wounded Units.
Charge II:
Available to Heavy Cavalry
Leads to Charge III
+25% CS when attacking in Open Terrain
+15% CS when attacking Wounded Units.
Charge III:
Available to Heavy Cavalry
Leads to Charge IV
+25% CS when attacking in Open Terrain
+15% CS when attacking Wounded Units.
Charge IV:
Available to Heavy Cavalry
Leads to Charge V
+25% CS when attacking in Open Terrain
+15% CS when attacking Wounded Units.
Charge V:
Available to Heavy Cavalry
+25% CS when attacking in Open Terrain
+15% CS when attacking Wounded Units.
Heavy Armor I:
Available to Heavy Cavalry
Leads to Heavy Armor II
+25% CS when defending.
+25 Hit Points.
Heavy Armor II:
Available to Heavy Cavalry
Leads to Heavy Armor III
+25% CS when defending.
+35 Hit Points.
Heavy Armor III:
Available to Heavy Cavalry
+25% CS when defending.
+40 Hit Points.
Elephant:
Elephant promotions are for elephant units. They are the most expensive out of all the mounted units, require no strategic resources and excel at breaking enemy ranks while terrifying the enemy.
Trample I:
Deal 5 Damage to all Enemy Units adjacent to the Unit defeated by this unit.
+20% CS vs Units at or below 50 HP.
Trample II:
Deal 5 Damage to all Enemy Units adjacent to the Unit defeated by this unit.
+20% CS vs Units at or below 50 HP.
Trample III:
Deal 5 Damage to all Enemy Units adjacent to the Unit defeated by this unit.
+20% CS vs Units at or below 50 HP.
Trample IV:
Deal 5 Damage to all Enemy Units adjacent to the Unit defeated by this unit.
+20% CS vs Units at or below 50 HP.
Trample V:
Deal 5 Damage to all Enemy Units adjacent to the Unit defeated by this unit.
+20% CS vs Units at or below 50 HP.
Feared Elephant I:
Available to Elephant
Leads to Feared Elephant II
Enemy unit receive -20% CS when adjacent to any unit with this promotion.
+20% CS when attacking.
Feared Elephant II:
Available to Elephant
Leads to Feared Elephant III
Enemy unit receive -20% CS when adjacent to any unit with this promotion.
+20% CS when attacking.
Feared Elephant III:
Available to Elephant
Enemy unit receive -20% CS when adjacent to any unit with this promotion.
+20% CS when attacking.
Archer Promotions include Archer and Mounted Archer.
Accuracy I:
Available to Archer and Mounted Archer
Leads to Accuracy II
+5% RCS.
+5% CS when attacking Units above 50% HP.
Accuracy II:
Available to Archer and Mounted Archer
Leads to Accuracy III
+5% RCS.
+5% CS when attacking Units above 50% HP.
Accuracy III:
Available to Archer and Mounted Archer
+5% RCS.
+5% CS when attacking Units above 50% HP.
Barrage I:
Available to Archer and Mounted Archer
Leads to Barrage II
+5% RCS.
+5% CS when attacking Units at or below 50% HP.
Barrage II:
Available to Archer and Mounted Archer
Leads to Barrage III
+5% RCS.
+5% CS when attacking Units at or below 50% HP.
Barrage III:
Available to Archer and Mounted Archer
+5% RCS.
+5% CS when attacking Units at or below 50% HP.
Quick Reload:
Available to Archer and Mounted Archer
+10% RCS.
Sidearms:
Available to Archer and Mounted Archer
+15% CS VS Melee Units.
Siege Support:
Available to Archer and Mounted Archer
+10% RCS VS Cities.
Ranged:
Archer promotions are for foot archer units. These units deal the second least amount of damage due to their ability to attack enemy units without retaliation and are especially dangerous to Mounted Archer units.
Missile Fire I:
Available to Archer
Leads to Missile Fire II
+10% CS vs Units above 50 HP.
Deals 2 damage to all enemy units adjacent to targeted unit (within range).
Missile Fire II:
Available to Archer
Leads to Missile Fire III
+10% CS vs Units above 50 HP.
Deals 2 damage to all enemy units adjacent to targeted unit (within range).
Missile Fire III:
Available to Archer
Leads to Missile Fire IV
+10% CS vs Units above 50 HP.
Deals 2 damage to all enemy units adjacent to targeted unit (within range).
Missile Fire IV:
Available to Archer
Leads to Missile Fire V
+10% CS vs Units above 50 HP.
Deals 2 damage to all enemy units adjacent to targeted unit (within range).
Missile Fire V:
Available to Archer
+10% CS vs Units above 50 HP.
Deals 2 damage to all enemy units adjacent to targeted unit (within range).
Anti Mounted Archer I:
Available to Archer
Leads to Anti Mounted Archer II
+50% CS VS Mounted Archer Units.
Anti Mounted Archer II:
Available to Archer
Leads to Anti Mounted Archer III
+50% CS VS Mounted Archer Units.
Anti Mounted Archer III:
Available to Archer
+50% CS VS Mounted Archer Units.
Mounted Ranged:
Mounted Archer promotions are for more mobile archer units. These units deal the least amount of damage due to their ability to kite units, especially when they are properly supported.
Skirmisher I:
Available to Mounted Archer
Leads to Skirmisher II
+25% CS when attacking Units in Open Terrain.
Skirmisher II:
Available to Mounted Archer
Leads to Skirmisher III
+25% CS when attacking Units in Open Terrain.
Skirmisher III:
Available to Mounted Archer
Leads to Skirmisher IV
+25% CS when attacking Units in Open Terrain.
Skirmisher IV:
Available to Mounted Archer
Leads to Skirmisher V
+25% CS when attacking Units in Open Terrain.
Skirmisher V:
Available to Mounted Archer
+25% CS when attacking Units in Open Terrain.
Skirmisher Doctrine:
Available to Mounted Archer
Leads to Coup de Grace
+25% CS VS Melee Units.
Coup de Grace:
Available to Mounted Archer
Leads to Parthian Tactics
+30% RCS when attacking Units at or below 50% HP
Parthian Tactics:
Available to Mounted Archer
Ignores Zone of Control
Siege promotions are for siege units. These units specialize at attacking Cities and take reduced damage from both ranged attacks and city bombardments.
Volley:
Available to Siege
Leads to Volley II
+15% RCS when attacking Fortified Units and Cities.
Volley II:
Available to Siege
Leads to Volley III
+15% RCS when attacking Fortified Units and Cities.
Volley III:
Available to Siege
+15% RCS when attacking Fortified Units and Cities.
Splash I:
Available to Siege
Leads to Splash II
Deals 2 damage to all enemy units adjacent to targeted unit (within range).
Splash II:
Available to Siege
Leads to Splash III
Deals 2 damage to all enemy units adjacent to targeted unit (within range).
Splash III:
Available to Siege
Deals 2 damage to all enemy units adjacent to targeted unit (within range).
Wet Hide:
Available to Siege
+15% CS when defending against all Ranged Attacks
Cadaver Projectiles:
Available to Siege
Inflict the Rotting (I) status on Enemy Units following a range attack, reducing their Hit Points by 15 for 4 Turns.
Siege Medic:
Available to Siege
This unit and all others in adjacent tiles heal 3 additional HP per turn
Siege I:
Available to Siege
Leads to Siege II
+25% RCS when attacking Cities.
Siege II:
Available to Siege
Leads to Siege III
+25% RCS when attacking Cities.
Siege III:
Available to Siege
Leads to Siege IV
+25% RCS when attacking Cities.
Siege IV:
Available to Siege
Leads to Siege V
+25% RCS when attacking Cities.
Siege V:
Available to Siege
Leads to Siege II
+50% RCS when attacking Cities.
Field I:
Available to Siege
Leads to Field II
+33% CS when defending against all Ranged Attacks
Damage from Cities reduced by 20%.
Field II:
Available to Siege
Leads to Field III
+33% CS when defending against all Ranged Attacks
Damage from Cities reduced by 20%.
Field III:
Available to Siege
+34% CS when defending against all Ranged Attacks
Damage from Cities reduced by 20%.
Ambition:
+15% CS when attacking.
+5% CS when defending.
Ancestral Protection:
+5% CS when attacking.
+15% CS when defending.
Enemy Blade:
Heals 2 HP if the unit begins its turn in Enemy Territory.
2 Damage to all adjacent enemy Units each Turn.
Invulnerability:
Damage from all sources reduced by 2.
+5 HP when healing.
Restlessness:
May Attack Twice.
Sneak Attack:
Flanking bonus increased by 25%.
Scouting I:
+1 Visibility Range.
Gain +5 XP after Pillaging an Improvement.
+5% CS when defending.
Scouting II:
All adjacent Units Heal 2 Additional HP per turn.
+10% CS when defending.
Scouting III:
+2 XP for every turn spent disembarked in the Enemy Territory of a Major Civ.
No Movement Cost to Pillage.
+15% CS when defending.
Scouting IV:
Unit awards combat bonus to nearby units as if it is a Great General.
+1 Visibility Range.
+20% CS when defending.
Survivalism I:
+25% CS when defending in Jungle and Forest tiles.
+2 HP healed per turn Outside of friendly territory.
Survivalism II:
+25% CS when defending in Open Terrain.
Heal +2 HP per turn.
Survivalism III:
+25% CS when defending in Rough Terrain.
Heal +2 HP per turn.
Survivalism IV:
+25% CS when defending.
Heal +3 HP per turn.
Trailblazer I:
Double Movement in Jungles and Forest.
+5% CS when defending in Jungle and Forest tiles.
Trailblazer II:
+1 Movement.
+5% CS when defending in Open Terrain.
Trailblazer III:
Ignores Zone or Control
+5% CS when defending in Rough Terrain.
Trailblazer IV:
Unit can Embark, cross Mountains and use Enemy Roads/Railroads.
+5% CS when defending.
If a Land Unit uses strategic resources, each resource used provides a buff in the form of a promotion. These promotions are unique to each strategic resource.
Horse:
Provides the Horse Promotion (Nearby Enemy Units suffer -10% CS. +10 Hit Points)
Iron:
Provides the Iron Promotion (+10% CS.)
Amphibious, Drill I, Heavy Infantry I, Stalwart, Woodsman now have prerequisite promotion of Blade I, Blade II, Polearm I, Polearm II, Blunt I or Blunt II.
Cover I and Shock I now have prerequisite promotion of Blade I or Blade II
Anti-Infantry I and Bash I now have prerequisite promotion of Blunt I and Blunt II
Anti-Cavalry I and Formation I now have prerequisite promotion of Polearm I and Polearm II
Bodyguard, Bonus vs Archer (25), Bonus vs Siege (25), Improved Armor I and War Mount I now have prerequisite promotion of Elephant I, Elephant II, Heavy Cavalry I, Heavy Cavalry II, Light Cavalry I or Light Cavalry II.
Anti-Archer I and Flanking I now have prerequisite promotion of Light Cavalry I or Light Cavalry II.
Charge I and Heavy Armor I now have prerequisite promotion of Heavy Cavalry I or Heavy Cavalry II.
Feared Elephant and Trample I now have prerequisite promotion of Elephant I or Elephant II.
Accuracy I, Barrage I, Quick Reload, Sidearms and Siege Support now have prerequisite promotion of Archer I, Archer II, Mounted Archer I or Mounted Archer II.
Anti Mounted Archer I and Missile Fire I now have prerequisite promotion of Archer I or Archer II.
Skirmisher Doctrine and Skirmisher I now have prerequisite promotion of Mounted Archer I or Mounted Archer II.
Attributes are promotions that are given to unit types (blunt, light cavalry, archer, etc...). They cannot be chosen and are always lost on upgrade.
Blade I:
+25% CS when attacking. +25 Max HP.
Heal an extra 7, 6 and 4 HP per turn in Friendly, Neutral and Enemy Territory respectively.
Polearm I:
+25% CS vs Mounted Units. +25 Max HP.
Heal an extra 7, 6 and 4 HP per turn in Friendly, Neutral and Enemy Territory respectively.
Blunt I:
+25% CS vs Melee Units. +50 Max HP.
Archer I:
+50% RCS vs Mounted Archer and Elephant units.
Heal an extra 2, 2 and 1 HP per turn in Friendly, Neutral and Enemy Territory respectively.
Mounted Archer I:
+25% CS when attacking Open tiles.
+50% CS Vs Elephant Units.
Heal an extra 2, 2 and 1 HP per turn in Friendly, Neutral and Enemy Territory respectively.
+1 Movements.
Light Cavalry I:
+25% CS vs Archer Units. +3 Movements.
Heal an extra 7, 6 and 4 HP per turn in Friendly, Neutral and Enemy Territory respectively.
Siege Engine I:
+25% RCS when attacking Cities.
+15% CS when defending against all Ranged Attacks
Damage from Cities reduced by 20%.
Heal an extra 7, 6 and 4 HP per turn in Friendly, Neutral and Enemy Territory respectively.
Recon I:
+25% CS when defending.
-90% CS when attacking.
+2 HP healed per turn Outside of friendly territory.
Blade II:
+33% CS when attacking. +50 Max HP.
Heal an extra 7, 6 and 4 HP per turn in Friendly, Neutral and Enemy Territory respectively.
Polearm II:
+33% CS vs Mounted Units. +50 Max HP.
Heal an extra 7, 6 and 4 HP per turn in Friendly, Neutral and Enemy Territory respectively.
Blunt II:
+33% CS vs Melee Units. +75 Max HP.
Archer II:
+50% RCS vs Mounted Archer and Elephant units.
+10% RCS when attacking.
Heal an extra 2, 2 and 1 HP per turn in Friendly, Neutral and Enemy Territory respectively.
Mounted Archer II:
+50% CS when attacking Open tiles.
+50% CS Vs Elephant Units.
Heal an extra 2, 2 and 1 HP per turn in Friendly, Neutral and Enemy Territory respectively.
+1 Movements.
Light Cavalry II:
+50% CS vs Archer Units. +3 Movements.
Heal an extra 7, 6 and 4 HP per turn in Friendly, Neutral and Enemy Territory respectively.
Siege Engine II:
+33% RCS when attacking Cities.
+25% CS when defending against all Ranged Attacks
Damage from Cities reduced by 20%.
Heal an extra 7, 6 and 4 HP per turn in Friendly, Neutral and Enemy Territory respectively.
Recon II:
+50% CS when defending.
-90% CS when attacking.
+4 HP healed per turn Outside of friendly territory.
Monk:
Base: +1 Faith
Buildings with this specialist: Shrine (1) and Temple (2)
+1 Faith at Philosophy and Theology
All Mounted Archer Units (Skirmisher, Heavy Skirmisher, Cuirassier, Cavalry and their replacements) Range increased to 2, Movement decreased to 3, Hit Points reduced to 75 (from 100) and both CS and RCS readjusted.
Skirmisher Doctrine no longer provides doubled flanking bonuses and CS when defending against Ranged Attacks. Promotion now gives +25% CS against Melee/Gun Units and -15% CS against Archer Units.
Armored Warrior:
60 or 100
Blunt Combat Type
Unlocked by Bronze Working
11 CS
2 Movement
Blunt I
Axeman:
30 or 100
Blade Combat Type
Unlocked by Mining
8 CS
2 Movement
Blade I
Battle Elephant:
Upgraded from Elite War Elephant
300 or 200
Elephant Combat Type
Unlocked by Exploration
36 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Elephant II (Nearby enemy units suffer -33% CS. +1 Movement. +200 Hit Points)
Early Dragoon:
150 or 200
Mounted Archer Combat Type
Unlocked by Gunpowder
15 CS
15 RCS/ 2 Range
2 Movement
May Not Melee Attack
Mounted Archer II (+50% CS when attacking Units in Open Terrain. +1 Movement.)
Elite War Elephant:
170 or 150
Elephant Combat Type
27 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Elephant I
Heavy Maceman:
Upgraded from Maceman
170 or 200
Blunt Combat Type
Unlocked by Astronomy
26 CS
2 Movement
Blunt II (+33% CS vs Melee Units. +50 Hit Points.)
Maceman:
105 or 150
Blunt Combat Type
Unlocked by Engineering
18 CS
2 Movement
Blunt I
Mounted Swordsman:
90 or 150
Light Cavalry Combat Type
Unlocked by Currency
Horse: -1
16 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Light Cavalry I
Archer:
45 or 100
5 CS
5 RCS/ 2 Range
2 Movement
May Not Melee Attack
Archer I
Bowman:
45 or 100
5 CS
6 RCS/ 2 Range
2 Movement
May Not Melee Attack
Archer I
Indirect Fire
Brute:
Blunt Combat Type
8 CS
2 Movement
Blunt I
Brute Force
Chariot Archer:
30 or 100
4 CS
4 RCS/ 2 Range
2 Movement
Can Move After Attacking
No Defensive Bonuses
May Not Melee Attack
Mounted Archer I
Companion Cavalry:
75 or 100
Heavy Cavalry Combat Type
Horse: -2
Unlocked by Military Strategy
14 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Heavy Cavalry I
Hand-Axe:
7 CS
7 RCS/ 2 Range
2 Movement
Archer I
Hoplite:
45 or 100
Polearm Combat Type
12 CS
2 Movement
Polearm I
Unity (+15% CS per Adjacent Friendly Unit)
Horseman:
45 or 100
Light Cavalry Combat Type
10 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Light Cavalry I
Immortal:
45 or 100
Polearm Combat Type
12 CS
2 Movement
Polearm I
Armor Plating I
Jaguar:
30 or 100
Blunt Combat Type
9 CS
2 Movement
Blunt I
Brute Force
Jaguar (+33% CS when fighting in Forest/Jungle. +1 Movement)
Pictish Warrior:
45 or 100
Polearm Combat Type
12 CS
2 Movement
Polearm I
Highlanders (+15% CS in Snow, Tundra, and Hill Tiles without Forest or Jungle.)
Slinger:
30 or 100
3 CS
3 RCS/ 2 Range
2 Movement
May Not Melee Attack
Archer I
Spearman:
45 or 100
Polearm Combat Type
10 CS
2 Movement
Polearm I
War Chariot:
30 or 100
4 CS
5 RCS/ 2 Range
2 Movement
Can Move After Attacking
No Defensive Bonuses
May Not Melee Attack
Mounted Archer I
Gift of the Pharaoh
War Elephant:
95 or 100
Elephant Combat Type
18 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Elephant I
Waraq'Ak:
30 or 100
Archery Combat Type
3 CS
4 RCS/ 2 Range
2 Movement
May Not Melee Attack
Archer I
Concussive Hits (Ranged Attacks by this Unit inflict the Dazed status on other Land Units, reducing their CS by 15% for 5 Turns.)
Warrior:
35 or 100
Blunt Combat Type
8 CS
2 Movement
Blunt I
Brute Force
Atlatlist:
80 or 100
8 CS
8 RCS/ 2 Range
2 Movement
May Not Melee Attack
Atlatl Strike
Archer I
Ballista:
65 or 100
7 CS
8 RCS/ 2 Range
2 Movement
May Not Melee Attack
No Defensive Terrain Bonuses
Accuracy I
Siege Engine I
Battering Ram:
50 or 100
Siege Combat Type
15 CS
2 Movement
No Defensive Terrain Bonuses
City Attack Only
Skeleton Key
Siege Engine I
Berserker:
110 or 150
Blade Combat Type
19 CS
2 Movement
Charge I
Blade I
Catapult:
65 or 100
7 CS
7 RCS/ 2 Range
2 Movement
May Not Melee Attack
No Defensive Terrain Bonuses
Siege Engine I
Composite Bow:
90 or 100
Unlocked by Philosophy
8 CS
8 RCS/ 2 Range
2 Movement
May Not Melee Attack
Archer I
Horse Archer:
65 or 100
6 CS
7 RCS/ 2 Range
2 Movement
Can Move After Attacking
No Defensive Terrain Bonuses
May Not Melee Attack
Accuracy I
Mounted Archer I
Kris Swordsman:
65 or 100
Blade Combat Type
15 CS
2 Movement
Mystic Blade
Blade I
Legion:
65 or 100
Blade Combat Type
15 CS
2 Movement
Pilum (While Fortified, adjacent Enemy Units take 4 Damage at the beginning of every turn.)
Blade I
Mohawk Warrior:
65 or 100
Blade Combat Type
15 CS
2 Movement
Mohawk (Double Movement in Forest/Jungle tiles)
Blade I
Pikeman:
90 or 150
Polearm Combat Type
Unlocked by Metal Casting
16 CS
2 Movement
Polearm I
Skirmisher:
65 or 100
6 CS
6 RCS/ 2 Range
2 Movement
Can Move After Attacking
No Defensive Terrain Bonuses
May Not Melee Attack
Mounted Archer I
Swordsman:
65 or 100
Blade Combat Type
13 CS
2 Movement
Blade I
Bandeirantes:
Upgraded from Horseman
90 or 150
Light Cavalry Combat Type
Unlocked by Chivalry
18 CS
2 Movement
Ocean Explorer
Flag Bearers (When revealing or pillaging tiles, gain 2 Gold, Culture and Science, scaling with Era)
Light Cavalry I
Camel Archer:
110 or 150
10 CS
11 RCS/ 2 Range
2 Movement
Can Move After Attacking
No Defensive Terrain Bonuses
May Not Melee Attack
Mounted Archer I
Splash Damage
Cataphract:
140 or 150
Heavy Cavalry Combat Type
Horse: -1
Iron: -1
24 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Heavy Cavalry I
Open Terrain Bonus (30)
Chu-Ko-Nu:
125 or 150
14 CS
15 RCS/ 2 Range
2 Movement
May Not Melee Attack
Archer I
Siege Volleys (+10% RCS when adjacent to or in a City. Deals 2 Damage to all Enemy Units adjacent to the targeted Unit (within Range))
Conquistador:
Replaces Mounted Swordsman
90 or 150
Light Cavalry Combat Type
Unlocked by Chivalry
Horse: -1
18 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Light Cavalry I
Ocean Explorer
Charge I
Crossbowman:
125 or 150
14 CS
14 RCS/ 2 Range
2 Movement
May Not Melee Attack
Archer I
Heavy Skirmisher:
110 or 150
10 CS
10 RCS/ 2 Range
2 Movement
Can Move After Attacking
No Defensive Terrain Bonuses
May Not Melee Attack
Mounted Archer I
Hwach'a:
110 or 150
12 CS
13 RCS/ 2 Range
2 Movement
May Not Melee Attack
No Defensive Terrain Bonuses
Siege Engine I
Missile Fire I
Knight:
140 or 150
Heavy Cavalry Combat Type
Horse: -1
Iron: -1
21 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Heavy Cavalry I
Longbowman:
125 or 150
14 CS
15 RCS/ 2 Range
2 Movement
May Not Melee Attack
Assize of Arms (+20% CS vs Mounted Units)
Archer I
Longswordsman:
110 or 150
Blade Combat Type
18 CS
2 Movement
Blade I
Mandekalu Cavalry:
Replaces Mounted Swordsman
90 or 150
Light Cavalry Combat Type
Unlocked by Chivalry
Horse: -1
18 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Light Cavalry I
Raider
Flanking I
Maori Warrior:
Replaces Maceman
105 or 150
Blunt Combat Type
20 CS
2 Movement
Haka War Dance
Blunt I
Naresuan's Elephant:
Replaces Elite War Elephant
170 or 150
Elephant Combat Type
27 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Elephant I
Bonus vs Mounted (50) (Not Lost with Upgrade)
Samurai:
110 or 150
Blade Combat Type
20 CS
2 Movement
Quick Study
Blade I
Trebuchet:
110 or 150
12 CS
12 RCS/ 2 Range
2 Movement
May Not Melee Attack
No Defensive Terrain Bonuses
Siege Engine I
1st Hussar (Name Changed from simply Hussar):
Upgraded from Mounted Swordsman
150 or 200
Light Cavalry Combat Type
Unlocked by Astronomy
26 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Wedge Formation (+33% CS when attacking. +1 Movement.)
Light Cavalry II (+50% CS vs Archer Units. +2 Movement.)
Cannon:
150 or 200
Siege Combat Type
17 CS
17 RCS/ 2 Range
2 Movement
May Not Melee Attack
No Defensive Terrain Bonuses
Siege Engine II (+33% RCS when attacking Cities. +25% CS when defending against all Ranged Attacks. Damage from Cities reduced by 20%.)
Cuirassier:
Upgraded from Knight
225 or 200
Heavy Cavalry Combat Type
Horse: -1
Iron: -1
30 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Heavy Cavalry II (+33% CS. +1 Movement. +100 Hit Points)
Hakkapeliitta:
Upgraded from Mounted Swordsman
150 or 200
Light Cavalry Combat Type
Unlocked by Astronomy
26 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Hakkaa Paalle (+33% CS when attacking Wounded Units.)
Light Cavalry II (+50% CS vs Archer Units. +2 Movement.)
Impi:
Upgraded from Maceman
170 or 200
Blunt Combat Type
Unlocked by Astronomy
28 CS
2 Movement
Ranged Support Fire
Blunt II (+33% CS vs Melee Units. +50 Hit Points.)
Janissary:
170 or 200
Archery Combat Type
19 CS
20 RCS/ 2 Range
2 Movement
May Not Melee Attack
March
Archer II (+50% CS vs Mounted Archer Units. +10% RCS when attacking.)
Lancer:
Upgraded from Mounted Swordsman
150 or 200
Light Cavalry Combat Type
Unlocked by Astronomy
24 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Light Cavalry II (+50% CS vs Archer Units. +2 Movement.)
Landsknecht:
150 or 200
Polearm Combat Type
26 CS
2 Movement
Doppelsoldner (+33% CS when attacking.)
Polearm II (+33% CS vs Mounted Units. +50 Hit Points.)
Note: Loses the "no Experience penalty or purchase cooldown, and can move immediately after being purchased"
Musketeer:
170 or 200
Archery Combat Type
19 CS
20 RCS/ 2 Range
2 Movement
May Not Melee Attack
Musketeer (+33% CS when defending. Earn experience toward promotions 50% faster.)
Archer II (+50% CS vs Mounted Archer Units. +10% RCS when attacking.)
Musketman:
170 or 200
Archery Combat Type
19 CS
19 RCS/ 2 Range
2 Movement
May Not Melee Attack
Archer II (+50% CS vs Mounted Archer Units. +10% RCS when attacking.)
Naga-Malla:
Upgraded from Elite War Elephant
300 or 200
Elephant Combat Type
Unlocked by Exploration
39 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Charge I
Elephant II (Nearby enemy units suffer -33% CS. +1 Movement. +200 Hit Points)
Sipahi:
Upgraded from Mounted Swordsman
150 or 200
Light Cavalry Combat Type
Unlocked by Astronomy
26 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Superior Flank Attack
Light Cavalry II (+50% CS vs Archer Units. +2 Movement.)
Tercio:
150 or 200
Polearm Combat Type
24 CS
2 Movement
Polearm II (+33% CS vs Mounted Units. +50 Hit Points.)
Two-Handed Swordsman:
150 or 200
Blade Combat Type
24 CS
2 Movement
Blade II (+33% CS when attacking. +50 Hit Points.)
Winged Hussar:
Upgraded from Knight
225 or 200
Heavy Cavalry Combat Type
Horse: -1
Iron: -1
33 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Heavy Charge
Heavy Cavalry II (+33% CS. +1 Movement. +100 Hit Points)
Pathfinder:
Limited to 1
20 or 100
8 CS
2 Movement
Ignore Terrain Cost
Reconnaissance
Recon I
Scout:
Limited to 1
40 or 100
16 CS
2 Movement
Ignore Terrain Cost
Reconnaissance
Recon I
Explorer:
Limited to 1
80 or 150
18 CS
2 Movement
Extra Sight While Embarked
Ignore Terrain Cost
Reconnaissance
Ocean Explorer
Recon I
v0.1: Download here.
Below is the summary of the main changes of this mod:
Code:
Note that the changes implemented are up to and including the Renaissance Era. Enlightenment Era is delayed due to working on the mechanics for Gunpowder Units.
Introduces new resources: Slaves, Niter and Holy Relic. These resources don't play a major role yet but they will be in a future update.
Splits Units into subclass:
-Melee into Polearm, Blade and Blunt
-Archer into Ranged and Mounted Ranged
-Mounted into Light Cavalry, Heavy Cavalry and Elephant
Reworked and reorganized promotions
Units given HP regen rates so some can recover faster from combat than others.
Early game Barbarians are much more dangerous.
Experience needed to level up reworked
Unit Supply from difficulties for both Humans and AIs has been adjusted
Various other balances and tweaks impacting combat
Below are the details of the changes:
Spoiler Details for v0.1 :
Spoiler New/Changed Barbarians :
Barbarians Promotions no longer provide double movement through certain Terrain/Feature and instead give them more Combat Strength when on those tiles.
Barbarian Archer:
9 CS / 9 RCS
May Not Melee Attack
Archer I
Missile Fire I
Missile Fire II
Barbarian Horseman:
14 CS
3 Movement
Can Move After Attacking
Horse
Light Cavalry
War Mount I
Barbarian Spearman:
14 CS
3 Movement
Polearm I
Stalwart
Barbarian Swordsman:
16 CS
3 Movement
Iron
Blade I
Heavy Infantry III
Brute:
10 CS
Brute Force
Blunt I
Heavy Infantry I
Heavy Infantry II
Hand-Axe:
Replaces Slinger
7 CS / 6 RCS
May Not Melee Attack
Archer I
Sidearms
Quick Reload
Spoiler Misc :
City now has 600 hit points (up from 300) and heal 10 HP per turn (up from 8).
Experience required increased from 10 to 20. Promotions now require: 20/60/120/200/300/420/560/720/900/1100 XP,
Max XP gained from fighting City-States and Barbarian Units are now 60 XP and 20 XP respectively.
Healing reduced across the board. Base Healing in Friendly, Neutral and Enemy territory set to 3, 2 and 1 respectively. Healing in Cities is now 10 while heal from pillaging tiles is now 5.
Missionaries removed from the game.
Settlers require 3 pop now.
Unit Supply lowered for both player and AI
Recon Units cost no supply.
City RCS is half of City CS.
Spoiler New/Changed Resources :
Holy Relics:
Revealed at Agriculture
Slave:
Revealed at Agriculture
Niter:
Revealed at Machinery
Spoiler New/Changed Buildings :
Ancient Dock:
unlocked at Fishing
55 Production cost
No Maintenance
+1 Gold
Harbor:
Loses +1 Supply Cap
Lighthouse:
Loses +1 Supply Cap
Spoiler Military and Defensive Buildings :
Armory (Renaissance Era):
unlocked at Metallurgy
300 Production cost
+20 XP to Archer Units (instead of XP to all units)
Increases the Military Unit Supply Cap from Population in this City by 5%
Loses +1 Military Unit Supply Cap
Loses reduction to Distress.
Barracks (Ancient Era):
+1 Iron
+20 XP to Blade and Gun Units (instead of XP to all units)
Loses reduction to Distress.
Castle (Medieval Era):
Unlocked at Machinery
175 Production cost
+350 HP
+8 CS (+4 RCS)
Dojo (Renaissance Era):
unlocked at Metallurgy
300 Production cost
+20 XP to Archer Units
Increases the Military Unit Supply Cap from Population in this City by 5% (and keeps the +2 Military Unit Supply Cap)
Loses reduction to Distress.
Ducal Stable (Medieval Era):
+3 Horses (increased from +1)
+20 XP to Light and Heavy Cavalry Units
Loses % Production for Mounted Units.
Improved Walls (Classical Era):
unlocked at Engineering
100 Production cost
1 Maintenance
Units in the City heals an additional 3 HP
-1 Unhappiness to all Needs
Keep (Renaissance Era):
unlocked at Sovereignty
300 Production cost
2 Maintenance
+450 HP
Units in the City heals an additional 3 HP
Mercenary Post (Classical Era):
unlocked at Metal Casting
100 Production cost
1 Maintenance
+20 XP to Polearm and Gun Units
Increases the Military Unit Supply Cap from Population in this City by 5%
Royal Guardhouse (Ancient Era):
+100 HP
+2 CS (+1 RCS)
Stable (Medieval Era):
+2 Horses
+20 XP to Heavy Cavalry Units
Loses Military Unit Supply Cap from Population.
Loses % Production for Mounted Units.
Walls (Ancient Era):
+150 HP
+4 CS (+2 RCS)
Walls of Babylon (Ancient Era):
+150 HP
+6 CS (+3 RCS)
Spoiler New/Changed Promotions :
Promotions now reorganized in the Civilopedia.
Spoiler Melee :
Melee promotions include Blade, Polearm and Blunt.
Drill I:
Available to Blade, Blunt and Polearm
Leads to Drill II
+10% CS.
+25% CS when attacking Cities
Drill II:
Available to Blade, Blunt and Polearm
Leads to Drill III
+10% CS.
+25% CS when attacking Cities
Drill III:
Available to Blade, Blunt and Polearm
+10% CS.
+50% CS when attacking Cities
Heavy Infantry I:
Available to Blade, Blunt and Polearm
Leads to Heavy Infantry II
+15% CS when defending.
+25 Hit Points.
Heavy Infantry II:
Available to Blade, Blunt and Polearm
Leads to Heavy Infantry III
+15% CS when defending.
+25 Hit Points.
Heavy Infantry III:
Available to Blade, Blunt and Polearm
+15% CS when defending.
+50 Hit Points.
Amphibious:
Available to Blade, Blunt and Polearm
Eliminates combat penalties for attacking from the sea or over a river.
Crossing a river costs only 1 Movement.
+15% CS on Marsh and Flood Plains.
Woodsman:
Available to Blade, Blunt and Polearm
+25% CS on Forest and Jungle.
+15% CS when attacking Wounded Units.
Stalwart:
Available to Blade, Blunt and Polearm
+35% CS when defending.
Blade:
Blade promotions are for swordsman units. They are the main shock infantry and are resistant to enemy ranged attacks.
Shock I:
Available to Blade
Leads to Shock II
+20% CS when attacking.
Flanking bonus increased by 10%.
Shock II:
Available to Blade
Leads to Shock III
+20% CS when attacking.
Flanking bonus increased by 10%.
Shock III:
Available to Blade
Leads to Shock IV
+20% CS when attacking.
Flanking bonus increased by 10%.
Shock IV:
Available to Blade
Leads to Shock V
+20% CS when attacking.
Flanking bonus increased by 10%.
Shock V:
Available to Blade
+20% CS when attacking.
Flanking bonus increased by 10%.
Cover I:
Available to Blade
Leads to Cover II
+25% CS when defending against all Ranged Attacks.
+10 Hit Points.
Cover II:
Available to Blade
Leads to Cover III
+25% CS when defending against all Ranged Attacks.
Damage from Cities reduced by 25%.
Cover III:
Available to Blade
+50% CS when defending against all Ranged Attacks.
+15 Hit Points.
Polearm:
Polearm promotions are for spear/pike units. They are the main backbone on open terrain and have bonuses against mounted and mounted archer units.
Formation I:
Available to Polearm
Leads to Formation II
+25% CS when defending in Open Terrain.
+25 Hit Points
Formation II:
Available to Polearm
Leads to Formation III
+25% CS when defending in Open Terrain.
+25 Hit Points
Formation III:
Available to Polearm
Leads to Formation IV
+25% CS when defending in Open Terrain.
+25 Hit Points
Formation IV:
Available to Polearm
Leads to Formation V
+25% CS when defending in Open Terrain.
+25 Hit Points
Formation V:
Available to Polearm
+25% CS when defending in Open Terrain.
+25 Hit Points
Anti-Cavalry I:
Available to Polearm
Leads to Anti-Cavalry II
+33% CS VS Mounted Units.
Anti-Cavalry II:
Available to Polearm
Leads to Anti-Cavalry III
+33% CS VS Mounted Units.
Anti-Cavalry III:
Available to Polearm
+34% CS VS Mounted Units.
Blunt:
Blunt promotions are for axe and mace units. They are the cheapest to produce and have a bonus against enemy infantry units (blade, polearm, blunt and archer)
Bash I:
Available to Blunt
Leads to Bash II
+15% CS when attacking.
Inflict the Bashed (I) status on Enemy Units during melee combat, reducing their CS by 15% for 3 Turns.
Bash II:
Available to Blunt
Leads to Bash III
+15% CS when attacking.
Inflict the Bashed (I) status on Enemy Units during melee combat, reducing their CS by 15% for 3 Turns.
Bash III:
Available to Blunt
Leads to Bash IV
+15% CS when attacking.
Inflict the Bashed (I) status on Enemy Units during melee combat, reducing their CS by 15% for 3 Turns.
Bash IV:
Available to Blunt
Leads to Bash V
+15% CS when attacking.
Inflict the Bashed (II) status on Enemy Units during melee combat, reducing their CS by 33% for 5 Turns.
Bash V:
Available to Blunt
Leads to Bash IV
+15% CS when attacking.
Inflict the Bashed (II) status on Enemy Units during melee combat, reducing their CS by 33% for 5 Turns.
Anti-Melee I:
Available to Blunt
Leads to Anti-Melee II
+33% CS VS Melee Units.
Anti-Melee II:
Available to Blunt
Leads to Anti-Melee III
+33% CS VS Melee Units.
Anti-Melee III:
Available to Blunt
+34% CS VS Melee Units.
Spoiler Mounted :
Mounted promotions include Light Cavalry, Heavy Cavalry and Elephant.
War Mount I:
Available to Light Cavalry, Heavy Cavalry and Elephant
Leads to War Mount II
Enemy unit receive -10% CS when adjacent to any unit with this promotion.
+33 Hit Points.
War Mount II:
Available to Light Cavalry, Heavy Cavalry and Elephant
Leads to War Mount III
Enemy unit receive -10% CS when adjacent to any unit with this promotion.
+33 Hit Points.
War Mount III:
Available to Light Cavalry, Heavy Cavalry and Elephant
Enemy unit receive -10% CS when adjacent to any unit with this promotion.
+34 Hit Points.
Improved Armor I:
Available to Light Cavalry, Heavy Cavalry and Elephant
Leads to Improved Armor II
+25% CS when defending.
Improved Armor II:
Available to Light Cavalry, Heavy Cavalry and Elephant
Leads to Improved Armor III
+25% CS when defending.
Improved Armor III:
Available to Light Cavalry, Heavy Cavalry and Elephant
+25% CS when defending.
Bodyguard:
Available to Light Cavalry, Heavy Cavalry and Elephant
+25 Hit Points.
Generates 50% more Great General Points from combat.
Bonus vs Siege (25):
Available to Light Cavalry, Heavy Cavalry and Elephant
+25% CS VS Siege Units
Bonus vs Archer (25) :
Available to Light Cavalry, Heavy Cavalry and Elephant
+25% CS VS Archer Units
Light Cavalry:
Light Cavalry promotions are for lightly armored and mobile cavalry units. They are cheaper, require either no or fewer strategic resources and excel at flanking and have a bonus against archer units.
Flanking I:
Available to Light Cavalry
Leads to Flanking II
Flanking bonus increased by 15%.
+15% CS when attacking.
Flanking II:
Available to Light Cavalry
Leads to Flanking III
Flanking bonus increased by 15%.
+15% CS when attacking Wounded Units.
Flanking III:
Available to Light Cavalry
Leads to Flanking IV
Flanking bonus increased by 15%.
+1 Movement
Flanking IV:
Available to Light Cavalry
Leads to Flanking V
Flanking bonus increased by 15%.
+15 Hit Points.
Flanking V:
Available to Light Cavalry
Flanking bonus increased by 15%.
Ignore Zone of Control
Anti-Archer I:
Available to Light Cavalry
Leads to Anti-Archer II
+33% CS VS Archer Units.
Anti-Archer II:
Available to Light Cavalry
Leads to Anti-Archer III
+33% CS VS Archer Units.
Anti-Archer III:
Available to Light Cavalry
+34% CS VS Archer Units.
Heavy Cavalry:
Heavy Cavalry promotions are for heavily armored and slower cavalry units. They are more expensive, require more strategic resources and excel at charging the enemy from the front while boasting a lot of defense.
Charge I:
Available to Heavy Cavalry
Leads to Charge II
+25% CS when attacking in Open Terrain
+15% CS when attacking Wounded Units.
Charge II:
Available to Heavy Cavalry
Leads to Charge III
+25% CS when attacking in Open Terrain
+15% CS when attacking Wounded Units.
Charge III:
Available to Heavy Cavalry
Leads to Charge IV
+25% CS when attacking in Open Terrain
+15% CS when attacking Wounded Units.
Charge IV:
Available to Heavy Cavalry
Leads to Charge V
+25% CS when attacking in Open Terrain
+15% CS when attacking Wounded Units.
Charge V:
Available to Heavy Cavalry
+25% CS when attacking in Open Terrain
+15% CS when attacking Wounded Units.
Heavy Armor I:
Available to Heavy Cavalry
Leads to Heavy Armor II
+25% CS when defending.
+25 Hit Points.
Heavy Armor II:
Available to Heavy Cavalry
Leads to Heavy Armor III
+25% CS when defending.
+35 Hit Points.
Heavy Armor III:
Available to Heavy Cavalry
+25% CS when defending.
+40 Hit Points.
Elephant:
Elephant promotions are for elephant units. They are the most expensive out of all the mounted units, require no strategic resources and excel at breaking enemy ranks while terrifying the enemy.
Trample I:
Deal 5 Damage to all Enemy Units adjacent to the Unit defeated by this unit.
+20% CS vs Units at or below 50 HP.
Trample II:
Deal 5 Damage to all Enemy Units adjacent to the Unit defeated by this unit.
+20% CS vs Units at or below 50 HP.
Trample III:
Deal 5 Damage to all Enemy Units adjacent to the Unit defeated by this unit.
+20% CS vs Units at or below 50 HP.
Trample IV:
Deal 5 Damage to all Enemy Units adjacent to the Unit defeated by this unit.
+20% CS vs Units at or below 50 HP.
Trample V:
Deal 5 Damage to all Enemy Units adjacent to the Unit defeated by this unit.
+20% CS vs Units at or below 50 HP.
Feared Elephant I:
Available to Elephant
Leads to Feared Elephant II
Enemy unit receive -20% CS when adjacent to any unit with this promotion.
+20% CS when attacking.
Feared Elephant II:
Available to Elephant
Leads to Feared Elephant III
Enemy unit receive -20% CS when adjacent to any unit with this promotion.
+20% CS when attacking.
Feared Elephant III:
Available to Elephant
Enemy unit receive -20% CS when adjacent to any unit with this promotion.
+20% CS when attacking.
Spoiler Archer :
Archer Promotions include Archer and Mounted Archer.
Accuracy I:
Available to Archer and Mounted Archer
Leads to Accuracy II
+5% RCS.
+5% CS when attacking Units above 50% HP.
Accuracy II:
Available to Archer and Mounted Archer
Leads to Accuracy III
+5% RCS.
+5% CS when attacking Units above 50% HP.
Accuracy III:
Available to Archer and Mounted Archer
+5% RCS.
+5% CS when attacking Units above 50% HP.
Barrage I:
Available to Archer and Mounted Archer
Leads to Barrage II
+5% RCS.
+5% CS when attacking Units at or below 50% HP.
Barrage II:
Available to Archer and Mounted Archer
Leads to Barrage III
+5% RCS.
+5% CS when attacking Units at or below 50% HP.
Barrage III:
Available to Archer and Mounted Archer
+5% RCS.
+5% CS when attacking Units at or below 50% HP.
Quick Reload:
Available to Archer and Mounted Archer
+10% RCS.
Sidearms:
Available to Archer and Mounted Archer
+15% CS VS Melee Units.
Siege Support:
Available to Archer and Mounted Archer
+10% RCS VS Cities.
Ranged:
Archer promotions are for foot archer units. These units deal the second least amount of damage due to their ability to attack enemy units without retaliation and are especially dangerous to Mounted Archer units.
Missile Fire I:
Available to Archer
Leads to Missile Fire II
+10% CS vs Units above 50 HP.
Deals 2 damage to all enemy units adjacent to targeted unit (within range).
Missile Fire II:
Available to Archer
Leads to Missile Fire III
+10% CS vs Units above 50 HP.
Deals 2 damage to all enemy units adjacent to targeted unit (within range).
Missile Fire III:
Available to Archer
Leads to Missile Fire IV
+10% CS vs Units above 50 HP.
Deals 2 damage to all enemy units adjacent to targeted unit (within range).
Missile Fire IV:
Available to Archer
Leads to Missile Fire V
+10% CS vs Units above 50 HP.
Deals 2 damage to all enemy units adjacent to targeted unit (within range).
Missile Fire V:
Available to Archer
+10% CS vs Units above 50 HP.
Deals 2 damage to all enemy units adjacent to targeted unit (within range).
Anti Mounted Archer I:
Available to Archer
Leads to Anti Mounted Archer II
+50% CS VS Mounted Archer Units.
Anti Mounted Archer II:
Available to Archer
Leads to Anti Mounted Archer III
+50% CS VS Mounted Archer Units.
Anti Mounted Archer III:
Available to Archer
+50% CS VS Mounted Archer Units.
Mounted Ranged:
Mounted Archer promotions are for more mobile archer units. These units deal the least amount of damage due to their ability to kite units, especially when they are properly supported.
Skirmisher I:
Available to Mounted Archer
Leads to Skirmisher II
+25% CS when attacking Units in Open Terrain.
Skirmisher II:
Available to Mounted Archer
Leads to Skirmisher III
+25% CS when attacking Units in Open Terrain.
Skirmisher III:
Available to Mounted Archer
Leads to Skirmisher IV
+25% CS when attacking Units in Open Terrain.
Skirmisher IV:
Available to Mounted Archer
Leads to Skirmisher V
+25% CS when attacking Units in Open Terrain.
Skirmisher V:
Available to Mounted Archer
+25% CS when attacking Units in Open Terrain.
Skirmisher Doctrine:
Available to Mounted Archer
Leads to Coup de Grace
+25% CS VS Melee Units.
Coup de Grace:
Available to Mounted Archer
Leads to Parthian Tactics
+30% RCS when attacking Units at or below 50% HP
Parthian Tactics:
Available to Mounted Archer
Ignores Zone of Control
Spoiler Siege :
Siege promotions are for siege units. These units specialize at attacking Cities and take reduced damage from both ranged attacks and city bombardments.
Volley:
Available to Siege
Leads to Volley II
+15% RCS when attacking Fortified Units and Cities.
Volley II:
Available to Siege
Leads to Volley III
+15% RCS when attacking Fortified Units and Cities.
Volley III:
Available to Siege
+15% RCS when attacking Fortified Units and Cities.
Splash I:
Available to Siege
Leads to Splash II
Deals 2 damage to all enemy units adjacent to targeted unit (within range).
Splash II:
Available to Siege
Leads to Splash III
Deals 2 damage to all enemy units adjacent to targeted unit (within range).
Splash III:
Available to Siege
Deals 2 damage to all enemy units adjacent to targeted unit (within range).
Wet Hide:
Available to Siege
+15% CS when defending against all Ranged Attacks
Cadaver Projectiles:
Available to Siege
Inflict the Rotting (I) status on Enemy Units following a range attack, reducing their Hit Points by 15 for 4 Turns.
Siege Medic:
Available to Siege
This unit and all others in adjacent tiles heal 3 additional HP per turn
Siege I:
Available to Siege
Leads to Siege II
+25% RCS when attacking Cities.
Siege II:
Available to Siege
Leads to Siege III
+25% RCS when attacking Cities.
Siege III:
Available to Siege
Leads to Siege IV
+25% RCS when attacking Cities.
Siege IV:
Available to Siege
Leads to Siege V
+25% RCS when attacking Cities.
Siege V:
Available to Siege
Leads to Siege II
+50% RCS when attacking Cities.
Field I:
Available to Siege
Leads to Field II
+33% CS when defending against all Ranged Attacks
Damage from Cities reduced by 20%.
Field II:
Available to Siege
Leads to Field III
+33% CS when defending against all Ranged Attacks
Damage from Cities reduced by 20%.
Field III:
Available to Siege
+34% CS when defending against all Ranged Attacks
Damage from Cities reduced by 20%.
Spoiler Mystic Blade :
Ambition:
+15% CS when attacking.
+5% CS when defending.
Ancestral Protection:
+5% CS when attacking.
+15% CS when defending.
Enemy Blade:
Heals 2 HP if the unit begins its turn in Enemy Territory.
2 Damage to all adjacent enemy Units each Turn.
Invulnerability:
Damage from all sources reduced by 2.
+5 HP when healing.
Restlessness:
May Attack Twice.
Sneak Attack:
Flanking bonus increased by 25%.
Spoiler Recon Promotions :
Scouting I:
+1 Visibility Range.
Gain +5 XP after Pillaging an Improvement.
+5% CS when defending.
Scouting II:
All adjacent Units Heal 2 Additional HP per turn.
+10% CS when defending.
Scouting III:
+2 XP for every turn spent disembarked in the Enemy Territory of a Major Civ.
No Movement Cost to Pillage.
+15% CS when defending.
Scouting IV:
Unit awards combat bonus to nearby units as if it is a Great General.
+1 Visibility Range.
+20% CS when defending.
Survivalism I:
+25% CS when defending in Jungle and Forest tiles.
+2 HP healed per turn Outside of friendly territory.
Survivalism II:
+25% CS when defending in Open Terrain.
Heal +2 HP per turn.
Survivalism III:
+25% CS when defending in Rough Terrain.
Heal +2 HP per turn.
Survivalism IV:
+25% CS when defending.
Heal +3 HP per turn.
Trailblazer I:
Double Movement in Jungles and Forest.
+5% CS when defending in Jungle and Forest tiles.
Trailblazer II:
+1 Movement.
+5% CS when defending in Open Terrain.
Trailblazer III:
Ignores Zone or Control
+5% CS when defending in Rough Terrain.
Trailblazer IV:
Unit can Embark, cross Mountains and use Enemy Roads/Railroads.
+5% CS when defending.
Spoiler Promotions from Strategic Resources :
If a Land Unit uses strategic resources, each resource used provides a buff in the form of a promotion. These promotions are unique to each strategic resource.
Horse:
Provides the Horse Promotion (Nearby Enemy Units suffer -10% CS. +10 Hit Points)
Iron:
Provides the Iron Promotion (+10% CS.)
Spoiler Promotion Prerequisites :
Amphibious, Drill I, Heavy Infantry I, Stalwart, Woodsman now have prerequisite promotion of Blade I, Blade II, Polearm I, Polearm II, Blunt I or Blunt II.
Cover I and Shock I now have prerequisite promotion of Blade I or Blade II
Anti-Infantry I and Bash I now have prerequisite promotion of Blunt I and Blunt II
Anti-Cavalry I and Formation I now have prerequisite promotion of Polearm I and Polearm II
Bodyguard, Bonus vs Archer (25), Bonus vs Siege (25), Improved Armor I and War Mount I now have prerequisite promotion of Elephant I, Elephant II, Heavy Cavalry I, Heavy Cavalry II, Light Cavalry I or Light Cavalry II.
Anti-Archer I and Flanking I now have prerequisite promotion of Light Cavalry I or Light Cavalry II.
Charge I and Heavy Armor I now have prerequisite promotion of Heavy Cavalry I or Heavy Cavalry II.
Feared Elephant and Trample I now have prerequisite promotion of Elephant I or Elephant II.
Accuracy I, Barrage I, Quick Reload, Sidearms and Siege Support now have prerequisite promotion of Archer I, Archer II, Mounted Archer I or Mounted Archer II.
Anti Mounted Archer I and Missile Fire I now have prerequisite promotion of Archer I or Archer II.
Skirmisher Doctrine and Skirmisher I now have prerequisite promotion of Mounted Archer I or Mounted Archer II.
Spoiler New/Changed Attributes :
Attributes are promotions that are given to unit types (blunt, light cavalry, archer, etc...). They cannot be chosen and are always lost on upgrade.
Blade I:
+25% CS when attacking. +25 Max HP.
Heal an extra 7, 6 and 4 HP per turn in Friendly, Neutral and Enemy Territory respectively.
Polearm I:
+25% CS vs Mounted Units. +25 Max HP.
Heal an extra 7, 6 and 4 HP per turn in Friendly, Neutral and Enemy Territory respectively.
Blunt I:
+25% CS vs Melee Units. +50 Max HP.
Archer I:
+50% RCS vs Mounted Archer and Elephant units.
Heal an extra 2, 2 and 1 HP per turn in Friendly, Neutral and Enemy Territory respectively.
Mounted Archer I:
+25% CS when attacking Open tiles.
+50% CS Vs Elephant Units.
Heal an extra 2, 2 and 1 HP per turn in Friendly, Neutral and Enemy Territory respectively.
+1 Movements.
Light Cavalry I:
+25% CS vs Archer Units. +3 Movements.
Heal an extra 7, 6 and 4 HP per turn in Friendly, Neutral and Enemy Territory respectively.
Siege Engine I:
+25% RCS when attacking Cities.
+15% CS when defending against all Ranged Attacks
Damage from Cities reduced by 20%.
Heal an extra 7, 6 and 4 HP per turn in Friendly, Neutral and Enemy Territory respectively.
Recon I:
+25% CS when defending.
-90% CS when attacking.
+2 HP healed per turn Outside of friendly territory.
Blade II:
+33% CS when attacking. +50 Max HP.
Heal an extra 7, 6 and 4 HP per turn in Friendly, Neutral and Enemy Territory respectively.
Polearm II:
+33% CS vs Mounted Units. +50 Max HP.
Heal an extra 7, 6 and 4 HP per turn in Friendly, Neutral and Enemy Territory respectively.
Blunt II:
+33% CS vs Melee Units. +75 Max HP.
Archer II:
+50% RCS vs Mounted Archer and Elephant units.
+10% RCS when attacking.
Heal an extra 2, 2 and 1 HP per turn in Friendly, Neutral and Enemy Territory respectively.
Mounted Archer II:
+50% CS when attacking Open tiles.
+50% CS Vs Elephant Units.
Heal an extra 2, 2 and 1 HP per turn in Friendly, Neutral and Enemy Territory respectively.
+1 Movements.
Light Cavalry II:
+50% CS vs Archer Units. +3 Movements.
Heal an extra 7, 6 and 4 HP per turn in Friendly, Neutral and Enemy Territory respectively.
Siege Engine II:
+33% RCS when attacking Cities.
+25% CS when defending against all Ranged Attacks
Damage from Cities reduced by 20%.
Heal an extra 7, 6 and 4 HP per turn in Friendly, Neutral and Enemy Territory respectively.
Recon II:
+50% CS when defending.
-90% CS when attacking.
+4 HP healed per turn Outside of friendly territory.
Spoiler New Specialist :
Monk:
Base: +1 Faith
Buildings with this specialist: Shrine (1) and Temple (2)
+1 Faith at Philosophy and Theology
Spoiler New/Changed Units :
All Mounted Archer Units (Skirmisher, Heavy Skirmisher, Cuirassier, Cavalry and their replacements) Range increased to 2, Movement decreased to 3, Hit Points reduced to 75 (from 100) and both CS and RCS readjusted.
Skirmisher Doctrine no longer provides doubled flanking bonuses and CS when defending against Ranged Attacks. Promotion now gives +25% CS against Melee/Gun Units and -15% CS against Archer Units.
Spoiler New Land Units :
Armored Warrior:
60 or 100
Blunt Combat Type
Unlocked by Bronze Working
11 CS
2 Movement
Blunt I
Axeman:
30 or 100
Blade Combat Type
Unlocked by Mining
8 CS
2 Movement
Blade I
Battle Elephant:
Upgraded from Elite War Elephant
300 or 200
Elephant Combat Type
Unlocked by Exploration
36 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Elephant II (Nearby enemy units suffer -33% CS. +1 Movement. +200 Hit Points)
Early Dragoon:
150 or 200
Mounted Archer Combat Type
Unlocked by Gunpowder
15 CS
15 RCS/ 2 Range
2 Movement
May Not Melee Attack
Mounted Archer II (+50% CS when attacking Units in Open Terrain. +1 Movement.)
Elite War Elephant:
170 or 150
Elephant Combat Type
27 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Elephant I
Heavy Maceman:
Upgraded from Maceman
170 or 200
Blunt Combat Type
Unlocked by Astronomy
26 CS
2 Movement
Blunt II (+33% CS vs Melee Units. +50 Hit Points.)
Maceman:
105 or 150
Blunt Combat Type
Unlocked by Engineering
18 CS
2 Movement
Blunt I
Mounted Swordsman:
90 or 150
Light Cavalry Combat Type
Unlocked by Currency
Horse: -1
16 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Light Cavalry I
Spoiler Changed Ancient Era Land Units :
Archer:
45 or 100
5 CS
5 RCS/ 2 Range
2 Movement
May Not Melee Attack
Archer I
Bowman:
45 or 100
5 CS
6 RCS/ 2 Range
2 Movement
May Not Melee Attack
Archer I
Indirect Fire
Brute:
Blunt Combat Type
8 CS
2 Movement
Blunt I
Brute Force
Chariot Archer:
30 or 100
4 CS
4 RCS/ 2 Range
2 Movement
Can Move After Attacking
No Defensive Bonuses
May Not Melee Attack
Mounted Archer I
Companion Cavalry:
75 or 100
Heavy Cavalry Combat Type
Horse: -2
Unlocked by Military Strategy
14 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Heavy Cavalry I
Hand-Axe:
7 CS
7 RCS/ 2 Range
2 Movement
Archer I
Hoplite:
45 or 100
Polearm Combat Type
12 CS
2 Movement
Polearm I
Unity (+15% CS per Adjacent Friendly Unit)
Horseman:
45 or 100
Light Cavalry Combat Type
10 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Light Cavalry I
Immortal:
45 or 100
Polearm Combat Type
12 CS
2 Movement
Polearm I
Armor Plating I
Jaguar:
30 or 100
Blunt Combat Type
9 CS
2 Movement
Blunt I
Brute Force
Jaguar (+33% CS when fighting in Forest/Jungle. +1 Movement)
Pictish Warrior:
45 or 100
Polearm Combat Type
12 CS
2 Movement
Polearm I
Highlanders (+15% CS in Snow, Tundra, and Hill Tiles without Forest or Jungle.)
Slinger:
30 or 100
3 CS
3 RCS/ 2 Range
2 Movement
May Not Melee Attack
Archer I
Spearman:
45 or 100
Polearm Combat Type
10 CS
2 Movement
Polearm I
War Chariot:
30 or 100
4 CS
5 RCS/ 2 Range
2 Movement
Can Move After Attacking
No Defensive Bonuses
May Not Melee Attack
Mounted Archer I
Gift of the Pharaoh
War Elephant:
95 or 100
Elephant Combat Type
18 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Elephant I
Waraq'Ak:
30 or 100
Archery Combat Type
3 CS
4 RCS/ 2 Range
2 Movement
May Not Melee Attack
Archer I
Concussive Hits (Ranged Attacks by this Unit inflict the Dazed status on other Land Units, reducing their CS by 15% for 5 Turns.)
Warrior:
35 or 100
Blunt Combat Type
8 CS
2 Movement
Blunt I
Brute Force
Spoiler Changed Classical Era Land Units :
Atlatlist:
80 or 100
8 CS
8 RCS/ 2 Range
2 Movement
May Not Melee Attack
Atlatl Strike
Archer I
Ballista:
65 or 100
7 CS
8 RCS/ 2 Range
2 Movement
May Not Melee Attack
No Defensive Terrain Bonuses
Accuracy I
Siege Engine I
Battering Ram:
50 or 100
Siege Combat Type
15 CS
2 Movement
No Defensive Terrain Bonuses
City Attack Only
Skeleton Key
Siege Engine I
Berserker:
110 or 150
Blade Combat Type
19 CS
2 Movement
Charge I
Blade I
Catapult:
65 or 100
7 CS
7 RCS/ 2 Range
2 Movement
May Not Melee Attack
No Defensive Terrain Bonuses
Siege Engine I
Composite Bow:
90 or 100
Unlocked by Philosophy
8 CS
8 RCS/ 2 Range
2 Movement
May Not Melee Attack
Archer I
Horse Archer:
65 or 100
6 CS
7 RCS/ 2 Range
2 Movement
Can Move After Attacking
No Defensive Terrain Bonuses
May Not Melee Attack
Accuracy I
Mounted Archer I
Kris Swordsman:
65 or 100
Blade Combat Type
15 CS
2 Movement
Mystic Blade
Blade I
Legion:
65 or 100
Blade Combat Type
15 CS
2 Movement
Pilum (While Fortified, adjacent Enemy Units take 4 Damage at the beginning of every turn.)
Blade I
Mohawk Warrior:
65 or 100
Blade Combat Type
15 CS
2 Movement
Mohawk (Double Movement in Forest/Jungle tiles)
Blade I
Pikeman:
90 or 150
Polearm Combat Type
Unlocked by Metal Casting
16 CS
2 Movement
Polearm I
Skirmisher:
65 or 100
6 CS
6 RCS/ 2 Range
2 Movement
Can Move After Attacking
No Defensive Terrain Bonuses
May Not Melee Attack
Mounted Archer I
Swordsman:
65 or 100
Blade Combat Type
13 CS
2 Movement
Blade I
Spoiler Changed Medieval Era Land Units :
Bandeirantes:
Upgraded from Horseman
90 or 150
Light Cavalry Combat Type
Unlocked by Chivalry
18 CS
2 Movement
Ocean Explorer
Flag Bearers (When revealing or pillaging tiles, gain 2 Gold, Culture and Science, scaling with Era)
Light Cavalry I
Camel Archer:
110 or 150
10 CS
11 RCS/ 2 Range
2 Movement
Can Move After Attacking
No Defensive Terrain Bonuses
May Not Melee Attack
Mounted Archer I
Splash Damage
Cataphract:
140 or 150
Heavy Cavalry Combat Type
Horse: -1
Iron: -1
24 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Heavy Cavalry I
Open Terrain Bonus (30)
Chu-Ko-Nu:
125 or 150
14 CS
15 RCS/ 2 Range
2 Movement
May Not Melee Attack
Archer I
Siege Volleys (+10% RCS when adjacent to or in a City. Deals 2 Damage to all Enemy Units adjacent to the targeted Unit (within Range))
Conquistador:
Replaces Mounted Swordsman
90 or 150
Light Cavalry Combat Type
Unlocked by Chivalry
Horse: -1
18 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Light Cavalry I
Ocean Explorer
Charge I
Crossbowman:
125 or 150
14 CS
14 RCS/ 2 Range
2 Movement
May Not Melee Attack
Archer I
Heavy Skirmisher:
110 or 150
10 CS
10 RCS/ 2 Range
2 Movement
Can Move After Attacking
No Defensive Terrain Bonuses
May Not Melee Attack
Mounted Archer I
Hwach'a:
110 or 150
12 CS
13 RCS/ 2 Range
2 Movement
May Not Melee Attack
No Defensive Terrain Bonuses
Siege Engine I
Missile Fire I
Knight:
140 or 150
Heavy Cavalry Combat Type
Horse: -1
Iron: -1
21 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Heavy Cavalry I
Longbowman:
125 or 150
14 CS
15 RCS/ 2 Range
2 Movement
May Not Melee Attack
Assize of Arms (+20% CS vs Mounted Units)
Archer I
Longswordsman:
110 or 150
Blade Combat Type
18 CS
2 Movement
Blade I
Mandekalu Cavalry:
Replaces Mounted Swordsman
90 or 150
Light Cavalry Combat Type
Unlocked by Chivalry
Horse: -1
18 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Light Cavalry I
Raider
Flanking I
Maori Warrior:
Replaces Maceman
105 or 150
Blunt Combat Type
20 CS
2 Movement
Haka War Dance
Blunt I
Naresuan's Elephant:
Replaces Elite War Elephant
170 or 150
Elephant Combat Type
27 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Elephant I
Bonus vs Mounted (50) (Not Lost with Upgrade)
Samurai:
110 or 150
Blade Combat Type
20 CS
2 Movement
Quick Study
Blade I
Trebuchet:
110 or 150
12 CS
12 RCS/ 2 Range
2 Movement
May Not Melee Attack
No Defensive Terrain Bonuses
Siege Engine I
Spoiler Changed Renaissance Units :
1st Hussar (Name Changed from simply Hussar):
Upgraded from Mounted Swordsman
150 or 200
Light Cavalry Combat Type
Unlocked by Astronomy
26 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Wedge Formation (+33% CS when attacking. +1 Movement.)
Light Cavalry II (+50% CS vs Archer Units. +2 Movement.)
Cannon:
150 or 200
Siege Combat Type
17 CS
17 RCS/ 2 Range
2 Movement
May Not Melee Attack
No Defensive Terrain Bonuses
Siege Engine II (+33% RCS when attacking Cities. +25% CS when defending against all Ranged Attacks. Damage from Cities reduced by 20%.)
Cuirassier:
Upgraded from Knight
225 or 200
Heavy Cavalry Combat Type
Horse: -1
Iron: -1
30 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Heavy Cavalry II (+33% CS. +1 Movement. +100 Hit Points)
Hakkapeliitta:
Upgraded from Mounted Swordsman
150 or 200
Light Cavalry Combat Type
Unlocked by Astronomy
26 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Hakkaa Paalle (+33% CS when attacking Wounded Units.)
Light Cavalry II (+50% CS vs Archer Units. +2 Movement.)
Impi:
Upgraded from Maceman
170 or 200
Blunt Combat Type
Unlocked by Astronomy
28 CS
2 Movement
Ranged Support Fire
Blunt II (+33% CS vs Melee Units. +50 Hit Points.)
Janissary:
170 or 200
Archery Combat Type
19 CS
20 RCS/ 2 Range
2 Movement
May Not Melee Attack
March
Archer II (+50% CS vs Mounted Archer Units. +10% RCS when attacking.)
Lancer:
Upgraded from Mounted Swordsman
150 or 200
Light Cavalry Combat Type
Unlocked by Astronomy
24 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Light Cavalry II (+50% CS vs Archer Units. +2 Movement.)
Landsknecht:
150 or 200
Polearm Combat Type
26 CS
2 Movement
Doppelsoldner (+33% CS when attacking.)
Polearm II (+33% CS vs Mounted Units. +50 Hit Points.)
Note: Loses the "no Experience penalty or purchase cooldown, and can move immediately after being purchased"
Musketeer:
170 or 200
Archery Combat Type
19 CS
20 RCS/ 2 Range
2 Movement
May Not Melee Attack
Musketeer (+33% CS when defending. Earn experience toward promotions 50% faster.)
Archer II (+50% CS vs Mounted Archer Units. +10% RCS when attacking.)
Musketman:
170 or 200
Archery Combat Type
19 CS
19 RCS/ 2 Range
2 Movement
May Not Melee Attack
Archer II (+50% CS vs Mounted Archer Units. +10% RCS when attacking.)
Naga-Malla:
Upgraded from Elite War Elephant
300 or 200
Elephant Combat Type
Unlocked by Exploration
39 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Charge I
Elephant II (Nearby enemy units suffer -33% CS. +1 Movement. +200 Hit Points)
Sipahi:
Upgraded from Mounted Swordsman
150 or 200
Light Cavalry Combat Type
Unlocked by Astronomy
26 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Superior Flank Attack
Light Cavalry II (+50% CS vs Archer Units. +2 Movement.)
Tercio:
150 or 200
Polearm Combat Type
24 CS
2 Movement
Polearm II (+33% CS vs Mounted Units. +50 Hit Points.)
Two-Handed Swordsman:
150 or 200
Blade Combat Type
24 CS
2 Movement
Blade II (+33% CS when attacking. +50 Hit Points.)
Winged Hussar:
Upgraded from Knight
225 or 200
Heavy Cavalry Combat Type
Horse: -1
Iron: -1
33 CS
2 Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Heavy Charge
Heavy Cavalry II (+33% CS. +1 Movement. +100 Hit Points)
Spoiler Changed Recon Units :
Pathfinder:
Limited to 1
20 or 100
8 CS
2 Movement
Ignore Terrain Cost
Reconnaissance
Recon I
Scout:
Limited to 1
40 or 100
16 CS
2 Movement
Ignore Terrain Cost
Reconnaissance
Recon I
Explorer:
Limited to 1
80 or 150
18 CS
2 Movement
Extra Sight While Embarked
Ignore Terrain Cost
Reconnaissance
Ocean Explorer
Recon I
v0.1: Download here.
Last edited: