AG Tweak Mod for AGYRM

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,520
Hi everyone! This is amateurgamer! With the foundation modmod, AGYRM, mostly complete, I've now started on the second modular modmods as voted by those in the poll. This mod will have some core changes that defines it while there will also be a lot of experimental changes. The experimental changes may or may not stay in this mod. However, there is a good chance that a good portion of the experimental changes may find their way into another modular modmod. In order to play this modmod, you will need to enable AGYRM.

The tweak mod updates may vary in size. The first one isn't massive but you may notice that some seemingly small changes can have a big impact. Spoiler below shows the handful of changes made for v0.1. Some changes hint what other changes are coming to this modmod.

Spoiler Details for v0.1 :

All Land Units cost :c5citizen: Population and halts City growth. Civilian (except for Settlers), Diplomatic, Naval and Air Units are exempted.
City now has 600 hit points (up from 300) and heal 25 HP per turn (up from 8).
Settlers require 5 :c5citizen: Population to slow expansion.
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. Healing in friendly/neutral/enemy territory are now 5/2/1. Healing in Cities is now 10 while heal from pillaging tiles is now 5.
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.
Barbarians Promotions no longer provide double movement through certain Terrain/Feature and instead give them more :c5strength: Combat Strength when on those tiles.


Feedback and suggestions are appreciated!

Download:
Link Here.
 

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,520
Hi everyone! Here's an update to the tweak mod. Lots of changes to units, promotions and combat as a whole.

Changelog:
Code:
New Units, unit types and promotions.
Reworked and organized promotions.
New resources and one new specialist.
Population cost from Units removed due to difficulty with balance.

Spoiler Details for v0.2 :

Spoiler New Strategic Resources :

Timber:
Revealed at Agriculture

Holy Relics:
Revealed at Agriculture

Slave:
Revealed at Agriculture

Niter:
Revealed at Machinery


Spoiler New/Changed Unit :


Spoiler New Land Units :

Armored Warrior:
35 :c5production: or 100 :c5faith:
Blunt Combat Type
Unlocked by Bronze Working
11 :c5strength: CS
2 :c5moves: Movement
Blunt I

Axeman:
30 :c5production: or 100 :c5faith:
Blade Combat Type
Unlocked by Mining
9 :c5strength: CS
2 :c5moves: Movement
Blade I

Elite War Elephant:
160 :c5production: or 150 :c5faith:
Elephant Combat Type
27 :c5strength: CS
2 :c5moves: Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Elephant I

Maceman:
70 :c5production: or 150 :c5faith:
Blunt Combat Type
Unlocked by Engineering
17 :c5strength: CS
2 :c5moves: Movement
Blunt I

Mounted Swordsman:
90 :c5production: or 150 :c5faith:
Light Cavalry Combat Type
Unlocked by Currency
Horse: -1
21 :c5strength: CS
2 :c5moves: Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Light Cavalry I


Spoiler Changed Ancient Era Land Units :

Archer:
35 :c5production: or 100 :c5faith:
8 :c5strength: CS
8 :c5rangedstrength: RCS/ 2 Range
2 :c5moves: Movement
May Not Melee Attack
Archer I

Bowman:
35 :c5production: or 100 :c5faith:
8 :c5strength: CS
9 :c5rangedstrength: RCS/ 2 Range
2 :c5moves: Movement
May Not Melee Attack
Archer I
Indirect Fire

Brute:
Blunt Combat Type
8 :c5strength: CS
2 :c5moves: Movement
Blunt I
Brute Force

Chariot Archer:
25 :c5production: or 100 :c5faith:
6 :c5strength: CS
6 :c5rangedstrength: RCS/ 2 Range
2 :c5moves: Movement
Can Move After Attacking
No Defensive Bonuses
May Not Melee Attack
Mounted Archer I

Companion Cavalry:
50 :c5production: or 100 :c5faith:
Heavy Cavalry Combat Type
Horse: -2
Unlocked by Military Strategy
16 :c5strength: CS
2 :c5moves: Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Heavy Cavalry I

Hand-Axe:
7 :c5strength: CS
7 :c5rangedstrength: RCS/ 2 Range
2 :c5moves: Movement
Archer I

Hoplite:
35 :c5production: or 100 :c5faith:
Polearm Combat Type
13 :c5strength: CS
2 :c5moves: Movement
Polearm I
Unity (+15% CS per Adjacent Friendly Unit)

Horseman:
45 :c5production: or 100 :c5faith:
Light Cavalry Combat Type
14 :c5strength: CS
2 :c5moves: Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Light Cavalry I

Immortal:
35 :c5production: or 100 :c5faith:
Polearm Combat Type
13 :c5strength: CS
2 :c5moves: Movement
Polearm I
Armor Plating I

Jaguar:
25 :c5production: or 100 :c5faith:
Blunt Combat Type
9 :c5strength: CS
2 :c5moves: Movement
Blunt I
Brute Force
Jaguar (+33% CS when fighting in Forest/Jungle. +1 :c5moves: Movement)

Pictish Warrior:
35 :c5production: or 100 :c5faith:
Polearm Combat Type
13 :c5strength: CS
2 :c5moves: Movement
Polearm I
Highlanders (+15% CS in Snow, Tundra, and Hill Tiles without Forest or Jungle.)

Slinger:
20 :c5production: or 100 :c5faith:
5 :c5strength: CS
5 :c5rangedstrength: RCS/ 2 Range
2 :c5moves: Movement
May Not Melee Attack
Archer I

Spearman:
35 :c5production: or 100 :c5faith:
Polearm Combat Type
11 :c5strength: CS
2 :c5moves: Movement
Polearm I

War Chariot:
25 :c5production: or 100 :c5faith:
6 :c5strength: CS
7 :c5rangedstrength: RCS/ 2 Range
2 :c5moves: Movement
Can Move After Attacking
No Defensive Bonuses
May Not Melee Attack
Mounted Archer I
Gift of the Pharaoh

War Elephant:
70 :c5production: or 100 :c5faith:
Elephant Combat Type
18 :c5strength: CS
2 :c5moves: Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Elephant I

Waraq'Ak:
20 :c5production: or 100 :c5faith:
Archery Combat Type
5 :c5strength: CS
6 :c5rangedstrength: RCS/ 2 Range
2 :c5moves: 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:
25 :c5production: or 100 :c5faith:
Blunt Combat Type
8 :c5strength: CS
2 :c5moves: Movement
Blunt I
Brute Force


Spoiler Changed Classical Era Land Units :

Atlatlist:
50 :c5production: or 100 :c5faith:
11 :c5strength: CS
11 :c5rangedstrength: RCS/ 2 Range
2 :c5moves: Movement
May Not Melee Attack
Atlatl Strike
Archer I

Ballista:
50 :c5production: or 100 :c5faith:
10 :c5strength: CS
11 :c5rangedstrength: RCS/ 2 Range
2 :c5moves: Movement
May Not Melee Attack
No Defensive Terrain Bonuses
Accuracy I
Siege Engine I

Battering Ram:
50 :c5production: or 100 :c5faith:
Siege Combat Type
15 :c5strength: CS
2 :c5moves: Movement
No Defensive Terrain Bonuses
City Attack Only
Skeleton Key
Siege Engine I

Berserker:
70 :c5production: or 150 :c5faith:
Blade Combat Type
19 :c5strength: CS
2 :c5moves: Movement
Charge I
Blade I

Catapult:
50 :c5production: or 100 :c5faith:
10 :c5strength: CS
10 :c5rangedstrength: RCS/ 2 Range
2 :c5moves: Movement
May Not Melee Attack
No Defensive Terrain Bonuses
Siege Engine I

Composite Bow:
55 :c5production: or 100 :c5faith:
Unlocked by Philosophy
11 :c5strength: CS
11 :c5rangedstrength: RCS/ 2 Range
2 :c5moves: Movement
May Not Melee Attack
Archer I

Horse Archer:
50 :c5production: or 100 :c5faith:
9 :c5strength: CS
10 :c5rangedstrength: RCS/ 2 Range
2 :c5moves: Movement
Can Move After Attacking
No Defensive Terrain Bonuses
May Not Melee Attack
Accuracy I
Mounted Archer I

Kris Swordsman:
50 :c5production: or 100 :c5faith:
Blade Combat Type
16 :c5strength: CS
2 :c5moves: Movement
Mystic Blade
Blade I

Legion:
50 :c5production: or 100 :c5faith:
Blade Combat Type
16 :c5strength: CS
2 :c5moves: Movement
Pilum (While Fortified, adjacent Enemy Units take 4 Damage at the beginning of every turn.)
Blade I

Mohawk Warrior:
50 :c5production: or 100 :c5faith:
Blade Combat Type
16 :c5strength: CS
2 :c5moves: Movement
Mohawk (Double Movement in Forest/Jungle tiles)
Blade I

Pikeman:
70 :c5production: or 150 :c5faith:
Polearm Combat Type
Unlocked by Metal Casting
17 :c5strength: CS
2 :c5moves: Movement
Polearm I

Skirmisher:
50 :c5production: or 100 :c5faith:
9 :c5strength: CS
9 :c5rangedstrength: RCS/ 2 Range
2 :c5moves: Movement
Can Move After Attacking
No Defensive Terrain Bonuses
May Not Melee Attack
Mounted Archer I

Swordsman:
50 :c5production: or 100 :c5faith:
Blade Combat Type
14 :c5strength: CS
2 :c5moves: Movement
Blade I



Spoiler Changed Medieval Era Land Units :

Camel Archer:
80 :c5production: or 150 :c5faith:
12 :c5strength: CS
13 :c5rangedstrength: RCS/ 2 Range
2 :c5moves: Movement
Can Move After Attacking
No Defensive Terrain Bonuses
May Not Melee Attack
Mounted Archer I
Splash Damage

Cataphract:
110 :c5production: or 150 :c5faith:
Heavy Cavalry Combat Type
Horse: -1
Iron: -1
26 :c5strength: CS
2 :c5moves: Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Heavy Cavalry I
Open Terrain Bonus (30)

Chu-Ko-Nu:
80 :c5production: or 150 :c5faith:
14 :c5strength: CS
15 :c5rangedstrength: RCS/ 2 Range
2 :c5moves: 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 :c5production: or 150 :c5faith:
Light Cavalry Combat Type
Unlocked by Chivalry
Horse: -1
23 :c5strength: CS
2 :c5moves: Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Light Cavalry I
Ocean Explorer
Charge I

Crossbowman:
80 :c5production: or 150 :c5faith:
14 :c5strength: CS
14 :c5rangedstrength: RCS/ 2 Range
2 :c5moves: Movement
May Not Melee Attack
Archer I

Heavy Skirmisher:
80 :c5production: or 150 :c5faith:
12 :c5strength: CS
12 :c5rangedstrength: RCS/ 2 Range
2 :c5moves: Movement
Can Move After Attacking
No Defensive Terrain Bonuses
May Not Melee Attack
Mounted Archer I

Hwach'a:
80 :c5production: or 150 :c5faith:
13 :c5strength: CS
14 :c5rangedstrength: RCS/ 2 Range
2 :c5moves: Movement
May Not Melee Attack
No Defensive Terrain Bonuses
Siege Engine I
Missile Fire I

Knight:
110 :c5production: or 150 :c5faith:
Heavy Cavalry Combat Type
Horse: -1
Iron: -1
24 :c5strength: CS
2 :c5moves: Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Heavy Cavalry I

Longswordsman:
80 :c5production: or 150 :c5faith:
Blade Combat Type
18 :c5strength: CS
2 :c5moves: Movement
Blade I

Mandekalu Cavalry:
Replaces Mounted Swordsman
90 :c5production: or 150 :c5faith:
Light Cavalry Combat Type
Unlocked by Chivalry
Horse: -1
23 :c5strength: CS
2 :c5moves: Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Light Cavalry I
Raider
Flanking I

Maori Warrior:
Replaces Maceman
80 :c5production: or 150 :c5faith:
Blunt Combat Type
19 :c5strength: CS
2 :c5moves: Movement
Haka War Dance
Blunt I

Naresuan's Elephant:
Replaces Elite War Elephant
150 :c5production: or 150 :c5faith:
Elephant Combat Type
29 :c5strength: CS
2 :c5moves: Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Elephant I
Bonus vs Mounted (50) (Not Lost with Upgrade)

Samurai:
80 :c5production: or 150 :c5faith:
Blade Combat Type
20 :c5strength: CS
2 :c5moves: Movement
Quick Study
Blade I

Trebuchet:
80 :c5production: or 150 :c5faith:
13 :c5strength: CS
13 :c5rangedstrength: RCS/ 2 Range
2 :c5moves: Movement
May Not Melee Attack
No Defensive Terrain Bonuses
Siege Engine I


Spoiler Naval Units :

Caravel:
Timber: -1
HP increased to 175

Carrack:
Timber: -1
HP increased to 200

Corvette:
Timber: -1
HP increased to 225

Dromon:
Timber: -1
9 :c5strength: CS
9 :c5rangedstrength: RCS/ 2 Range

First Rate:
HP increased to 175

Frigate:
Timber: -1
HP increased to 175

Galleass:
Timber: -1
HP increased to 125

Galleon:
Timber: -1
HP increased to 150

Nau:
Timber: -1
HP increased to 200

Quinquereme:
Timber: -1
HP increased to 125
12 :c5strength: CS

Sea Beggar:
Timber: -1
HP increased to 225

Ship of the Line:
Timber: -1
HP increased to 250

Trireme:
Timber: -1
HP increased to 150
12 :c5strength: CS

Turtle Ship:
HP increased to 200



Spoiler New Buildings :

Ancient Dock:
unlocked at Fishing
Timber: +1
55 :c5production: Production cost
No :c5gold: Maintenance
+1 :c5gold: Gold


Spoiler Changed Buildings :

Barracks:
Loses +1 Supply Cap

Harbor:
Loses +1 Supply Cap
Timber: +1

Lighthouse:
Loses +1 Supply Cap


Spoiler New/Changed Promotions :

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 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.

Polearm I:
+25% CS vs Mounted Units. +25 Max HP.

Blunt I:
+25% CS vs Melee Units. +25 Max HP.

Archer I:
+50% RCS vs Mounted Archer units.

Mounted Archer I:
+25% CS when attacking Open tiles. +1 Movements.

Light Cavalry I:
+25% CS vs Archer Units. +2 Movements.

Heavy Cavalry I:
+25% CS. +1 Movement. +75 Max HP.

Elephant I:
Nearby enemy units suffer -15% CS. +1 Movement. +150 Max HP.

Siege Engine I:
+25% RCS when attacking Cities.
+15% CS when defending against all Ranged Attacks
Damage from Cities reduced by 20%.


Spoiler New Specialist :

Monk:
Base: +1 :c5faith: Faith
Buildings with this specialist: Shrine (1) and Temple (2)
+1 :c5faith: Faith at Philosophy and Theology


Spoiler Misc Changes :

Units no longer costs Citizens (due to difficulty balancing Capitals not having Pantheons)
Promotions now reorganized in the Civilopedia.
Settlers require 3 pop now.
Missionaries removed from the game.

 
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