AG's Late Game Mod

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,612
Hi everyone! This is amateurgamer! For lack of a better name, I decided to call this Late Game mod. Essentially, this mod will focus on things starting from Industrial Era. Depending on the changes, there's a good chance that I might be extending the eras using some existing mods. For the moment, I will be sticking with the Industrial, Modern, Atomic and Information Era of the mod. I plan on reworking many aspects of the late game. I've already started with the Extra Victory Condition mod, Zeppelin Lin Changes Mod and the New Ideology mod. In addition to those, I plan on changing unit stats, certain mechanics like naval combat, building yields and whatever I feel like tinkering with. I will try to update this first post often with what I have in mind. I know that the VP beta is still being changed but, with the promise of fewer major changes, I hope that means this mod will be compatible with the VP up to its gold version. The idea is that I will be working individual components in their thread and then combine them here to make sure they are compatible. Chances are that, once Gold VP version is out or a very stable version that I particularly like (whichever comes first), I will be only using that version for modding as constantly updating isn't very feasible.

Why do I make individual components? First, it makes it so much easier to troubleshoot. Secondly, I understand that some players might want with certain mod but not others. I want give people the option to either pick and choose their mods or just get the entire AG's modding experience in one single big mod. Anyways, that's enough for the introduction.

Below are the list of things I want to tackle (in no particular order). I will add to this list if I get any good ideas or good suggestions:

Spoiler Ideologies :

Go to this link.


Spoiler Rework the naval combat :

Go to this link.


Spoiler New and Changed Late Game Buildings. :

Go to this...

Some buildings produce Energy that's needed to run all buildings that don't need strategic resources.
Some buildings produce new Strategic Resources needed to make better units at the cost of :c5food: Food and Energy.
Some buildings are economical and, while using the new Strategic Resources, also give extra yields to the resource producing buildings.


Spoiler AG's Land Overhaul Mod :

Go to this link.


Spoiler AG's Air Overhaul Mod :

Go to this link.


Spoiler Potential changes (but very low on priority :

Spy system rework
Buffing some improvements and/or Unique Improvements

Spoiler Other :



Spoiler AGYRM Changelog :

Wonders:
Bletchley Park loses Spy bonuses and bonuses replace with +25% science in the city and +5 Great Scientist Points.
Broadway provides 2 free Great Musicians instead of one
Eiffel Tower policy cost reduced increased from 10% to 20%
Neuschwanstein gains bonus from mountains (like Machu Pichu) and instead gets 1 Culture and Gold per Mountain tile
Olympic Village gains +10 Tourism
Roman Forum loses free Paper
Smithsonian Institute now gives all Museums +1 Science and Tourism
Taj Mahal gains +1 Golden Age Points per 2 Citizens in the City.

Natural Wonders:
Fountain of Youth, Mt. Kilimanjaro and Sri Pada lose their base yields
Cerro de Potosi, King Solomon's Mines, Rock of Gibraltar and The Barringer Crater base yields increased from +1 to +2 Production
El Dorado base yields increased from +1 to +2 Gold
Mt. Kailash and Uluru base yields increased from +1 to +2 Faith
Mt. Sinai base yields increased from +1 to +2 Food
Krakatoa base yields increased from +1 Culture to +1 Culture and Production
Lake Victoria base yields increased from +1 Science to +1 Science and Food
Mt. Fuji base yields increased from +1 Culture to +1 Culture and Faith
Old Faithful base yields increased from +1 Science to +1 Science and Gold
The Grand Mesa base yields increased from +1 Culture to +1 Culture and Food

Units:
Destroyer cost lowered from 1300 to 650 Production and 900 to 450 Faith
Sensor Combat Ship cost lowered from 2500 to 1250 Production and 1600 to 800 Faith
Dreadnought cost lowered from 1300 to 650 Production and 900 to 450 Faith
Attack Submarine cost lowered from 1800 to 900 Production and 1200 to 600 Faith
Rocket Missile cost lowered from 400 to 300 Production
Samurai upgrades to Two-Handed Swordsman (instead of Tercio)


Spoiler AGYRM Details :




Spoiler AG Land Combat Mod Changelog :

Promotion Changes:
Brute Force change reverted
Drill I/II/III change reverted
Envelopment moved to Unused section
Screening moved to Unused section


Spoiler AG Passive Belief Mod Details :





Spoiler AGYRM Details :

Spoiler Revolutionaries :

Revolutionaries:
The Revolutionaries hate your Government and seek nothing more than to overthrow it.
If the Revolutionaries become Dominant when a new Legislature is composed, you will enter into a period of Anarchy!


Spoiler Chiefdom :

Elders:
The Elders stand for welfare interests.

Healers:
The Healers stand for religious interests.

Messengers:
The Messengers stand for diplomatic interests.

Traders:
The Traders stand for economic interests.

Warriors:
The Warriors stand for military interests.



Spoiler Monarchy :

Bourgeoisie:
The Bourgeoisie stand for the power of the merchant elite.

Clergy:
The Clergy stand for the power of the religious elite.

Commons:
The Commons stand for the power of the commoners.

Nobility:
The Nobility stand for the power of the aristocratic elite.


Spoiler Principality :

Citizens:
The Citizens stand for the power of city dwellers.

Peasants:
The Peasantry stands for the power of rural workers.



Spoiler Republic :

Oligarchs:
The Oligarchs stand for the power of the elite.

Populists:
The Populists stand for the power of the commons.

Soldiers:
The Soldiers stand for the power of the military.



Spoiler Theocracy :

Priesthood:
The Priesthood stand for religious control of the state.



Spoiler Dictatorship :

Communists:
The Communists stand for control over the economy.

Fascists:
The Fascists stand for control over the state.

Ultranationalists:
The Ultranationalists stand for control over the nation.

Libertarians:
The Libertarians stand for total freedom within society.

Third-Positionist:
The Third-positionists stand for some control of the economy and the state.




Spoiler AG Local Devt Changelog :

Added flavor to the new buildings.
+0.5 Crime per Pop (down from +1 Crime per Pop)
Each Heresy now produces -3 Faith and +2 Food (no longer lowers Science).
Each Corruption produces +3 Gold, -1 Production and -1 Food.
Each Crime produces -1 Gold, -1 Food and -1 Production.
All yield changes occur at the start of the turn as "instant yields" but they won't be shown up in the UI.
Known Bug: Underworld Policy Tree may appear locked but can be adopted once all requirements are met.


Spoiler AG Local Devt Details :

All Policy Trees are going to be reworked. The idea is to have policy trees that are more specialized and makes a better use of the new yields in the Cities. The design philosophy for the policy trees will also be different. From what we have seen, tall playstyle may not be viable. Therefore, there will no longer be a tall civ focused tree. Instead, there will be ones that improves the capital with smaller bonuses to other Cities.




Spoiler City Specialization Mod for AGYRM :


Spoiler City Specialization Mod Changelog :




Spoiler City Specialization Mod Details :


The concept is simple. There are Core Buildings that are available to all Cities. These buildings provide the bare minimum and are generally wanted in Cities. Then, there's the option of specialization where a set of Buildings are assigned to one specialization. The first of these Buildings (unlocked first) will be mutually exclusive to each other so it's not possible to get multiple specialization (which defeats the purpose).

Up to and including Industrial Era:
Core Buildings: 17
Coastal: 4 (+1)
Gold/City-State Diplomacy: 6
Food/Great People: 6
Faith/Religious: 2 (+3)
Science/Technology: 5
Cultural: 6
Tourism: 5
Production/Industrial: 5
Military: 5


Spoiler Core Buildings :

Bastion Fort/Ostrog
Castle
Circus/Ceilidh Hall
Council
Courthouse/Satrap's Court
Factory
Granary
Herbalist/Longhouse
Market/Bazaar
Menagerie
Monument/Stele
Smokehouse/Ger
Stone Works/Tabya
Walls/Walls of Babylon
Well
Zoo


Spoiler Specialization Buildings :


Spoiler Coastal :

Drydock
Harbor
Lighthouse/Runestone
Seaport


Spoiler Gold/City-State Diplomacy :

Bank
Caravansary/Burial Tomb
Chancery
Customs House/Hanse
Tavern
Weigh House


Spoiler Food/Great People :

Agribusiness
Aqueduct/Harappan Reservoir
Garden/Candi
Grocer/Coffee House
Manor
Water Mill/Floating Gardens


Spoiler Faith/Religious :

Shrine
Temple/Tetraconch


Spoiler Science/Technology :

Academy
Constabulary/Wat
Library
Public School/Skola
University/Seowan


Spoiler Cultural :

Amphitheater/Acropolis
Arena/Colosseum
Artists' Guild
Baths
Salon
Writers Guild


Spoiler Tourism :

Gallery
Hotel
Museum
Musicians' Guild
Opera House


Spoiler Production/Industrial :

Cloth Mill
Forge/Siege Foundry
Train Station
Windmill
Workshop


Spoiler Military :

Armory/Dojo
Barracks/Ikanda
Gunsmith
Military Academy
Stable/Ducat Stable









Spoiler Tweak Mod To-do-list for a future update :

Spoiler Uses of New Strategic Resources :

Slave:
Slave is the strategic resource used by slave Units. Slave Units don't use up supply or cost maintenance. They are very cheap to produce but are weaker than Units unlocked at the same time.

Slave units are best used when one needs to stall enemies from advancing. The slave units are meant to be cannon fodder while providing flank bonuses by taking up dangerous positions. Use them well and your experienced Units can stay very safe.

Niter:
Niter will become the strategic resource for Gunpowder Units and units that are commonly associated with gunpowder weapons. Units that use Niter will gain the Niter I attribute (+33% CS when attacking.)




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.

Niter:
Provides the Niter Promotion ()

Slave:
Provides the Slave Promotion ()



Spoiler Military and Defensive buildings :

Military buildings will provide the following bonuses:
  • XP to new units (possibly limited to certain unit types)
  • % Local Supply
  • Limited Strategic Resources
  • Faster production of certain unit types
Military buildings should be very specialized. They shouldn't provide bonuses to all units. Instead, they should highlight what unit types are the most dominant. For instance, cavalry should be at their strongest during Medieval Era where Knights are at their peak. Meanwhile, gunpowder units should be buffed during Enlightenment Era. More buildings will be added so each Era will get a military building. This does mean that Stables and Armory, both available in Medieval Era, will be split up with Armory moved to a different Era. The rule will be determined in the table below:

EraUnit Type
Ancient EraBlade
Classical EraPolearm
Medieval EraHeavy Cavalry
Renaissance EraArcher
Enlightenment EraMounted Archer
Industrial EraBlunt
Modern EraHeavy Tank
Atomic EraPlanes

Defensive buildings will provide the following bonuses:
  • More HP to City
  • More CS to City
  • More healing to units in City
  • Unhappiness reduction to all Needs

Base City CS is 5 while RCS is 2.5. Cities on Hills have an additional 2 CS and 1 RCS. Garrisoned units provide 50% of their CS but these don't contribute to the RCS.


Spoiler New Enlightenment Units :

Dragoon:
200 :c5production: or 250 :c5faith:
Mounted Archer Combat Type
Unlocked by Fortification
22 :c5strength: CS
22 :c5rangedstrength: RCS/ 2 Range
2 :c5moves: Movement
May Not Melee Attack
Mounted Archer II (+50% CS when attacking Units in Open Terrain. +1 Movement.)

Elite Battle Elephant:
Upgraded from Battle Elephant
400 :c5production: or 250 :c5faith:
Elephant Combat Type
Unlocked by Fortification
42 :c5strength: CS
2 :c5moves: Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Elephant II (Nearby enemy units suffer -33% CS. +1 Movement. +200 Hit Points)

Grenadier:
Unlocked at Flintlock

Hussar:


Spoiler Changed Enlightenment Units :

Carolean:

Field Gun:

Light Infantry:

Line Infantry:

Minuteman:




Spoiler Misc :




Spoiler Tweak Mod Land Units Rules :



Medieval Era:
-Column 5 Blade Units: 75 Production, 18 base :c5strength: CS, 2 :c5moves: Movement, 125 HP, 10/8/5 HP regen
-Column 5 Heavy Cavalry Units: 95 Production, 21 base :c5strength: CS, 2 :c5moves: Movement, 3 :c5moves: Movement, 150 HP, 3/2/1 HP regen
-Column 5 Elephant Units: 115 Production, 27 base :c5strength: CS, 2 :c5moves: Movement, 3 :c5moves: Movement, 250 HP, 3/2/1 HP regen
-Column 5 Mounted Archer Unit: 75 Production, 11 base :c5strength: CS, 11 base :c5rangedstrength: RCS, 2 :c5moves: Movement, 75 HP, 5/4/2 HP regen
-Column 5 Siege Units: 75 Production, 13 base :c5strength: CS, 13 base :c5rangedstrength: RCS, 2 :c5moves: Movement, 100 HP, 10/8/5 HP regen
-Column 5 Unique Melee Units: +2 :c5strength: CS and +1 Promotion
-Column 5 Unique Light Cavalry Units: +2 :c5strength: CS and +2 Promotion
-Column 5 Unique Heavy Cavalry Units: +3 :c5strength: CS and +1 Promotion
-Column 5 Unique Elephant Units: +2 :c5strength: CS and +1 Promotion
-Column 5 Unique Mounted Archer Unit: +1 :c5rangedstrength: RCS and +1 Promotion
-Column 5 Unique Siege Unit: +1 :c5rangedstrength: RCS and +1 Promotion

-Column 6 Archery Unit: 85 Production, 15 base :c5strength: CS, 15 base :c5rangedstrength: RCS, 2 :c5moves: Movement, 100 HP, 5/4/2 HP regen
-Column 6 Unique Archery Unit: +1 :c5rangedstrength: RCS and +1 Promotion

Renaissance Era:
-Column 7 Blade/Polearm Units: 100 Production, 24 base :c5strength: CS, 2 :c5moves: Movement, 150 HP, 10/8/5 HP regen
-Column 7 Blunt Units: 115 Production, 26 base :c5strength: CS, 2 :c5moves: Movement, 175 HP, 3/2/1 HP regen
-Column 7 Mounted Archer Unit: 100 Production, 16 base :c5strength: CS, 16 base :c5rangedstrength: RCS, 2 :c5moves: Movement, 75 HP, 5/4/2 HP regen
-Column 7 Light Cavalry Units: 100 Production, 24 base :c5strength: CS, 5 :c5moves: Movement, 125 HP, 10/8/5 HP regen
-Column 7 Siege Units: 100 Production, 18 base :c5strength: CS, 18 base :c5rangedstrength: RCS, 2 :c5moves: Movement, 100 HP, 10/8/5 HP regen
-Column 7 Unique Melee Units: +2 :c5strength: CS and +1 Promotion
-Column 7 Unique Light Cavalry Units: +2 :c5strength: CS and +1 Promotion

-Column 8 Archery Unit: 115 Production, 20 base :c5strength: CS, 20 base :c5rangedstrength: RCS, 2 :c5moves: Movement, 100 HP, 5/4/2 HP regen
-Column 8 Heavy Cavalry Units: 150 Production, 30 base :c5strength: CS, 3 :c5moves: Movement, 200 HP, 3/2/1 HP regen
-Column 8 Elephant Units: 200 Production, 36 base :c5strength: CS, 2 :c5moves: Movement, 300 HP, 3/2/1 HP regen
-Column 8 Unique Archery Unit: +1 :c5rangedstrength: RCS and +1 Promotion
-Column 8 Unique Heavy Cavalry Units: +3 :c5strength: CS and +1 Promotion
-Column 8 Unique Elephant Units: +3 :c5strength: CS and +1 Promotion

Enlightenment Era (To be reworked):
-Column 9 Blunt Units: 31 base :c5strength: CS, 2 :c5moves: Movement
-Column 9 Gunpowder Units: 36 base :c5strength: CS, 2 :c5moves: Movement
-Column 9 Siege Unit Units: 24 base :c5strength: CS, 24 base :c5rangedstrength: RCS, 2 :c5moves: Movement
-Column 9 Unique Blunt Units: +3 :c5strength: CS and +1 Promotion
-Column 9 Unique Gunpowder Units: +3 :c5strength: CS and +1 Promotion

-Column 10 Mounted Archer Units: 22 base :c5strength: CS, 22 base :c5rangedstrength: RCS, 2 :c5moves: Movement
-Column 10 Archery Units: 26 base :c5strength: CS, 26 base :c5rangedstrength: RCS, 2 :c5moves: Movement
-Column 10 Light Cavalry Units: 36 base :c5strength: CS, 2 :c5moves: Movement
-Column 10 Elephant Units: 42 base :c5strength: CS, 2 :c5moves: Movement


Spoiler Brainstorming for Tweak Mod :

Does the Gunpowder line deserve its own promotions after both the Polearm and Sword line merge into it? What makes the Gunpowder line so special?

Should Gunpowder Units gain 1 Range?

Where does Airships come in?
Airships have a role if Submarines show up in Industrial Era. Their purpose is to counter enemy Submarines. Their ability to hover over Coast/Sea tiles make them versatile. However, they use up two movements while over Sea tiles. Therefore, their strength lies on Land and Coast tiles where they are mobile and can outmaneuver other units.

How does naval combat look?
Destroyer >> Naval Helicopter >> Submarine >> Battleships >> Cruisers >> Destroyer

Destroyers are fast and can chase down any Naval Helicopters that venture too far from land.
Naval Helicopters can hover and are best used on Land and Coast tiles. They struggle in Sea tiles where they can easily be picked apart.
Submarines are the ninjas of the sea. They can only be spotted by certain unit lines and have a bonus against Battleships.
Battleships are the fortresses on the seas. They have lots of health and hit very hard. They are slower and will be easily sunk if submarines can attack one as a wolfpack.
Cruisers are relatively fast. Their ranged attacks help them hit Destroyers easily while it's a terrible idea to exchange attacks with battleships.

Combat GroupCostHPCSRCSMovementHP Regen
Blade/Polearm/GunpowderSBBN/ABS
BluntCAAN/ABB
ArcheryACDBBA
Mounted Archery/Tank Destroyer/HelicopterADCCAB
SiegeADCCBA
Light Cavalry/Light TankBBBN/ASA
Heavy Cavalry/Medium TankCAAAAC
Elephant/Heavy TankDSSSAD

Production Cost will be relative to the building cost for the first column of the same Era. S/A/B/C/D are 50%/60%/75%/100%/150%

EraCost (S/A/B/C/D)HP (S/A/B/C/D)CS (S/A/B/C/D)RCS (S/A/B/C/D)Movement (S/A/B/C/D)HP Regen (S/A/B/C/D)
Ancient18/21/26/35/53250/150/125/100/7518/13/10/6/66/6/6/6/64/3/2/2/2[10/8/5]/[8/6/3]/[6/4/2]/[4/2/1]/[3/2/1]
Classical40/45/55/75/115250/150/125/100/7523/18/14/9/89/9/9/7/74/3/2/2/2[10/8/5]/[8/6/3]/[6/4/2]/[4/2/1]/[3/2/1]
Medieval75/90/110/150/225300/200/175/150/10028/23/18/12/1011/11/11/9/95/3/2/2/2[10/8/5]/[8/6/3]/[6/4/2]/[4/2/1]/[3/2/1]
Renaissance125/150/190/250/375300/200/175/150/10033/28/22/16/1214/14/14/11/115/3/2/2/2[12/10/7]/[10/8/5]/[8/6/4]/[6/4/2]/[5/4/2]
Enlightenment190/225/280/375/565375/275/225/175/12538/33/26/20/1417/17/17/14/145/3/2/2/2[15/12/8]/[12/10/6]/[10/8/5]/[7/5/3]/[6/5/2]
Industrial250/300/350/500/750450/350/275/200/15043/38/30/24/1721/21/21/17/175/3/2/2/2
Modern450/550/675/900/1350450/350/275/200/15048/43/34/28/2034/28/24/21/215/3/2/2/2
Atomic560/675/845/1125/1685550/450/325/250/17553/48/38/32/2438/32/27/24/245/3/2/2/2
Information625/750/940/1250/1875550/450/325/250/17558/53/42/36/2842/36/30/27/275/3/2/2/2

EraTypeCostHPCSRCSMovementHP RegenUnique Bonuses
Ancient C0Blunt351507026/4/2
  • +1 CS
  • +1 Promotion
Ancient C0Archery211004428/6/3
  • +1 RCS
  • +1 Promotion
Ancient C1Blade1812580210/8/5N/A
Ancient C1Mounted Archer21755546/4/2
  • +1 RCS
  • +1 Promotion
Ancient C2Blunt3515013026/4/2
  • +2 CS
  • +1 Promotion
Ancient C2Polearm18125100210/8/5
  • +2 CS
  • +1 Promotion
Ancient C2Light Cavalry2612510048/6/3N/A
Ancient C2Heavy Cavalry3515013034/2/1N/A
Ancient C2Elephant5325018033/2/1N/A
Ancient C2Archer211006628/6/3
  • +1 RCS
  • +1 Promotion

Ancient Era:
-Column 0 Blunt Units: 35 Production, 150 HP, 7 base :c5strength: CS, 2 :c5moves: Movement, 6/4/2 HP regen
-Column 0 Archery Units: 21 Production, 100 HP, 4 base :c5strength: CS, 4 base :c5rangedstrength: RCS, 2 :c5moves: Movement, 8/6/3 HP regen
-Column 0 Unique Melee Unit: +1 :c5strength: CS and +1 Promotion
-Column 0 Unique Archery Unit: +1 :c5rangedstrength: RCS and +1 Promotion

-Column 1 Blade Units: 18 Production, 125 HP, 8 base :c5strength: CS, 2 :c5moves: Movement, 10/8/5 HP regen
-Column 1 Mounted Archer Units: 21 Production, 75 HP, 5 base :c5strength: CS, 5 base :c5rangedstrength: RCS, 4 :c5moves: Movement, 6/4/2 HP regen
-Column 1 Unique Mounted Archer Units: +1 :c5rangedstrength: RCS and +1 Promotion

-Column 2 Blunt Units: 35 Production, 150 HP, 13 base :c5strength: CS, 2 :c5moves: Movement, 6/4/2 HP regen
-Column 2 Polearm Units: 18 Production, 125 HP, 10 base :c5strength: CS, 2 :c5moves: Movement, 10/8/5 HP regen
-Column 2 Light Cavalry Units: 26 Production, 125 HP, 10 base :c5strength: CS, 4 :c5moves: Movement, 8/6/3 HP regen
-Column 2 Heavy Cavalry Units: 35 Production, 150 HP, 13 base :c5strength: CS, 3 :c5moves: Movement, 4/2/1 HP regen
-Column 2 Elephant Units: 53 Production, 250 HP, 18 base :c5strength: CS, 3 :c5moves: Movement, 3/2/1 HP regen
-Column 2 Archery Units: 21 Production, 100 HP, 6 base :c5strength: CS, 6 base :c5rangedstrength: RCS, 2 :c5moves: Movement, 8/6/3 HP regen
-Column 2 Unique Melee Unit: +2 :c5strength: CS and +1 Promotion
-Column 2 Unique Archery Unit: +1 :c5rangedstrength: RCS and +1 Promotion

Classical Era:
-Column 3 Blade Units: 45 Production, 125 HP, 13 base :c5strength: CS, 2 :c5moves: Movement, 10/8/5 HP regen
-Column 3 Mounted Archer Units: 50 Production, 75 HP, 9 base :c5strength: CS, 7 base :c5rangedstrength: RCS, 3 :c5moves: Movement, 6/4/2 HP regen
-Column 3 Siege Units: 50 Production, 75 HP, 9 base :c5strength: CS, 7 base :c5rangedstrength: RCS, 2 :c5moves: Movement, 8/6/3 HP regen
-Column 3 Unique Melee Unit: +2 :c5strength: CS and +1 Promotion
-Column 3 Unique Archery Unit: +1 Promotion
-Column 3 Unique Mounted Archer Unit: +1 :c5rangedstrength: RCS and +1 Promotion
-Column 3 Unique Siege Units: +1 :c5rangedstrength: RCS and +1 Promotion

-Column 4 Blunt Units: 70 Production, 150 HP, 18 base :c5strength: CS, 2 :c5moves: Movement, 6/4/2 HP regen
-Column 4 Polearm Units: 55 Production, 125 HP, 16 base :c5strength: CS, 2 :c5moves: Movement, 10/8/5 HP regen
-Column 4 Archery Unit: 55 Production, 100 HP, 7 base :c5strength: CS, 9 base :c5rangedstrength: RCS, 2 :c5moves: Movement, 8/6/3 HP regen
-Column 4 Light Cavalry Units: 65 Production, 125 HP, 16 base :c5strength: CS, 2 :c5moves: Movement, 8/6/3 HP regen
-Column 4 Unique Blade Units: +1 :c5strength: CS and +1 Promotion
  • Blade/Polearm -> Gunpowder [Becomes Line Infantry -> Frontline Infantry]
    • These units will have average HP, average CS, average movement and high HP regen. They serve on the front line where they can soak up damage, deal some damage and, most importantly, can be healed back to full strength the fastest.
  • Blunt [Becomes Elite Infantry]
    • These units will have high HP, high CS, average movement and low HP regen. They are generally fewer in numbers due to their costs but they can, if strategically used, break through rough terrain where the enemies are heavily fortified. Their low HP regen does make them a high priority target as they can be removed from battle for a long time even if the unit survives the engagement.
  • Archer [Becomes Light Infantry -> Gatling/Machine Gun]
    • These units will have low HP, low RCS/CS, average movement and average HP regen. They serve as support units used to deal damage without damage being returned immediately. Their average HP does make them vulnerable to attacks so they do need to be well protected as they excel the longer they can inflict damage on the enemy.
  • Mounted Archer (3 Moves, 2 range) -> Tank Destroyers (3 Moves, 2 range) -> Helicopter (3 Moves, 2 range) [This line goes from anti-infantry to anti-tank role]
    • These units will have very low HP, low RCS/CS, high movement and average HP regen. Their strength is, against the unit line they are specialized against, they can hit very hard. Their range and movement also help them kite certain enemies or stay at a safe distance behind frontline friendly units.
  • Siege (2 Moves, 2 range)
    • These units will have low HP, low RCS/CS, average movement and high HP regen. Their primary function is aid in taking Cities.
  • Light Cavalry (4 Moves) -> Light Tanks (5 Moves) [This line goes from anti-archer role to anti-infantry role]
    • These units will have average HP, average CS, very high movement and high HP regen. They serve as flankers who get into battle, inflict damage, fall back to heal before repeat. With good positioning, they can be used against low HP regen units to make great trades that would weaken the enemy's most dangerous units.
  • Heavy Cavalry (3 Moves) -> Medium Tanks (3 Moves, 1 Range, Loses Can Move After Attacking) [This line goes from heavy hitter to well balanced all-rounder]
    • These units will have high HP, high CS, high movement and low HP regen. They are similar to Elite Infantry except for more bonuses due to needing more strategic resources and more expensive to build.
  • Elephant (3 Moves) -> Heavy Tanks (2 Moves, 2 Range, Loses Can Move After Attacking) [This line goes from medium speed hard hitting tank to slower heavily armored ranged tank]
    • These units will have very high HP, very high RCS/CS, high to average movement and low HP regen. They are arguably very dangerous but, once they lose a lot of HP, they will need to wait a long time before they can be redeployed with full health.
HP is the amount of Hit points the unit gets. This stat determines the staying power of the units in combat before the units have to be withdrawn to heal. CS/RCS determine the main offensive capabilities of the units. Movement determined the maneuverability of the unit and plays a role in things such as flanking. HP regen will be the built in healing within the attribute and this value determines how quickly a unit can return to combat.

Note: Production cost will scale with HP regen so it's not possible to easily replace low HP regen units by producing them in a City. Current production will be associated with average HP regen while low/high HP regen will operate with a +/- X production cost. For instance, Ancient Era may see low HP regen +15 Production compared to average while high HP regen sees a -15 Production. The X will scale with Era, though the scaling won't be linear.

With this approach, the average value needs to be determined. Then, it's a matter of adding or removing from it to determine the lows and highs. Therefore, the first step to set the average value and we begin with the following units and the stat:

Blade/Polearm: average CS and average movement
Archer: average HP regen
Light Cavalry: average HP

Movement (average/high/very high) is generally 2/3/4 Movements.
HP regen (low/average/high) is generally 3/5/10 HP/turn in friendly territory, 2/4/8 HP/turn in neutral territory and 1/2/5 HP/turn in enemy territory.
HP (very low/low/average/high/very high) is generally 75/100/125/150/200 base HP.


Spoiler Local Devt Mod for AGYRM Changelog :

Academy and Public School provide +2 Heresy.
Each Crime produces -1 Gold, -1 Food and -1 Production.
+0.5 Crime per Pop (down from +1 Crime per Pop)
Each Corruption produces +3 Gold, -1 Production and -1 Food.
Gold loss from Crime is now taken from the Treasury instead of per City.
Gold gain from Corruption is now given to the Treasury instead of per City.
Each Heresy produces -2 Faith and +2 Food (no longer increases Science)
Faith loss from Heresy is now taken from the Faith pool instead of per City.
Faith gain from Fervor is now given to the Faith pool instead of per City.


Spoiler Local Devt Mod for AGYRM Details :

Spoiler Yield Changes :



Spoiler Policy Changes :





Spoiler Misc :





Spoiler Pseudo Policy Mod for AGYRM :

Goals of the mod:
  • This mod will have dependencies on the Local Development mod due to more focuses unlocked through the extra yields.
  • All Policy Trees will have one specific focus
  • Other than the nine policy trees in the game, the other policy trees will be made up of seven buildings and are linear.
  • First, we need to narrow down the focus of the existing nine policy trees (if possible).
  • Secondly, we can assign unused focuses on the pseudo policies.
  • Thirdly, we can look into Ideologies where there will be a lot more tenets so players can mix and match more.
Focuses:
  • Impressive Capital early game.
  • Impressive Capital mid game.
  • Impressive Capital late game.
  • Infrastructure Early Game
  • Infrastructure Mid Game
  • Infrastructure Late Game
  • Border Expansion and Barbarian Defense
  • Benefits from Scientific Advancement
  • Offensive Wars
  • Expansions
  • Religions
  • City Growth
  • Defensive Wars
  • Trade Routes
  • City-States
  • Spies (maybe...)
  • World Congress
  • Great Works
  • Great People
  • Golden Ages
  • Naval Supremacy
  • Air Supremacy
  • Mercenaries

Unused Abilities:
Throne Room built in :c5capital: Capital (1 Musician Slot, 1 Great Work of Music slot, :c5goldenage: Golden Ages last 15% longer)
Building (+15% :c5greatperson: GPP Rate in the :c5capital: Capital)
Court Astrologer built in :c5capital: Capital (1 Scientist Slot, +2 :c5science: Science)
Gain an additional 5 :c5culture: Culture when a Technology is researched, scaling with Era.
Receive 15 :c5gold: Gold when a :c5citizen: Citizen is born in any city, scaling with Era.
:c5unhappy: Unhappiness Needs Modifier from :c5gold: Poverty, :c5science: Illiteracy, :c5culture: Boredom and :c5food:/:c5production: Distress reduced by 10% in all Cities.
Killing a military unit generates :c5science: Science based on the :c5strength: Strength of the defeated unit.
Receive 20 :c5science: Science and :c5culture: Culture when you found or conquer cities, scaling with era and Gamespeed. Conquest bonus also scales based on City :c5citizen: population.
Allows the purchasing of Landsknechts, Foreign Legions, and Mercenaries
Units gain +10% :c5strength: Combat Strength. War Weariness reduced by 25%. -15% :c5gold: Gold cost when purchasing Units.
All melee units heal for 15 points after killing a military unit.
Tile improvement rate increased by 25%.
+15% :c5production: Production and City Border Growth doubled during "We Love the King Day."

Tier 1 Policies:
These policies are unlocked through buildings unlocked in the Ancient Era (through Agriculture). The first building (known as opening buildings) can only be built in the capital and the tier 1 opening buildings are mutually exclusive. The other buildings require the first building and are scattered throughout rest of the techs leading up to end of Classical Era.





Spoiler Civ Pack for AGYRM :

The goal of the mod is to provide more civ with a kit that's different from the existing civs. The kits will be lite version in that they must be balance to AGYRM. There will also be a push to keep abilities that are more AI friendly. If certain bonuses are really anti-AI, then it will likely not make it to this Civ pack.

Spoiler Misc :






Spoiler Template :

Replaces Crossbowman
80 :c5production: or 150 :c5faith:
Unlocked at Machinery
17 :c5strength: CS / 21 :c5rangedstrength: RCS
May Not Melee Attack
Naval Target Penalty

Unlocked by Military Strategy
Replaces: Walls
55 :c5production: Production cost
No :c5gold: Maintenance
6 Defense, +225 HP
+1 :c5faith: Faith
Increases the City's Ranged Strike Range by 1.
Military Units Supplied by this City's population increased by 10%.
Empire Size Modifier is reduced by 5% in this City.
+3 :c5production: Production and :c5culture: Culture to Courthouse.


Spoiler To be Fixed :

Spoiler Timurids :

Timurids:
Jewel of the East (UA):
When you Destroy a City, gain +1 to All Yields in the :c5capital: Capital for every 5 :c5citizen: Citizens lost.
:c5razing: Raze Cities at double speed.

Tumen (UU):
Replaces Lancer
175 :c5production: or 200 :c5faith:
Unlocked at Astronomy
37 :c5strength: CS
Penalty Attacking Cities (25)
Ghazwa Promotion (Gold from Attacking cities and killing units)

Deh (UI):
Replaces Village
Unlocked by Currency
Base Yield: 3 :c5gold: Gold, 1 :c5culture: Culture
+1 :c5gold: Gold and :c5production: Production when on a tile with a road
+2 :c5gold: Gold and :c5production: Production when on a tile with a railroad
+2 :c5culture: Culture if a trade route, internal or external passes through. Increased to +4 :c5culture: Culture at Industrial.

Credits:
  • Civitar: Kalle Icon
  • bouncymischa: Kalle graphics
  • Janboruta: Icons
  • Leugi: Leaderheads and models.
  • Janboruta: Timur leader graphic, Tumen and Farsakh Cannon icons.
  • danrell: Model for the Tumen adapted from his Civ V China unit pack.
  • Firaxis: War Theme (Crossroads of the World Civ IV scenario).
  • Moriboe: lua, Tumen icon
  • Mosile: Registan icon
  • FramedArchitect: lua help.
  • Loreena McKennitt: Peace Theme.
  • Tomatekh: All code and art otherwise not listed.
  • Lastsword: lua coding
  • Pineappledan & Adan_eslavo: VP compatibility
  • Asterix Rage: Promotion Icons



 
Last edited:
I would say that you're very ambitious! What about ENW compatibility? Planned or your mod will be different to what ENW tackles? Remember, that you will be competing with @Asterix Rage, who has similar suggestion.
 
A idea I had for late game is to adjust some of the base happiness bonuses given down, while having a building/national wonder that provides manufactured good luxuries. Like

Consumer goods
Cars
Electronics
Etc

Maybe have a certain number of luxuries above the limit. So your empire can't produce all the possible modern luxuries by itself, and needs to trade.

Say it is a building, but limited to a certain number in the empire. Say like three in the empire. At it base it provides 2 copies, one for you and one for trade. And then you get a extra copy based on certain conditions. Like perhaps base production, every X amount of production gives a extra copy. Or maybe a extra copy for every manufactory around the city. Or both.
 
I would say that you're very ambitious! What about ENW compatibility? Planned or your mod will be different to what ENW tackles? Remember, that you will be competing with @Asterix Rage, who has similar suggestion.

With what I have in mind, it won't be compatible with ENW unless whoever is in charge decides to add a new unit line. I'm going for a more drastic change regarding how combat is fought at sea. Whether it will work out the way I want, that's a whole different matter since I'm learning how to code on the go.

I don't think I'm competing with @Asterix Rage because my mods are more experimental. I just enjoy major changes and see where it goes. Honestly, there's a good chance that his mods will be more polished and stable than what I eventually have in mind. I'm still in this brainstorming phase where it's finding the pieces and putting them together (or force them together). I also have plans to add more eras which I don't think any of the enhanced versions have any intentions. Mine is just a longer term project, especially at the pace I'm working now. xD

A idea I had for late game is to adjust some of the base happiness bonuses given down, while having a building/national wonder that provides manufactured good luxuries. Like

Consumer goods
Cars
Electronics
Etc

Maybe have a certain number of luxuries above the limit. So your empire can't produce all the possible modern luxuries by itself, and needs to trade.

Say it is a building, but limited to a certain number in the empire. Say like three in the empire. At it base it provides 2 copies, one for you and one for trade. And then you get a extra copy based on certain conditions. Like perhaps base production, every X amount of production gives a extra copy. Or maybe a extra copy for every manufactory around the city. Or both.

My plan is something more simple. I will have manufactured goods that become available through buildings. These buildings are available to all civs through a tech so larger empires will produce more while smaller ones have less due to less cities. Of course, this isn't the highest on my list but that's my initial thoughts on the matter. Maybe certain buildings require certain strategic resources while others don't. That's a whole mini project in itself.
 
If you are interested, I made something similar for myself - added a 3rd naval unit line and reshuffled techs and units and their stats so that you get concurrent units more realistically. Maybe you can use some of my ideas.

I like WWII naval history, so I was always bothered that we did not have a cruiser between the battleship and destroyer. When the naval units were hit-n-scoot, I added a fragile hit-n-scoot heavy cruiser and changed the battleship to shoot and stop and made them sturdier. Then I realised that I did not like things like seeing wooden ships together with WWI infantry (only realism POW) or researching a unit but not having researched the strategic resource so I moved the techs and units around and suddenly I realised that step by step, I created quite a big overhaul :)

It is not polished yet, I wanted to upload it here in winter already, but the hit-n-scoot ships were scratched, so I had to have a look at the new ships again. I think I will also have to ask the people involved in ENW because I am tweaking their units (ENW is needed for my mod).

I am sick now (not Covid-19), but I can upload some screenshots and the mod somewhere. Feel free to use anything that makes sense for your mod.
 
If you are interested, I made something similar for myself - added a 3rd naval unit line and reshuffled techs and units and their stats so that you get concurrent units more realistically. Maybe you can use some of my ideas.

I like WWII naval history, so I was always bothered that we did not have a cruiser between the battleship and destroyer. When the naval units were hit-n-scoot, I added a fragile hit-n-scoot heavy cruiser and changed the battleship to shoot and stop and made them sturdier. Then I realised that I did not like things like seeing wooden ships together with WWI infantry (only realism POW) or researching a unit but not having researched the strategic resource so I moved the techs and units around and suddenly I realised that step by step, I created quite a big overhaul :)

It is not polished yet, I wanted to upload it here in winter already, but the hit-n-scoot ships were scratched, so I had to have a look at the new ships again. I think I will also have to ask the people involved in ENW because I am tweaking their units (ENW is needed for my mod).

I am sick now (not Covid-19), but I can upload some screenshots and the mod somewhere. Feel free to use anything that makes sense for your mod.

It's funny that you mentioned it. I was also juggling the idea of battleship, cruisers, destroyer and subs. Of course, I also plan on adding another element to naval battles to make another unit viable. I'm not using ENW since I'm not sure how much of my drastic changes can be implemented there. Wanted a mod that works by itself. If you have any advice, suggestion or help, I'd appreciate all of it. :)
 
Spoiler Just Random Ideas 2 :

Spoiler Building Changes :

Industrial Chemical Plant:
unlocked at Steel Production (no longer Industrialization)
Now 1450 :c5production: Production cost
+2 :c5food: Food to Farms

Industrial Fertilizer Plant:
unlocked at Steel Production (no longer Industrialization)
Now 1450 :c5production: Production cost

Industrial Cement Factory:
unlocked at Steel Production (no longer Industrialization)
Now 1450 :c5production: Production cost

Civilian Weapons Factory I:
unlocked at Assembly Line (no longer Industrialization)
Now 1450 :c5production: Production cost

Civilian Weapons Factory II:
unlocked at Assembly Line (no longer Industrialization)
Now 1450 :c5production: Production cost

Civilian Weapons Factory III:
unlocked at Assembly Line (no longer Industrialization)
Now 1450 :c5production: Production cost

Modern Steam Plant:
unlocked at Electrification (no longer Electricity)
Now 1600 :c5production: Production cost

Deep Coal Mines:
unlocked at Rail Transportation (no longer Electricity)

Fuel Refinery:
unlocked at Petroleum (no longer Combustion)
Now 1600 :c5production: Production cost

Hospital:
:c5food: Food increased from +2 to +6

Medical Lab:
Now gives +4 :c5food: Food


Spoiler Improvement Yield Changes :

Farm:
Fertilizer increases the :c5food: Food from Farms from +1 to +4.
Industrialization increases the :c5food: Food from Farms by +3.
Refrigeration increases the :c5food: Food from Farms by +5.

Oil Well:
Available at Petroleum.


Spoiler Resources :

Oil:
Revealed at Petroleum


Spoiler Machine Era :

Motion Pictures:
Prereq Tech:Archaeology, Industrialization
Theme Park (B)
Cinema (B)
Great Work gains +2 :c5gold: Gold

Early Public Works
:
Prereq Tech: Industrialization, Fertilizer
Sewer System (B)
Wastewater Treatment Plant (B)
Fire Department (B)
Correctional Facility (B)

Steel Production:
Prereq Tech: Industrialization, Dynamite
Industrial Chemical Plant (B)
Industrial Fertilizer Plant (B)
Industrial Cement Factory (B)
Manufactory gain +1 :c5production: Production.

Assembly Line
:
Prereq Tech: Industrialization, Military Science
Civilian Weapons Factory I (B)
Civilian Weapons Factory II (B)
Civilian Weapons Factory III (B)

Propaganda:
Prereq Tech: Military Science
Newspaper Company (B)
Advertisement Company (B)
Radio Factory (B)

Modern Art:
Prereq Tech: Motion Pictures, Early Public Works
Conservatory (B)
Art Exhibitions (B)
Art Gallery (B)

Electrification:
Prereq Tech: Early Public Works, Steel Production
Modern Steam Plant (B)
Early Power Stations (B)

Mass Market:
Prereq Tech: Steel Production, Assembly Line, Early Public Works
Fishery (B)
Department Store (B)


Rail Transportation:
Prereq Tech: Steel Production, Assembly Line, Propaganda
Deep Coal Mines (B)
Train Terminal (B)
More Movements on Rail

Petroleum:
Prereq Tech: Propaganda
Fuel Refinery (B)
Oil Well (I)
Filling Station (B)


Spoiler Machine Era New Building :

Theme Park:
unlocked at Motions Pictures
1450 :c5production: Production cost
No Maintenance
-3 :c5food: Food
+3 :c5culture: Culture
+3 :tourism: Tourism
Energy: -2

Cinema:
unlocked at Motions Pictures
1450 :c5production: Production cost
Maintenance: -4 :c5gold: Gold
Great Works gain +1 :c5gold: Gold and :c5culture: Culture.
+2 :c5gold: Gold to Theme Park in the City
Energy: -1

Sewer System:
unlocked at Early Public Works
1450 :c5production: Production cost
Maintenance: -5 :c5gold: Gold
+5 :c5food: Food
+2 :c5production: Production

Wastewater Treatment Plant:
unlocked at Early Public Works
Requires Sewer System.
1450 :c5production: Production cost
Maintenance: -5 :c5gold: Gold
+5 :c5food: Food
+2 :c5science: Science
+3 :c5food: Food to Sewer System in the City
Energy: -2

Fire Department:
unlocked at Early Public Works
1450 :c5production: Production cost
Maintenance: -5 :c5gold: Gold
+1 :c5food: Food
+1 :c5science: Science
+1 :c5production: Production
+5 :c5happy: Happiness
Energy: -2

Correctional Facility:
unlocked at Early Public Works
1450 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
-4 :c5food: Food
+2 :c5production: Production
+2 :c5happy: Happiness
-1 :c5unhappy: Unhappiness from Poverty and Distress
Energy: -2

Newspaper Company:
unlocked at Propaganda
1450 :c5production: Production cost
No Maintenance
Paper: -1
-2 :c5food: Food
+2 :c5production: Production
+2 :c5happy: Happiness
+4 :c5gold: Gold
-1 :c5unhappy: Unhappiness from Boredom

Advertisement Company:
unlocked at Propaganda
1450 :c5production: Production cost
No Maintenance
Paper: -2
-6 :c5food: Food
+2 :c5production: Production
+4 :c5happy: Happiness
+8 :c5gold: Gold

Radio Factory:
unlocked at Propaganda
1450 :c5production: Production cost
Maintenance: -6 :c5gold: Gold
Energy: -2
-2 :c5food: Food
+3 :c5production: Production
+3 :c5happy: Happiness
-1 :c5unhappy: Unhappiness from Boredom
Armor Units: +5 XP

Conservatory:
unlocked at Modern Art
1600 :c5production: Production cost
Maintenance: -4 :c5gold: Gold
Energy: -2
-2 :c5food: Food
+3 :c5culture: Culture
+1 :c5science: Science
+1 :c5happy: Happiness
-1 :c5unhappy: Unhappiness from Boredom
Great Works gain +1 :c5gold: Gold

Art Exhibitions:
unlocked at Modern Art
1600 :c5production: Production cost
Maintenance: -4 :c5gold: Gold
Energy: -2
-2 :c5food: Food
+4 :c5culture: Culture
+1 :c5happy: Happiness
Great Works gain +1 :tourism: Tourism

Art Gallery:
unlocked at Modern Art
1600 :c5production: Production cost
Maintenance: -5 :c5gold: Gold
Energy: -2
-2 :c5food: Food
+4 :c5culture: Culture
+2 :c5happy: Happiness
-1 :c5unhappy: Unhappiness from Boredom
Great Works gain +1 :c5culture: Culture

Early Power Stations:
unlocked at Electrification
1600 :c5production: Production cost
Maintenance: -4 :c5gold: Gold
Energy: +4
Coal: -1

Fishery:
unlocked at Mass Market
1600 :c5production: Production cost
Maintenance: -4 :c5gold: Gold
Must be built in a coastal city
All Fishing Boats gain +4 :c5gold: Gold and :c5food: Food
-1 :c5unhappy: Unhappiness from Poverty

Department Store:
unlocked at Mass Market
1600 :c5production: Production cost
Maintenance: -12 :c5gold: Gold
Energy: -4
+3 :c5gold: Gold to Consumer Goods Factories
+2 :c5gold: Gold to all tiles with (non-luxury and non-strategic) Resources

Train Terminal:
unlocked at Rail Transportation
1600 :c5production: Production cost
Requires Train Station.
Maintenance: -6 :c5gold: Gold
Energy: -4
+3 :c5gold: Gold, :c5production: Production and :c5food: Food
+2 :c5gold: Gold to Coal
+4 :c5gold: Gold to Train Stations

Filling Station:
unlocked at Petroleum
1600 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
Fuel: -4
+1 :c5gold: Gold and :c5production: Production for every 5 :c5citizen: Citizens in the city.
+4 :c5gold: Gold to Oil Well
+4 :c5gold: Gold to Fuel Refinery


Spoiler Digital Era :


New Strategic Resources:
Nano Core
Prism Disc
Tesla Component

Telecommunication:
Communications Array (NW)
National Visitor Center (NW)
CN Tower (W)
Combat Cycle [Mounted] (U)
Landmark: +2 :c5culture: Culture
Embassy: +1 :c5culture: Culture

Satellites:
Airbase (B)
Video Rental (B)
Sydney Opera House (W)
Overlord Tank [Melee] (U)
MIG [Fighter] (U)
Reveals the entire map
Musicians: +2 :c5culture: Culture
Landmark: +2 :c5culture: Culture
No longer unlocks the Apollo Program Project

Lasers:
Electric Grid (B)
Laser Tank [Armor] (U)
Engineer: +3 :c5production: Production
Manufactories: +4 :c5production: Production
Academies: +4 :c5science: Science

Advanced Ballistics:
Nuclear Submarine (U)
Heavy Destroyer (U)
Naval Attack Helicopter (U)
Assault Helix [Helicopter] (U)

Mobile Tactics:
Biofuel Refinery (B)
Toxin Soldier [Gun] (U)
Scud Launcher [Siege] (U)
Faster Movement on Railroads

Robotics:
Hubble Space Telescope (W)
Sentry Drone [Archer] (U)
Mine: +3 :c5production: Production
Pasture: +3 :c5food: Food
Terrace Farm: +3 :c5food:
Eki: +3 :c5production: Production

The Internet:
Drive-in Theater (B)
Great Firewall (W)
Greatly increases empire-wide :tourism: Tourism output
Writers: +2 :c5culture: Culture
Merchants: +3 :c5gold: Gold
Civil Servants: +1 :c5culture: Culture

Nanotechnology:
Nano Core Revealed
Prism Disc Nano Core Revealed
Tesla Component Nano Core Revealed
Secret Tech Lab (NW)
Nano Lab (NW)
Prism Lab (NW)
Tesla Lab (NW)
Allow Fallout Immunity

Stealth:
Aurora Alpha (stealth) [Bomber]
Fort: +3 :c5science: Science
Citadel: +4 :c5science: Science

Particle Physics:
Enrichment Facility (B)
CERN (W)


Spoiler Digital Buildings and Units :


Airbase (B):
unlocked at Satellites
2750 :c5production: Production cost
Maintenance: -8 :c5gold: Gold
Energy: -4
-6 :c5food: Food
Air Units gain +15 XP.
Air Capacity increased by 3.
+20 to Air :c5strength: Defense

Video Rental (B):
unlocked at Satellites
2750 :c5production: Production cost
No Maintenance
Energy: -4
-4 :c5food: Food
+3 :c5gold: Gold
+5 :c5culture: Culture
+5 :tourism: Tourism

Electric Grid (B):
unlocked at Lasers
2750 :c5production: Production cost
No Maintenance
Energy: +4
+4 :c5gold: Gold

Biofuel Refinery (B):
unlocked at Mobile Tactics
2750 :c5production: Production cost
No Maintenance
Fuel: +4
-4 :c5food: Food
+4 :c5gold: Gold

Drive-in Theater (B):
unlocked at The Internet
3000 :c5production: Production cost
No Maintenance
Energy: -4
+4 :c5gold: Gold
+5 :c5culture: Culture
+5 :tourism: Tourism

Enrichment Facility (B):
unlocked at Particle Physics
3000 :c5production: Production cost
Maintenance: -6 :c5gold: Gold
Uranium: +4
+4 :c5science: Science

Communications Array (NW):
unlocked at Telecommunication
125 :c5production: Production cost
No Maintenance
All units gain the promotion: Communication(+15% :c5strength: CS, +1 :c5moves: Movement)


Secret Tech Lab (NW):
unlocked at Nanotechnology
125 :c5production: Production cost
No Maintenance
+2 :c5science: Science

Nano Lab (NW):
unlocked at Nanotechnology
Requires Secret Tech Lab.
125 :c5production: Production cost
No Maintenance
Nano Core: +4
+2 :c5science: Science
Mutually Exclusive to: Prism Lab and Tesla Lab.

Prism Lab (NW):
unlocked at Nanotechnology
Requires Secret Tech Lab.
125 :c5production: Production cost
No Maintenance
Prism Disc: +4
+2 :c5science: Science
Mutually Exclusive to: Nano Lab and Tesla Lab.

Tesla Lab (NW):
unlocked at Nanotechnology
Requires Secret Tech Lab.
125 :c5production: Production cost
No Maintenance
Tesla Component: +4
+2 :c5science: Science
Mutually Exclusive to: Prism Lab and Nano Lab.


Combat Cycle [Mounted] (U):
unlocked at Telecommunication
2000 :c5production: Production cost

Movement: 5 :c5moves:
72 :c5strength: CS
No Defensive Terrain Bonuses
Can Move after Attacking
Can Pillage Improved Tiles
Granted promotion All Terrain (can traverse in Mountain and Ice, 40% to withdraw from melee combat)

Overlord Tank [Melee] (U):
Explosive: -1
unlocked at Satellites
2400 :c5production: Production cost

Movement: 3 :c5moves:
80 :c5strength: CS
Intercept :c5rangedstrength: 3
Granted promotion Overlord (+200 Hit Points. +25% :c5strength: CS when attacking.)
Has access to the following promotions (mutually exclusive):
Battle Bunker: +50% :c5strength: CS vs. Armor, Helicopter and Melee
Gatling Cannon: +50% :c5strength: CS vs. Gun, Archer, Fighter and Bomber
Propaganda Tower: Adjacent units can heal an extra 10 HP per turn. This unit heals every turn regardless of action.

MIG [Fighter] (U):
unlocked at Satellites
2000 :c5production: Production cost

65 :c5rangedstrength: RCS 10 Range
Air Sweep
Air Recon
Air Skirmisher
Air Unit Cap 1
Intercept :c5rangedstrength: 10
Granted promotion Black Napalm (Applies Burn status on enemies that reduces their max HP by 25 for 5 turns)

Laser Tank [Armor] (U):
Energy: -1
unlocked at Lasers
2400 :c5production: Production cost

Movement: 4 :c5moves:
80 :c5strength: CS 80 :c5rangedstrength: RCS 0 Range
No Defensive Terrain Bonuses
Armor Plating I
Can Move after Attacking
Hold The Line II (+15 HP. +15% :c5strength: CS against all Ranged Attacks)
Can Pillage Improved Tiles
Granted promotion Laser Weapon (+33% :c5strength: CS when attacking)
Has access to the following promotions (mutually exclusive):
Scout Drone: +2 Sight, +1 Range
Battle Drone: +25% :c5strength: CS vs. Gun, +10 HP healed per turn
Hellfire Drone: +50% :c5strength: CS vs Armor and Melee

Assault Helix [Helicopter] (U):
Aluminum: -1
unlocked at Advanced Ballistics
2400 :c5production: Production cost
Movement: 6 :c5moves:
70 :c5strength: CS / 75 :c5rangedstrength: RCS 1 Range
Can Move After Attacking
May Not Melee Attack
No Defensive Terrain Bonuses
Land Hovering
Granted promotion Bunker (+15% :c5strength: CS vs. Gun, Archer, Armor and Melee)

Toxin Soldier [Gun] (U):
Ammunition: -1
unlocked at Mobile Tactics
2000 :c5production: Production cost

Movement: 2 :c5moves:
70 :c5strength: CS
DFPs
Hold The Line II (+15 HP. +15% :c5strength: CS against all Ranged Attacks)
Can Pillage Improved Tiles
Granted promotion Toxin (Applies Toxic status on enemies that reduces their max HP by 10 for 15 turns)

Scud Launcher [Siege] (U):
Explosives: -1
unlocked at Mobile Tactics
2400 :c5production: Production cost
Movement: 2 :c5moves:
60 :c5strength: CS / 70 :c5rangedstrength: RCS 3 Range
Indirect Fire
May Not melee Attack
No Defensive Terrain Bonuses
Moves at half-speed in enemy territory
Limited Visibility
Cover I
Bonus vs Cities (100)
Granted promotion High Explosive Warhead (+25% :c5strength: CS when attacking. Deals 10 damage to all enemy units adjacent to targeted unit [within range])

Sentry Drone [Archer] (U):
Ammunition: -1
unlocked at Robotics
2000 :c5production: Production cost
.
Movement: 4 :c5moves:
60 :c5strength: CS / 70 :c5rangedstrength: RCS 2 Range
May Not Melee Attack
Covering Fire II
Can Pillage Improved Tiles
Granted promotion Stealth Mode (+30% :c5strength: CS when defending. +25 Hit Points. +33% :c5strength: CS vs. Gun and Archer)

Aurora Alpha (stealth) [Bomber] (U):
unlocked at Stealth
2000 :c5production: Production cost
.
75 :c5rangedstrength: RCS 10 Range
Air Unit Cap 1
Granted promotion Countermeasures (Reduces damage taken from interception by 25%. +50 Hit Points)

 
Last edited:
Just a quick update! I didn't give up on this or go on a hiatus. I was chipping away at it everyday. Still have a bunch of coding and icons to fix but making steady progress. Lots of graphics to be done as I'm reusing a lot of in-game graphics. That will take awhile for sure. All the changes I've made are in the spoilers below. I combined a bunch of my smaller mod components here as well. If I failed to mention below, please tell so I can update the info below. It's a lot a of changes below and basically many aspects of the game has been changed. I will still be modding further and, if anyone has feedback, I definitely appreciate it.

Note 1: You will need the Enlightenment Era mod to play my mod. I just like it and it helped make things a bit more interesting. The mod can be found here.

Note 2: If there are any artists willing to help, I'd really appreciate it!

Spoiler Naval Units and Promotions :

Spoiler Battleship Line :

We will have the Battleship line. What makes the Battleship different from our existing Cruiser? Battleship will be hard hitting ships with lots of HP. They will have promotions that will give them double the HP of all units without promotions. Their :c5rangedstrength: RCS will be fairly high as well (though not so high that they are outright broken). The issue with Battleship is that they are slow. Their :c5moves: Movements will be slower than Cruisers making them much less maneuverable. In situations where movement is critical, these ships will find themselves struggle to react. In an unfavorable situation, these ships will likely be abandoned. Escort them so they can contribute to their fullest.

Dreadnought
unlocked at Dynamite
50 :c5strength: 55 :c5rangedstrength: Range 2
4 :c5moves: moves
2 base Sight range
May not Melee Attack
Dominance I (+50 HP, Damage from all sources reduced by 5, Immune to the Boarded effect)
Range Attack Only in Domain

Battlecruiser
unlocked at Ballistics
60 :c5strength: 65 :c5rangedstrength: Range 3
4 :c5moves: moves
2 base Sight range
May not Melee Attack
Dominance I (+50 HP, Damage from all sources reduced by 5, Immune to the Boarded effect)
Dominance II (+50 HP, Damage from all sources reduced by 5)
Range Attack Only in Domain

Battleship
unlocked at Nuclear Fission
75 :c5strength: 80 :c5rangedstrength: Range 3
5 :c5moves: moves
2 base Sight range
May not Melee Attack
Dominance I (+50 HP, Damage from all sources reduced by 5, Immune to the Boarded effect)
Dominance II (+50 HP, Damage from all sources reduced by 5)
Range Attack Only in Domain


Spoiler Reworked Destroyer line :

Ironclad
unlocked at Industrialization
50 :c5strength: CS
5 :c5moves: moves
Air Strike Defense: 5
2 base Sight range
Can Pillage Improved Tiles

Destroyer
unlocked at Rocketry
60 :c5strength: CS
6 :c5moves: moves
Intercept :c5rangedstrength: 2
Air Strike Defense: 30
2 base Sight range
Interceptor I
Can Pillage Improved Tiles

Heavy Destroyer
unlocked at Advanced Ballistics
80 :c5strength: CS
6 :c5moves: moves
Intercept :c5rangedstrength: 3
Air Strike Defense: 45
2 base Sight range
Interceptor I
Can Pillage Improved Tiles


Spoiler Reworked Cruiser line :

Light Cruiser
unlocked at Dynamite
40 :c5strength: 40 :c5rangedstrength: Range 2
4 :c5moves: moves
Air Strike Defense: 5
2 base Sight range
May not Melee Attack
Can Pillage Improved Tiles
Can Move after Attacking
Bonus vs Destroyers (25)
Major Penalty Attacking Cities (25)

Cruiser
unlocked at Ballistics
50 :c5strength: 55 :c5rangedstrength: Range 2
5 :c5moves: moves
Intercept :c5rangedstrength: 2
Air Strike Defense: 30
2 base Sight range
May not Melee Attack
Can Pillage Improved Tiles
Can Move after Attacking
Bonus vs Destroyers (75)
Major Penalty Attacking Cities (25)
Interceptor I

Heavy Cruiser
unlocked at Nuclear Fission
75 :c5strength: 70 :c5rangedstrength: Range 2
5 :c5moves: moves
Intercept :c5rangedstrength: 2
Air Strike Defense: 45
2 base Sight range
May not Melee Attack
Can Pillage Improved Tiles
Can Move after Attacking
Bonus vs Destroyers (75)
Major Penalty Attacking Cities (25)
Interceptor I



Spoiler Unit line interactions :

The unit lines will interact with one another as follows (>> means counters)

Destroyer >> Naval Helicopter >> Submarine >> Battleships >> Cruisers >> Destroyer

Destroyers and Cruiser both can intercept air units. Cruisers can intercept air units better while Destroyers are more scouts.


Spoiler Naval Helicopter :

From my experience, the Helicopter Gunship is pretty underwhelming. It seems like such a cool unit but it's not a unit I'm in favor of building in most cases, especially with their need for Aluminum. I'm hoping this will give them a chance to shine as I'll be introducing the Naval Helicopter unit line. Note that Helicopter Gunship will get their own changes as they will be the land counterpart of the Naval Helicopter.

Naval Helicopter has the purpose of ruling over the seas if there aren't any Cruisers or air power around to stop them. Destroyers, Submarines and Battleships cannot attack this unit so ignore Cruiser at your own peril. While Naval Helicopter is immune to Submarines and Battleships, it cannot detect Submarines like Destroyers and Battleships shake off its attacks fairly easily. Instead, the strength of Naval Helicopter is against Destroyers.

What are the weaknesses of Naval Helicopter? These units can be easily shot down with Fighters. Cruisers are better suited to counter them. In addition, Naval Helicopter aren't the fastest units on the Sea. They cannot operate alone at sea as they will struggle to catch most navies. As a supporting unit, they should provide the firepower to whittle down the enemy so your other naval units can do their jobs.

Zeppelin
unlocked at Steam Power
40:c5strength: 45:c5rangedstrength: Range 1
5 :c5moves: moves
3 base Sight range
Can Move after Attacking
Spotter (2 XP per turn in enemy territory)
Cannot Pillage
Major Penalty Attacking Cities (75)
Zeppelin Hovering (can pass through mountains and Coast/Ocean without embarking, Ignores ZoC, +2 Sight range, Immune to the Boarded effect) [Lost on Upgrade]

Naval Helicopter
unlocked at Rocketry
50:c5strength: 55:c5rangedstrength: Range 1
6 :c5moves: moves
2 base Sight range
Can Move after Attacking
Cannot Pillage
Major Penalty Attacking Cities (75)
Bonus vs Submarine (33)
Naval Hovering (can pass through mountains and Coast/Ocean without embarking, Ignores ZoC, Immune to the Boarded effect)

Naval Attack Helicopter
unlocked at Advanced Ballistics
70:c5strength: 75:c5rangedstrength: Range 1
6 :c5moves: moves
2 base Sight range
Can Move after Attacking
Cannot Pillage
Major Penalty Attacking Cities (75)
Bonus vs Submarine (33)
Naval Hovering (can pass through mountains and Coast/Ocean without embarking, Ignores ZoC, Immune to the Boarded effect)



Spoiler Submarines :

Submersible
unlocked at Industrialization
40:c5strength: 45:c5rangedstrength: Range 1
5 :c5moves: moves
2 base Sight range
Can Move After Attacking
Is Invisible (Submarine)
Can See Submarines
May Not Melee Attack
Major Penalty Attacking Cities (75)
Range Attack Only in Domain

Submarine
unlocked at Rocketry
45:c5strength: 60:c5rangedstrength: Range 1
6 :c5moves: moves
2 base Sight range
Can Move After Attacking
Is Invisible (Submarine)
Can See Submarines
May Not Melee Attack
May Enter Ice Tiles
Major Penalty Attacking Cities (75)
Range Attack Only in Domain

Nuclear Submarine
unlocked at Advanced Ballistics
70:c5strength: 75:c5rangedstrength: Range 1
6 :c5moves: moves
2 base Sight range
Can Move After Attacking
Is Invisible (Submarine)
Can See Submarines
May Not Melee Attack
Major Penalty Attacking Cities (75)
Can Carry 2 Cargo
Extra Sight (1)
Range Attack Only in Domain


Spoiler Promotions :


Spoiler Destroyer Promotions :

New Promotions

Torpedo Crew I and Smokescreen I are both available due to no required Promotion. These two promotions are unlocked at Industrialization.

Torpedo Crew I: +15% :c5strength: CS when attacking. Deal 5 damage to all enemy units adjacent to a unit killed by this unit. Immune to the Boarded effect
Torpedo Crew II: +15% :c5strength: CS when attacking. Deal 5 damage to all enemy units adjacent to a unit killed by this unit.
Torpedo Crew III: +15% :c5strength: CS when attacking. Deal 5 damage to all enemy units adjacent to a unit killed by this unit.

Breacher: (+10% :c5strength: CS per Adjacent Enemy Unit when defending. Deal 15 damage to all enemy units adjacent to a unit killed by this unit) also has Torpedo Crew III as one of the a prerequisite Promotion.

Navigator I (+1 :c5moves: Movement and Sight) also has Torpedo Crew I and Smokescreen I as one of the a prerequisite Promotion.

Navigator III: +1 :c5moves: Movement and +2 Sight. 20% chance to withdraw from Melee combat.

Smokescreen I: 20% chance to withdraw from Melee combat. +15% :c5strength: CS when defending. Immune to the Boarded effect
Smokescreen II: 20% chance to withdraw from Melee combat. +15% :c5strength: CS when defending. +25 Hit Points.
Smokescreen III: 20% chance to withdraw from Melee combat. +20% :c5strength: CS when defending. +25 Hit Points.

Press Gang: (Can Pillage without expending movement) also has Smokescreen II as one of the a prerequisite Promotion.

Dauntless: (Damage from all sources reduced by 5. Heal 10 additional HP per turn) also has Smokescreen III as one of the a prerequisite Promotion.

Helo Hunter I: +25% :c5strength: CS against Helicopter units, +1 Sight, Immune to the Boarded effect
Helo Hunter II: +25% :c5strength: CS against Helicopter units, +1 Movement
Helo Hunter III: +25% :c5strength: CS against Helicopter units, +25% :c5strength: CS, heal 10 HP after killing a unit.

Encirclement: (+10% :c5strength: CS per Adjacent Friendly Unit when attacking. +10 HP when you defeat an enemy.) also has Helo Hunter III as one of the a prerequisite Promotion.


Spoiler Cruiser Promotions :

New Promotions

Naval Escort I
: +2% :c5rangedstrength: RCS per adjacent Friendly Unit., +1 :c5moves: Movement. Immune to the Boarded effect
Naval Escort II: +2% :c5rangedstrength: RCS per adjacent Friendly Unit. May heal damage Outside of Friendly Territory.
Naval Escort III: +2% :c5rangedstrength: RCS per adjacent Friendly Unit. This unit and all units in adjacent tiles Heal 10 Additional HP per turn.

Aegis I: +25% Chance to Intercept enemy Air Units. +15% :c5strength: CS when defending against all Ranged Attacks. Immune to the Boarded effect
Aegis II: +25% Chance to Intercept enemy Air Units. +15% :c5strength: CS when defending against all Ranged Attacks.
Aegis III: +25% Chance to Intercept enemy Air Units. +25 Damage to Air Units when defending against Air Strikes.

Naval Artillery I: +10% :c5rangedstrength: RCS vs Land Units. +20% :c5rangedstrength: RCS vs Destroyers. Immune to the Boarded effect
Naval Artillery II: +10% :c5rangedstrength: RCS vs Land Units. +20% :c5rangedstrength: RCS vs Destroyers.
Naval Artillery III: +10% :c5rangedstrength: RCS vs Land Units. +30% :c5rangedstrength: RCS vs Destroyers.



Spoiler Battleship Promotions :


New Promotions

Fortress I
: +25 HP. +15% :c5strength: CS when defending.
Fortress II: +25 HP. +15% :c5strength: CS when defending.
Fortress III: +50 HP. +20% :c5strength: CS when defending.

Flagship I: Adjacent enemy units receive -15% :c5strength: CS. Adjacent friendly units Heal 5 Additional HP.
Flagship II: Adjacent enemy units receive -15% :c5strength: CS. This unit and adjacent friendly units Heal 5 Additional HP.
Flagship III: Adjacent enemy units receive -15% :c5strength: CS. Unit will Heal Every Turn, even if it performs an action.

High Penetration Rounds I: +10% :c5rangedstrength: RCS VS Naval Units. +10% :c5rangedstrength: RCS when attacking Units at or below 50 HP.
High Penetration Rounds II: +15% :c5rangedstrength: RCS VS Naval Units. +10% :c5rangedstrength: RCS when attacking Units at or below 50 HP.
High Penetration Rounds III: +15% :c5rangedstrength: RCS VS Naval Units. +10% :c5rangedstrength: RCS when attacking Units at or below 50 HP.


Spoiler Naval Helicopter Promotions :


New Promotions

Air Support I: Adjacent friendly units Heal 5 Additional HP. +10% :c5strength: CS to naval units within 2 tiles.
Air Support II: Adjacent friendly units Heal 5 Additional HP. +20% :c5strength: CS to naval units within 2 tiles.
Air Support III: Adjacent friendly units Heal 5 Additional HP. +20% :c5strength: CS to naval units within 2 tiles.

Additional Firepower I: +10% :c5rangedstrength: RCS, targeted units gets 15% reduced :c5strength: CS for 5 turns
Additional Firepower II: +20% :c5rangedstrength: RCS, targeted units gets 5% reduced :c5strength: CS for 5 turns
Additional Firepower III: +20% :c5rangedstrength: RCS, targeted units gets 5% reduced :c5strength: CS for 5 turns

Agile Maneuver I: 10% chance to withdraw from Melee combat. +15% :c5strength: CS against ranged attacks.
Agile Maneuver II: 10% chance to withdraw from Melee combat. +15% :c5strength: CS when defending.
Agile Maneuver III: 10% chance to withdraw from Melee combat. +15 HP.




Spoiler Land Units and Promotions :

Spoiler Industrial Era :

Cavalry >> Field Gun >> Gatling Gun >> Fusilier >> Cavalry

Cavalry (Helicopter Unit):
unlocked at Military Science
30 :c5strength: 44 :c5rangedstrength: Range 2
4 :c5moves: moves
3 base Sight range
May not Melee Attack
No Defensive Terrain Bonuses
Can Move After Attacking
Penalty Attacking Cities (33)
Bonus vs Siege (25)

Field Gun:
unlocked at Dynamite
Requires: 1 Explosive
25 :c5strength: 40 :c5rangedstrength: Range 2
2 :c5moves: moves
2 base Sight range
May not Melee Attack
No Defensive Terrain Bonuses
Bonus vs City (100)
Bonus vs Destroyers (50)
Bonus vs Archers (25)
Moves at half-speed in enemy territory
Limited Visibility
Cover 1
Indirect Fire
Can Pillage Improved Tiles

Gatling Gun:
unlocked at Dynamite
Requires: 1 Ammunition
35 :c5strength: 45 :c5rangedstrength: Range 2
2 :c5moves: moves
2 base Sight range
May not Melee Attack
Naval Target Penalty
Bonus vs Gun (50)
Covering Fire I
Can Pillage Improved Tiles

Fusilier:
unlocked at Rifling
Requires: 1 Ammunition
38 :c5strength:
2 :c5moves: moves
2 base Sight range
Formation I
Field Works
Can Pillage Improved Tiles
Hold The Line I (+10 HP. +10% :c5strength: CS against all Ranged Attacks)


Spoiler Modern Era :

Landship >> Light Tank >> Machine Gun >> Rifleman/Foreign Legion >> Recon Unit (new unit) >> Artillery >> Spec Artillery (formerly Anti-Aircraft Gun) >> Landship

Landship:
unlocked at Combustion
Requires: 1 Fuel
56 :c5strength:
5 :c5moves: moves
2 base Sight range
No Defensive Terrain Bonuses
Can Pillage Improved Tiles
Can Move After Attacking
Armor Plating I
Rise of Armored (Bonus vs Helicopter (25), +10% :c5strength: CS against all Ranged Attacks)

Light Tank:
unlocked at Combustion
Requires: 1 Aluminum
40 :c5strength: 55 :c5rangedstrength: Range 2
3 :c5moves: moves
2 base Sight range
Naval Target Penalty
May Not Melee Attack
Penalty Attacking Cities (33)
No Defensive Terrain Bonuses
Can Pillage Improved Tiles
Can Move After Attacking
Bonus vs Archers (25)

Machine Gun:
unlocked at Ballistics
Requires: 1 Ammunition
40 :c5strength: 50 :c5rangedstrength: Range 2
2 :c5moves: moves
2 base Sight range
Naval Target Penalty
Covering Fire I
May Not Melee Attack
Can Pillage Improved Tiles
Bonus vs Gun (50)

Rifleman:
unlocked at Replaceable Parts
Requires: 1 Ammunition
48 :c5strength:
2 :c5moves: moves
2 base Sight range
Entrenchments
Can Pillage Improved Tiles
Hold The Line II (+15 HP. +15% :c5strength: CS against all Ranged Attacks)
Bonus vs Recon (25)

Foreign Legion:
unlocked at Replaceable Parts
Requires: 1 Ammunition
53 :c5strength:
2 :c5moves: moves
2 base Sight range
Foreign Lands Bonus
Entrenchments
Can move after purchase
Can Pillage Improved Tiles
Hold The Line II (+15 HP. +15% :c5strength: CS against all Ranged Attacks)
Bonus vs Recon (25)

Recon Unit (new unit):
unlocked at Replaceable Parts
50 :c5strength:
5 :c5moves: moves
2 base Sight range
Engineering Corp
Spotters
Ignores Terrain Cost
Can Enter Rival Territory
Unable to Capture Cities
Entrenchments
Extra Sight (1)

Artillery:
unlocked at Ballistics
Requires: 1 Explosive
35 :c5strength: 55 :c5rangedstrength: Range 3
2 :c5moves: moves
2 base Sight range
Indirect Fire
May Not Melee Attack
Bonus vs Cities (100)
Bonus vs Naval (25)
Bonus vs Melee (66)
No Defensive Terrain Bonuses
Moves at half-speed in enemy territory
Limited Visibility
Siege Inaccuracy
Cover I
Can Pillage Improved Tiles


Spec Artillery:
-now Melee group (for easier promotions and balancing)
unlocked at Ballistics
Requires: 1 Explosive
45 :c5strength: 45 :c5rangedstrength: Range 0
2 :c5moves: moves
2 base Sight range
Can Pillage Improved Tiles
Intercept Range: 1
SPEC (+5 HP)

-three focuses (Anti-air, Anti-Armor, Anti-Navy) and Bonus vs specific focus
-Anti-Armor and Anti-Navy have Ranged Attacks too (2 and 3 respectively)
-Anti-Armor and Anti-Air have more movement (up to 3 and 4 respectively)
-Anti-Navy and Anti-Air have more ranged defense (+25% and +50% respectively)


Spoiler Atomic Era :


Bazooka >> Helicopter Gunship >> Advanced Spec Artillery >> Tank >> Heavy Artillery >> [Guerilla >> Infantry >> Mercenaries] >> Elite Recon Units >> Bazooka

Bazooka:
unlocked at Radar
Requires: 1 Ammunition
50 :c5strength: 60 :c5rangedstrength: Range 2
2 :c5moves: moves
2 base Sight range
Naval Target Penalty
May Not Melee Attack
Can Pillage Improved Tiles
+50% :c5strength: CS vs Armored Units
Covering Fire II
Bonus vs Helicopter (50)

Guerrilla:
-Bonus against Gun Units (Infantry and Mercenaries)
unlocked at Combined Arms (with Order)
62 :c5strength:
2 :c5moves: moves
2 base Sight range
Guerrilla Fighter
DFPs
Can Pillage Improved Tiles
Bonus vs Gun (50)

Infantry:
unlocked at Combined Arms
Requires: 1 Ammunition
60 :c5strength:
2 :c5moves: moves
2 base Sight range
DFPs
Can Pillage Improved Tiles
Hold The Line II (+15 HP. +15% :c5strength: CS against all Ranged Attacks)

Mercenaries:
unlocked at Combined Arms
65 :c5strength:
2 :c5moves: moves
2 base Sight range
Amphibious
Embarkation with Defense
Enhanced Flank Attack
DFPs
Can move after purchase
Can Pillage Improved Tiles

Elite Recon Units:
unlocked at Computers
70 :c5strength:
5 :c5moves: moves
2 base Sight range
Engineering Corp
Spotters
Ignore Terrain Cost
Can Enter Rival Territory
DFPs
Extra Sight (1)
Bonus vs Archers (25)
Hold The Line II (+15 HP. +15% :c5strength: CS against all Ranged Attacks)

Tank:
unlocked at Computers
Requires: 1 Fuel
70 :c5strength:
6 :c5moves: moves
2 base Sight range
No Defensive Terrain Bonuses
Can Move After Attacking
Armor Plating I
Hold The Line II (+15 HP. +15% :c5strength: CS against all Ranged Attacks)
Bonus vs Siege (25)


Heavy Artillery:
unlocked at Radar
Requires: 1 Explosive
50 :c5strength: 65 :c5rangedstrength: Range 3
2 :c5moves: moves
2 base Sight range
Indirect Fire
May Not Melee Attack
Bonus vs Cities (100)
Bonus vs Gun (50)
No Defensive Terrain Bonuses
Moves at half-speed in enemy territory
Limited Visibility
Siege Inaccuracy
Cover I
Can Pillage Improved Tiles

Advanced Spec Artillery:
-now Melee group (for easier promotions and balancing)
unlocked at Ballistics
Requires: 1 Explosive
55 :c5strength: 55 :c5rangedstrength: Range 0
3 :c5moves: moves
2 base Sight range
Can Pillage Improved Tiles
Intercept Range: 2
SPEC (+5 HP)

-three focuses (Anti-air, Anti-Armor, Anti-Navy) and Bonus vs specific focus
-Anti-Armor and Anti-Navy have Ranged Attacks too (2 and 3 respectively)
-Anti-Armor and Anti-Air have more movement (up to 3 and 4 respectively)
-Anti-Navy and Anti-Air have more ranged defense (+25% and +50% respectively)

Helicopter Gunship:
-now Helicopter group (for easier promotions and balancing)
unlocked at Radar
Requires: 1 Aluminum
50 :c5strength: 60 :c5rangedstrength: Range 0
2 :c5moves: moves
2 base Sight range
Cannot Pillage
May Not Melee Attack
Can Move After Attacking
No Defensive Terrain Bonuses
Bonus vs Armor (50)
Bonus vs Melee (66)
Land Hovering (can pass through mountains and Coast/Ocean without embarking, Ignores ZoC, Immune to the Boarded effect, Ignore Terrain Cost)

Spoiler New Promotions :

Recon Promotions:

Airhead I
+15% :c5strength: when attacking. Units in adjacent tiles receive +5 HP when healing. Combat Bonus outside Friendly Territory (10).

Airhead II

+15% :c5strength: when attacking. Units in adjacent tiles receive +5 HP when healing. Combat Bonus outside Friendly Territory (15)

Airhead III

+20% :c5strength: when attacking. Units in adjacent tiles receive +5 HP when healing. Combat Bonus outside Friendly Territory (15)


Disruption I
+20% :c5strength: when defending. +5 HP when healing. Adjacent enemy units receive -10% :c5strength: CS.

Disruption II

+20% :c5strength: when defending. +5 HP when healing. Adjacent enemy units receive -15% :c5strength: CS.

Disruption III

+20% :c5strength: when defending. +5 HP when healing. Adjacent enemy units receive -15% :c5strength: CS.

Spec Artillery Promotions:

Anti-Air I:
+1 :c5moves: Movement. +15% :c5strength: CS against Ranged Attacks. +15% Chance to Intercept enemy Air Units. +25% :c5strength: CS vs Air and Helicopter Units.

Anti-Air II:
+1 :c5moves: Movement. +15% :c5strength: CS against Ranged Attacks. +15% Chance to Intercept enemy Air Units. +25% :c5strength: CS vs Air and Helicopter Units.

Anti-Air III:
+15% :c5strength: CS against Ranged Attacks. +20% Chance to Intercept enemy Air Units. +25% :c5strength: CS vs Air and Helicopter Units.

Anti-Armor I:
+1 Range. +1 :c5moves: Movement. +33% :c5rangedstrength: RCS vs Armor Units.

Anti-Armor II:
+1 Range. +33% :c5rangedstrength: RCS vs Armor Units.

Anti-Armor III:
+34% :c5rangedstrength: RCS vs Armor Units. +45 Hit Points. +25% :c5strength: when defending.

Anti-Naval I:
+1 Range. +5% :c5strength: CS against Ranged Attacks. +33% :c5rangedstrength: RCS vs Naval Units.

Anti-Naval II:
+1 Range. +10% :c5strength: CS against Ranged Attacks. +33% :c5rangedstrength: RCS vs Naval Units.

Anti-Naval III:
+1 Range. +10% :c5strength: CS against Ranged Attacks. +34% :c5rangedstrength: RCS vs Naval Units.

Helicopter Promotions:

Air Support I:
All adjacent units Heal 5 Additional HP per turn. All adjacent units gain +10% :c5strength: CS.

Air Support II:
All adjacent units Heal 5 Additional HP per turn. All adjacent units gain +10% :c5strength: CS.

Air Support III:
All adjacent units Heal 5 Additional HP per turn. All adjacent units gain +10% :c5strength: CS.



Spoiler Buildings and Resources :

Spoiler New Strategic Resources :

Energy:
Revealed at Manufacturing.

Steel:
Revealed at Warships.

Ammunition:
Revealed at Rifling.

Fuel:
Revealed at Combustion.

Explosives:
Revealed at Dynamite.


Spoiler New Luxury Resources and Their Buildings :

Cars - Car Factory
Electronics - Electronics Electronics
Furniture - Furniture Factory
Television - Television Factory
Soft Drink - Soft Drink Plant
Fast Food - Fast Food Restaurant
Liquor - Liquor Distillery

One Luxury associated with each Corporation. The luxury will spawn underneath the city where the associated building is built. The buildings require the Corporation Office to build.

Car Factory:
Requires: Civilized Jewelers Office
No Maintenance.
+5 :c5production: Production to Factory in the city.
Luxury Monopoly Bonus: +10% :c5production: Production

Electronics Factory:
Requires: Centaurus Extractors Office
No Maintenance.
+5 :c5science: Science to Factory in the city.
Luxury Monopoly Bonus: +5% :c5science: Science

Furniture Factory:
Requires: Giorgio Armeier Office
No Maintenance.
+5 :c5gold: Gold to Factory in the city.
Luxury Monopoly Bonus: +10% :c5gold: Gold

Television Factory:
Requires: Trader Sid's Office
No Maintenance.
+5 :c5goldenage: Golden Age Points to Factory in the city.
Luxury Monopoly Bonus: +25% :c5goldenage: Golden Age Lengths

Soft Drink Plant:
Requires: Hexxon Refinery Office
No Maintenance.
+5 :tourism: Tourism to Factory in the city.
Luxury Monopoly Bonus: Units gain +5 HP when Healing

Fast Food Restaurant:
Requires: TwoKay Foods Office
No Maintenance.
+5 :c5culture: Culture to Factory in the city.
Luxury Monopoly Bonus: +10% :c5culture: Culture

Liquor Distillery:
Requires: Firaxite Materials Office
No Maintenance.
+5 :c5food: Food to Factory in the city.
Luxury Monopoly Bonus: +10% :c5food: Food


Spoiler New Militaristic Buildings :

Early Munition Factory:
unlocked at Manufacturing
900 :c5production: Production cost
Maintenance: -8 :c5gold: Gold
-1 :c5food: Food
Ammunition: +6
Explosives: +2
Energy: -3

Small Ammunition Factory:
unlocked at Rifling
1250 :c5production: Production cost
No Maintenance
-2 :c5food: Food
+3 :c5gold: Gold
Ammunition: +4
Iron: -1
Gunpowder Units: +5 XP
Archer Units: +5 XP

Medium Ammunition Factory:
unlocked at Replaceable Parts
Requires Small Ammunition Factory.
1800 :c5production: Production cost
No Maintenance
-4 :c5food: Food
+7 :c5gold: Gold
Ammunition: +5
Iron: -2
Gunpowder Units: +5 XP
Archer Units: +5 XP

Large Ammunition Factory:
unlocked at Combined Arms
Requires Medium Ammunition Factory.
2250 :c5production: Production cost
No Maintenance
-6 :c5food: Food
+10 :c5gold: Gold
Ammunition: +6
Iron: -4
Gunpowder Units: +5 XP
Archer Units: +5 XP

Fuel Refinery:
unlocked at Combustion
1800 :c5production: Production cost
Maintenance: -6 :c5gold: Gold
-2 :c5food: Food
Fuel: +12
Oil: -6
Armor Units: +5 XP
Air Units: +5 XP

Advanced Fuel Refinery:
unlocked at Combined Arms
Requires Fuel Refinery.
2250 :c5production: Production cost
Maintenance: -8 :c5gold: Gold
-4 :c5food: Food
Fuel: +20
Oil: -8
Armor Units: +10 XP
Air Units: +10 XP

Small Explosive Factory:
unlocked at Dynamite
1250 :c5production: Production cost
Maintenance: -4 :c5gold: Gold
-1 :c5food: Food
Explosives: +4
Energy: -2
Siege Units: +5 XP

Medium Explosive Factory:
unlocked at Ballistics
Requires Small Explosive Factory.
2000 :c5production: Production cost
Maintenance: -6 :c5gold: Gold
-2 :c5food: Food
Explosives: +5
Energy: -3
Siege Units: +5 XP
Melee Units: +10 XP

Large Explosive Factory:
unlocked at Nuclear Fission
Requires Medium Explosive Factory.
2500 :c5production: Production cost
Maintenance: -8 :c5gold: Gold
-4 :c5food: Food
Explosives: +6
Energy: -4
Siege Units: +5 XP
Melee Units: +5 XP

Early Shipyards:
unlocked at Warships
900 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
-1 :c5food: Food
Steel: +8
Iron: -3
Naval Units: +5 XP

Industrial Shipyards
:
unlocked at Industrialization
Requires Early Shipyards.
1250 :c5production: Production cost
Maintenance: -4 :c5gold: Gold
-2 :c5food: Food
Steel: +10
Iron: -4
Naval Units: +5 XP

Modern Shipyards
:
unlocked at Ballistics
Requires Industrial Shipyards.
2000 :c5production: Production cost
Maintenance: -6 :c5gold: Gold
-4 :c5food: Food
Steel: +12
Iron: -6
Naval Units: +5 XP

Civilian Weapons Factory I:
unlocked at Industrialization
Requires Factory.
1250 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
-2 :c5food: Food
+2 :c5production: Production
Ammunition: +2
Iron: -1

Civilian Weapons Factory II:
unlocked at Industrialization
Requires Civilian Weapons Factory I.
1250 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
-2 :c5food: Food
+2 :c5production: Production
Ammunition: +2
Explosives: +2
Iron: -1

Civilian Weapons Factory III:
unlocked at Industrialization
Requires Civilian Weapons Factory II.
1250 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
-2 :c5food: Food
+2 :c5production: Production
Ammunition: +2
Explosives: +2
Iron: -1


Spoiler New Civilian Buildings :

Industrial Steel Mill:
unlocked at Industrialization
1250 :c5production: Production cost
Maintenance: -10 :c5gold: Gold
-2 :c5food: Food
Steel: +8
Iron: -4

Modern Steel Mill:
unlocked at Ballistics
Requires Industrial Steel Mill.
2000 :c5production: Production cost
Maintenance: -12 :c5gold: Gold
-4 :c5food: Food
Steel: +12
Iron: -4
Industrial Steel Mill in the city gain +5 :c5gold: Gold

Steam Plant:
unlocked at Manufacturing
900 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
Energy: +3
Coal: -1

Industrial Steam Plant:
unlocked at Steam Power
Requires Steam Plant.
1250 :c5production: Production cost
Maintenance: -10 :c5gold: Gold
Energy: +7
Coal: -3

Modern Steam Plant:
unlocked at Electricity
Requires Industrial Steam Plant.
1800 :c5production: Production cost
Maintenance: -10 :c5gold: Gold
Energy: +8
Coal: -3

Coal Mines:
unlocked at Manufacturing
600 :c5production: Production cost
No Maintenance
Coal: +3
-1 :c5food: Food
+2 :c5gold: Gold

Deep Coal Mines:
unlocked at Electricity
900 :c5production: Production cost
No Maintenance
Coal: +4
-2 :c5food: Food
+1 :c5gold: Gold

Racetrack:
unlocked at Fertilizer
Horses: -3
1250 :c5production: Production cost
Maintenance: -5 :c5gold: Gold
-2 :c5food: Food
+3 :c5happy: Happiness
+2 :c5culture: Culture
+2 :tourism: Tourism

School of Equestrian Art:
unlocked at Fertilizer
Horses: -3
1250 :c5production: Production cost
Maintenance: -5 :c5gold: Gold
-2 :c5food: Food
+5 :c5happy: Happiness
+4 :c5science: Science

Machine Parts Factory:
unlocked at Industrialization
Requires Industrial Steel Mill.
Steel: -2
1250 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
-2 :c5food: Food
+6 :c5production: Production
Industrial Steel Mill in City gains +4 :c5production: Production

Industrial Chemical Plant:
unlocked at Industrialization
Requires Industrial Steel Mill.
Steel: -4
1250 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
-2 :c5food: Food
+4 :c5science: Science
Research Lab in City gains +4 :c5science: Science

Industrial Fertilizer Plant:
unlocked at Industrialization
Requires Industrial Chemical Plant.
1250 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
+6 :c5food: Food to Farms

Industrial Cement Factory:
unlocked at Industrialization
Requires Industrial Chemical Plant.
1250 :c5production: Production cost
Maintenance: -5 :c5gold: Gold
-4 :c5food: Food
+4 :c5production: Production
+10% :c5production: Production when constructing buildings.

Modern Cement Factory:
unlocked at Plastics
Requires Industrial Cement Factory.
2000 :c5production: Production cost
Maintenance: -5 :c5gold: Gold
-8 :c5food: Food
+4 :c5production: Production
+10% :c5production: Production when constructing buildings.

Industrial Glass Factory:
unlocked at Industrialization
Requires Factory.
1250 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
-2 :c5food: Food
+4 :c5culture: Culture
Museum in City gains +4 :c5culture: Culture

Industrial Dye Factory:
unlocked at Industrialization
Requires Factory.
1250 :c5production: Production cost
No Maintenance
-2 :c5food: Food
+2 :c5gold: Gold

Industrial Fabric Factory:
unlocked at Industrialization
Requires Industrial Dye Factory.
1250 :c5production: Production cost
No Maintenance
-2 :c5food: Food
+4 :c5gold: Gold
Cloth Mill and Factory in City gains +4 :c5gold: Gold

Spoiler Changed Buildings :

Enlightenment Era:

Cloth Mill
:
Energy: -1

Industrial Era:

Train Station
:
Energy: -1
:c5production: Production Lowered from 25% to 10%.
Doesn't require Coal anymore

Seaport:
Energy: -1
Doesn't require Coal anymore

Museum:
Energy: -1

Agribusiness:
Food increased to +10 from +5
Farms and Pastures worked by the City only gain +2 :c5gold: Gold (no more :c5production: Production)

Factory:
Energy: -3
-3 :c5food: Food
Each Factory no longer give other Factory +2 :c5production: Production.
Doesn't require Coal anymore

Modern Era:

Hospital:
Energy: -2

Stock Exchange
:
Energy: -2

Refinery:
Energy: -5
-2 :c5food: Food
Now Produces 5 Coal and Iron.

Research Lab:
Energy: -3

Broadcast Tower:
Energy: -3

Wire Service:
Energy: -2

Atomic Era:

Medical Lab:
Energy: -4

Stadium:
Energy: -4

Recycling Center:
Energy: -6
Aluminum gained increased to +5 from +2

Police Station:
Energy: -4

Hydroelectric Power:
Available at Electronics.
Energy: +15
Iron: -3 (instead of just -1)
Loses yields to tiles.

Solar Power:
Available at Electronics.
Energy: +15
:c5production: Production increase to +15% from +10%.
No longer improve city processes.

Wind Power:
Available at Electronics.
Energy: +15
Iron: -3 (instead of just -1)
Loses yields to tiles.

Nuclear Power:
Available at Electronics.
Energy: +15
No boost to specialists.



Spoiler Air Unit and Promotions :

Spoiler Misc Changes :

City Air Unit Capacity increased to 6 (Airport as a result increases Air Unit Capacity to 10)
Adjusted Air Strike Defense of all units. All units except the AA units now have low Air Strike Defense so they won't be doing much against air units without the help of AA units.

Spoiler Reworked Interceptor Promotion Line :

Promotion line available to the following:
Machine Gun, Bazooka
Destroyer unit line (not including Ironclad) granted Interceptor I.

Interceptor I:
-unlocked at Rocketry
+15% Chance to Intercept enemy Air Units. +15% :c5strength: CS vs Air and Helicopter Units.

Interceptor II:
-Needs Interceptor I.
+15% Chance to Intercept enemy Air Units. +15% :c5strength: CS vs Air and Helicopter Units.

Interceptor III:
-Needs Interceptor II.
+15% Chance to Intercept enemy Air Units. +15% :c5strength: CS vs Air and Helicopter Units.

Interceptor IV:
-Needs Interceptor III.
+15% Chance to Intercept enemy Air Units. +15% :c5strength: CS vs Air and Helicopter Units. +75% :c5strength: CS when Intercepting enemy aircraft.


Spoiler Reworked Air Defense promotion line :

Promotion line available to the following after Flight is researched:
Archer Units
Gunpowder Units

Air Defense I:
+10 Hit Points. +15 Damage to Air Units when defending against Air Strikes.

Air Defense II:
+10 Hit Points. +20 Damage to Air Units when defending against Air Strikes.

Air Defense III:
+20 Hit Points. +40 Damage to Air Units when defending against Air Strikes.





Spoiler Changes to Air Units :

Code:
All Fighters (including Zero) lose Air Supremacy and Ace Pilots I, Air Skirmisher promotion is being reworked
B17 loses Siege I promotion and gains a new promotion
Zero loses Ace Pilot II promotion and gains a new promotion
Jet Fighter loses Bonus vs Helicopter
Guided Missile gain Bonus vs Naval
Stealth Bomber Will Not be changed in this mod (will be changed for a future mod component)


Spoiler New and Changed Promotions :


B17
:
unlocked at Radar with Their Finest Hour
Requires: 1 Oil
70 :c5rangedstrength: Range 10
Evasion
Air Unit Cap 1
Strategic Bombing I (+50% :c5rangedstrength: RCS when attacking Cities.)

Zero:
unlocked at Radar with Air Supremacy
Requires: 1 Oil
60 :c5rangedstrength: Range 9
Eagle Hunter
Air Sweep
Air Recon
Air Skirmisher
Air Unit Cap 1
Intercept :c5rangedstrength:8
Ruling the Skies I (+10% Chance to Intercept enemy Air Units. +50% :c5strength: CS when Intercepting enemy aircraft)

Fighter
:
Three focuses (anti-siege/archer, anti-helicopter/armor, air control [air sweep and interception])

Changed promotions:

Ace Pilot I:
-Only available to Fighter Units
-Mutual Exclusive with: Hunter I and Suppression I.
+25% Chance to Intercept enemy Air Units. +33% :c5strength: CS when performing an Air Sweep.

Ace Pilot II:
-Needs Ace Pilot I.
+25% Chance to Intercept enemy Air Units. +33% :c5strength: CS when Intercepting enemy aircraft.

Ace Pilot III:
-Needs Ace Pilot II.
+25% Chance to Intercept enemy Air Units. If the Air Sweep is not intercepted, deal 15 Damage to all Aircraft units adjacent to Air Sweep target.

Hunter I (formerly Dogfighting I):
-Only available to Fighter Units
-Mutual Exclusive with: Ace Pilot I and Suppression I.
+20% :c5strength: CS vs Helicopter and Armor Units.

Hunter II (formerly Dogfighting II):
-Needs Hunter I.
+20% :c5strength: CS vs Helicopter and Armor Units.

Hunter III (formerly Dogfighting III):
-Needs Hunter II.
+20% :c5strength: CS vs Helicopter and Armor Units.

Air Skirmisher:
-Granted to all Fighter Units
-25% :c5strength: CS when attacking Cities.
-25% :c5strength: CS vs Naval Units.

New Promotions:

Ace Pilot IV-I:
-Needs Ace Pilot III. Is mutually exclusive to Ace Pilot IV-II.
+10% Chance to Intercept enemy Air Units. +50% :c5strength: CS when Intercepting enemy aircraft. +1 Interception.

Ace Pilot IV-II:
-Needs Ace Pilot III. Is mutually exclusive to Ace Pilot IV-I.
+1 operational range. +50% :c5strength: CS when performing an Air Sweep. If the Air Sweep is not intercepted, deal 15 Damage to all Aircraft units adjacent to Air Sweep target.

Ace Pilot V:
-Needs Ace Pilot IV-I or Ace Pilot IV-II.
+20% :c5strength: CS when Intercepting enemy aircraft. +20% :c5strength: CS when performing an Air Sweep. If the Air Sweep is not intercepted, deal 5 Damage to all Aircraft units adjacent to Air Sweep target. +1 operational range.

Ace Pilot VI:
-Needs Ace Pilot V.
+20% :c5strength: CS when Intercepting enemy aircraft. +20% :c5strength: CS when performing an Air Sweep. If the Air Sweep is not intercepted, deal 5 Damage to all Aircraft units adjacent to Air Sweep target. +1 operational range.

Hunter IV-I:
-Needs Hunter III. Is mutually exclusive to Hunter IV-II.
+40% :c5strength: CS vs Helicopter Units. Unit will Heal Every Turn, even if it performs an action.

Hunter IV-II:
-Needs Hunter III. Is mutually exclusive to Hunter IV-I.
+40% :c5strength: CS vs Armor Units. Unit will Heal Every Turn, even if it performs an action.

Hunter V:
-Need Hunter IV-I or Hunter IV-II.
+20% :c5strength: CS vs Helicopter and Armor Units. +10 Hit Points.

Hunter VI:
-Need Hunter V.
+20% :c5strength: CS vs Helicopter and Armor Units. +15 Hit Points.

Suppression I:
-Only available to Fighter Units
-Mutual Exclusive with: Ace Pilot I and Hunter I.
+33% :c5strength: CS vs Archer and Siege Units. +5% Chance to Evade Air Interception.

Suppression II:
-Needs Suppression I.
+33% :c5strength: CS vs Archer and Siege Units. +5% Chance to Evade Air Interception.

Suppression III:
-Needs Suppression II.
+33% :c5strength: CS vs Archer and Siege Units. +5% Chance to Evade Air Interception.

Suppression IV-I:
-Needs Suppression III. Is mutually exclusive to Suppression IV-II.
+66% :c5strength: CS vs Archer Units. +10% Chance to Evade Air Interception.

Suppression IV-II:
-Needs Suppression III. Is mutually exclusive to Suppression IV-I.
+66% :c5strength: CS vs Siege Units. +10% Chance to Evade Air Interception.

Suppression V:
-Needs Suppression IV-I or Suppression IV-II.
+33% :c5strength: CS vs Archer and Siege Units. +5% Chance to Evade Air Interception.

Suppression VI:
-Needs Suppression V.
+33% :c5strength: CS vs Archer and Siege Units. +5% Chance to Evade Air Interception.

___________________________________________________

Bomber:
Three focuses (AoE, anti-naval, anti-city)

Changed promotions:

Air Penetration I:
-Only available to Bomber Units
-Mutual Exclusive with: Carpet Bombing I and Siege I.
+15% :c5strength: CS vs Naval Units. +10% Chance to Evade Air Interception.

Air Penetration II:
-Needs Air Penetration I.
+15% :c5strength: CS vs Naval Units. +10% Chance to Evade Air Interception.

Air Penetration III (formerly Stealth):
-Needs Air Penetration II.
+15% :c5strength: CS vs Naval Units. +10% Chance to Evade Air Interception.

Carpet Bombing I (formerly Air Targeting I):
-Only available to Bomber Units
-Mutual Exclusive with: Air Penetration I and Siege I.
+5% :c5strength: CS vs Land Units. Deals 5 Damage to all enemy Units adjacent to targeted Unit.

Carpet Bombing II (formerly Air Targeting II):
-Needs Carpet Bombing I.
+5% :c5strength: CS vs Land Units. +15 Hit Points.

Carpet Bombing III (formerly Air Targeting III):
-Needs Carpet Bombing II.
+5% :c5strength: CS vs Land Units. -10% Damage received from Interception. Deals 5 Damage to all enemy Units adjacent to targeted Unit.

Siege I:
-Only available to Bomber Units
-Mutual Exclusive with: Air Penetration I and Carpet Bombing I.
+25% :c5rangedstrength: RCS when attacking Cities. +1 operational range.

Siege II:
-Needs Siege I.
+25% :c5rangedstrength: RCS when attacking Cities. +1 operational range.

Siege III:
-Needs Siege II.
+25% :c5rangedstrength: RCS when attacking Cities. +1 operational range.

New Promotions:

Air Penetration IV:
-Needs Air Penetration III.
+15% :c5strength: CS vs Naval Units. +10% Chance to Evade Air Interception. May attack twice.

Air Penetration V:
-Needs Air Penetration IV.
+15% :c5strength: CS vs Naval Units. +10% Chance to Evade Air Interception.

Air Penetration VI:
-Needs Air Penetration II.
+25% :c5strength: CS vs Naval Units. +50 Hit Points.

Carpet Bombing IV:
-Needs Carpet Bombing III.
+5% :c5strength: CS vs Land Units. -10% Damage received from Interception. +15 Hit Points.

Carpet Bombing V:
-Needs Carpet Bombing IV.
+5% :c5strength: CS vs Land Units. Deals 5 Damage to all enemy Units adjacent to targeted Unit. +20 Hit Points.

Carpet Bombing VI:
-Needs Carpet Bombing V.
+5% :c5strength: CS vs Land Units. +50 Hit Points.

Siege IV:
-Needs Siege III.
+25% :c5rangedstrength: RCS when attacking Cities. +1 operational range. Unit will Heal Every Turn, even if it performs an action.

Siege V:
-Needs Siege IV.
+25% :c5rangedstrength: RCS when attacking Cities. +1 operational range. +25 Hit Points.

Siege VI:
-Needs Siege V.
+25% :c5rangedstrength: RCS when attacking Cities. +1 operational range. +25 Hit Points.

 

Attachments

  • AG's Late Game Mod.zip
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Last edited:
Here's a preview of what to expect for the next update of this mod. I'm not releasing this because there's a chance of a new beta VP version and I want to make the update compatible with that new version. I want to make sure everything works before the release.

Spoiler :

20200523221255_1.jpg


20200523221208_1.jpg

 
The version is compatible with the new beta version.

Note: You don't need Enlightenment Era Mod to run this mod anymore. I copied it into the mod itself since separate mods was having some issues.

I don't think the upcoming hotfixes will break it since it doesn't affect those aspects of the game. If it does, I will be making a hotfix as well. If I missed any issues, please tell me and I'll fix them.

There's a lot in the spoilers so, for those not wanting to read through everything, you can always check in-game when they come up. I think I included most things here but it's possible I miss thing due to how much is here. Since this is still work in progress, there's still more things planned. Hope you enjoy what little I have here! :)

Spoiler New Version Changes :

Spoiler Building Changes :

Industrial Chemical Plant:
unlocked at Steel Production (no longer Industrialization)
Now 1450 :c5production: Production cost
+2 :c5food: Food to Farms

Industrial Fertilizer Plant:
unlocked at Steel Production (no longer Industrialization)
Now 1450 :c5production: Production cost

Industrial Cement Factory:
unlocked at Steel Production (no longer Industrialization)
Now 1450 :c5production: Production cost

Civilian Weapons Factory I:
unlocked at Assembly Line (no longer Industrialization)
Now 1450 :c5production: Production cost

Civilian Weapons Factory II:
unlocked at Assembly Line (no longer Industrialization)
Now 1450 :c5production: Production cost

Civilian Weapons Factory III:
unlocked at Assembly Line (no longer Industrialization)
Now 1450 :c5production: Production cost

Modern Steam Plant:
unlocked at Electrification (no longer Electricity)
Now 1600 :c5production: Production cost

Deep Coal Mines:
unlocked at Rail Transportation (no longer Electricity)

Fuel Refinery:
unlocked at Petroleum (no longer Combustion)
Now 1600 :c5production: Production cost

Hospital:
:c5food: Food increased from +2 to +6

Medical Lab:
Now gives +4 :c5food: Food


Spoiler Improvement Yield Changes :

Farm:
Fertilizer increases the :c5food: Food from Farms from +1 to +4.
Industrialization increases the :c5food: Food from Farms by +3.
Refrigeration increases the :c5food: Food from Farms by +5.

Oil Well:
Available at Petroleum.


Spoiler Resources :

Oil:
Revealed at Petroleum


Spoiler Machine Era :

Motion Pictures:
Prereq Tech:Archaeology, Industrialization
Theme Park (B)
Cinema (B)
Great Work gains +2 :c5gold: Gold

Early Public Works
:
Prereq Tech: Industrialization, Fertilizer
Sewer System (B)
Wastewater Treatment Plant (B)
Fire Department (B)
Correctional Facility (B)

Steel Production:
Prereq Tech: Industrialization, Dynamite
Industrial Chemical Plant (B)
Industrial Fertilizer Plant (B)
Industrial Cement Factory (B)
Manufactory gain +1 :c5production: Production.

Assembly Line
:
Prereq Tech: Industrialization, Military Science
Civilian Weapons Factory I (B)
Civilian Weapons Factory II (B)
Civilian Weapons Factory III (B)

Propaganda:
Prereq Tech: Military Science
Newspaper Company (B)
Advertisement Company (B)
Radio Factory (B)

Modern Art:
Prereq Tech: Motion Pictures, Early Public Works
Conservatory (B)
Art Exhibitions (B)
Art Gallery (B)

Electrification:
Prereq Tech: Early Public Works, Steel Production
Modern Steam Plant (B)
Early Power Stations (B)

Mass Market:
Prereq Tech: Steel Production, Assembly Line, Early Public Works
Fishery (B)
Department Store (B)


Rail Transportation:
Prereq Tech: Steel Production, Assembly Line, Propaganda
Deep Coal Mines (B)
Train Terminal (B)
More Movements on Rail

Petroleum:
Prereq Tech: Propaganda
Fuel Refinery (B)
Oil Well (I)
Filling Station (B)


Spoiler Machine Era New Building :

Theme Park:
unlocked at Motions Pictures
1450 :c5production: Production cost
No Maintenance
-3 :c5food: Food
+3 :c5culture: Culture
+3 :tourism: Tourism
Energy: -2

Cinema:
unlocked at Motions Pictures
1450 :c5production: Production cost
Maintenance: -4 :c5gold: Gold
Great Works gain +1 :c5gold: Gold and :c5culture: Culture.
+2 :c5gold: Gold to Theme Park in the City
Energy: -1

Sewer System:
unlocked at Early Public Works
1450 :c5production: Production cost
Maintenance: -5 :c5gold: Gold
+5 :c5food: Food
+2 :c5production: Production

Wastewater Treatment Plant:
unlocked at Early Public Works
Requires Sewer System.
1450 :c5production: Production cost
Maintenance: -5 :c5gold: Gold
+5 :c5food: Food
+2 :c5science: Science
+3 :c5food: Food to Sewer System in the City
Energy: -2

Fire Department:
unlocked at Early Public Works
1450 :c5production: Production cost
Maintenance: -5 :c5gold: Gold
+1 :c5food: Food
+1 :c5science: Science
+1 :c5production: Production
+5 :c5happy: Happiness
Energy: -2

Correctional Facility:
unlocked at Early Public Works
1450 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
-4 :c5food: Food
+2 :c5production: Production
+2 :c5happy: Happiness
-1 :c5unhappy: Unhappiness from Poverty and Distress
Energy: -2

Newspaper Company:
unlocked at Propaganda
1450 :c5production: Production cost
No Maintenance
Paper: -1
-2 :c5food: Food
+2 :c5production: Production
+2 :c5happy: Happiness
+4 :c5gold: Gold
-1 :c5unhappy: Unhappiness from Boredom

Advertisement Company:
unlocked at Propaganda
1450 :c5production: Production cost
No Maintenance
Paper: -2
-6 :c5food: Food
+2 :c5production: Production
+4 :c5happy: Happiness
+8 :c5gold: Gold

Radio Factory:
unlocked at Propaganda
1450 :c5production: Production cost
Maintenance: -6 :c5gold: Gold
Energy: -2
-2 :c5food: Food
+3 :c5production: Production
+3 :c5happy: Happiness
-1 :c5unhappy: Unhappiness from Boredom
Armor Units: +5 XP

Conservatory:
unlocked at Modern Art
1600 :c5production: Production cost
Maintenance: -4 :c5gold: Gold
Energy: -2
-2 :c5food: Food
+3 :c5culture: Culture
+1 :c5science: Science
+1 :c5happy: Happiness
-1 :c5unhappy: Unhappiness from Boredom
Great Works gain +1 :c5gold: Gold

Art Exhibitions:
unlocked at Modern Art
1600 :c5production: Production cost
Maintenance: -4 :c5gold: Gold
Energy: -2
-2 :c5food: Food
+4 :c5culture: Culture
+1 :c5happy: Happiness
Great Works gain +1 :tourism: Tourism

Art Gallery:
unlocked at Modern Art
1600 :c5production: Production cost
Maintenance: -5 :c5gold: Gold
Energy: -2
-2 :c5food: Food
+4 :c5culture: Culture
+2 :c5happy: Happiness
-1 :c5unhappy: Unhappiness from Boredom
Great Works gain +1 :c5culture: Culture

Early Power Stations:
unlocked at Electrification
1600 :c5production: Production cost
Maintenance: -4 :c5gold: Gold
Energy: +4
Coal: -1

Fishery:
unlocked at Mass Market
1600 :c5production: Production cost
Maintenance: -4 :c5gold: Gold
Must be built in a coastal city
All Fishing Boats gain +4 :c5gold: Gold and :c5food: Food
-1 :c5unhappy: Unhappiness from Poverty

Department Store:
unlocked at Mass Market
1600 :c5production: Production cost
Maintenance: -12 :c5gold: Gold
Energy: -4
+3 :c5gold: Gold to Consumer Goods Factories
+2 :c5gold: Gold to all tiles with (non-luxury and non-strategic) Resources

Train Terminal:
unlocked at Rail Transportation
1600 :c5production: Production cost
Requires Train Station.
Maintenance: -6 :c5gold: Gold
Energy: -4
+3 :c5gold: Gold, :c5production: Production and :c5food: Food
+2 :c5gold: Gold to Coal
+4 :c5gold: Gold to Train Stations

Filling Station:
unlocked at Petroleum
1600 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
Fuel: -4
+1 :c5gold: Gold and :c5production: Production for every 5 :c5citizen: Citizens in the city.
+4 :c5gold: Gold to Oil Well
+4 :c5gold: Gold to Fuel Refinery


Spoiler Digital Era :


New Strategic Resources:
Nano Core
Prism Disc
Tesla Component

Telecommunication:
Communications Array (NW)
National Visitor Center (NW)
CN Tower (W)
Combat Cycle [Mounted] (U)
Landmark: +2 :c5culture: Culture
Embassy: +1 :c5culture: Culture

Satellites:
Airbase (B)
Video Rental (B)
Sydney Opera House (W)
Overlord Tank [Melee] (U)
MIG [Fighter] (U)
Reveals the entire map
Musicians: +2 :c5culture: Culture
Landmark: +2 :c5culture: Culture
No longer unlocks the Apollo Program Project

Lasers:
Electric Grid (B)
Laser Tank [Armor] (U)
Engineer: +3 :c5production: Production
Manufactories: +4 :c5production: Production
Academies: +4 :c5science: Science

Advanced Ballistics:
Nuclear Submarine (U)
Heavy Destroyer (U)
Naval Attack Helicopter (U)
Assault Helix [Helicopter] (U)

Mobile Tactics:
Biofuel Refinery (B)
Toxin Soldier [Gun] (U)
Scud Launcher [Siege] (U)
Faster Movement on Railroads

Robotics:
Hubble Space Telescope (W)
Sentry Drone [Archer] (U)
Mine: +3 :c5production: Production
Pasture: +3 :c5food: Food
Terrace Farm: +3 :c5food:
Eki: +3 :c5production: Production

The Internet:
Drive-in Theater (B)
Great Firewall (W)
Greatly increases empire-wide :tourism: Tourism output
Writers: +2 :c5culture: Culture
Merchants: +3 :c5gold: Gold
Civil Servants: +1 :c5culture: Culture

Nanotechnology:
Nano Core Revealed
Prism Disc Nano Core Revealed
Tesla Component Nano Core Revealed
Secret Tech Lab (NW)
Nano Lab (NW)
Prism Lab (NW)
Tesla Lab (NW)
Allow Fallout Immunity

Stealth:
Aurora Alpha (stealth) [Bomber]
Fort: +3 :c5science: Science
Citadel: +4 :c5science: Science

Particle Physics:
Enrichment Facility (B)
CERN (W)


Spoiler Digital Buildings and Units :


Airbase (B):
unlocked at Satellites
2750 :c5production: Production cost
Maintenance: -8 :c5gold: Gold
Energy: -4
-6 :c5food: Food
Air Units gain +15 XP.
Air Capacity increased by 3.
+20 to Air :c5strength: Defense

Video Rental (B):
unlocked at Satellites
2750 :c5production: Production cost
No Maintenance
Energy: -4
-4 :c5food: Food
+3 :c5gold: Gold
+5 :c5culture: Culture
+5 :tourism: Tourism

Electric Grid (B):
unlocked at Lasers
2750 :c5production: Production cost
No Maintenance
Energy: +4
+4 :c5gold: Gold

Biofuel Refinery (B):
unlocked at Mobile Tactics
2750 :c5production: Production cost
No Maintenance
Fuel: +4
-4 :c5food: Food
+4 :c5gold: Gold

Drive-in Theater (B):
unlocked at The Internet
3000 :c5production: Production cost
No Maintenance
Energy: -4
+4 :c5gold: Gold
+5 :c5culture: Culture
+5 :tourism: Tourism

Enrichment Facility (B):
unlocked at Particle Physics
3000 :c5production: Production cost
Maintenance: -6 :c5gold: Gold
Uranium: +4
+4 :c5science: Science

Communications Array (NW):
unlocked at Telecommunication
125 :c5production: Production cost
No Maintenance
All units gain the promotion: Communication(+15% :c5strength: CS, +1 :c5moves: Movement)


Secret Tech Lab (NW):
unlocked at Nanotechnology
125 :c5production: Production cost
No Maintenance
+2 :c5science: Science

Nano Lab (NW):
unlocked at Nanotechnology
Requires Secret Tech Lab.
125 :c5production: Production cost
No Maintenance
Nano Core: +4
+2 :c5science: Science
Mutually Exclusive to: Prism Lab and Tesla Lab.

Prism Lab (NW):
unlocked at Nanotechnology
Requires Secret Tech Lab.
125 :c5production: Production cost
No Maintenance
Prism Disc: +4
+2 :c5science: Science
Mutually Exclusive to: Nano Lab and Tesla Lab.

Tesla Lab (NW):
unlocked at Nanotechnology
Requires Secret Tech Lab.
125 :c5production: Production cost
No Maintenance
Tesla Component: +4
+2 :c5science: Science
Mutually Exclusive to: Prism Lab and Nano Lab.


Combat Cycle [Mounted] (U):
unlocked at Mobile Tactics
2000 :c5production: Production cost

72 :c5strength: CS
No Defensive Terrain Bonuses
Can Move after Attacking
Can Pillage Improved Tiles
Granted promotion All Terrain (can traverse in Mountain and Ice)

Overlord Tank [Melee] (U):
Explosive: -1
unlocked at Lasers
2400 :c5production: Production cost
80 :c5strength: CS

Granted promotion Overlord (+200 Hit Points. +25% :c5strength: CS when attacking.)
Has access to the following promotions (mutually exclusive):
Battle Bunker: +50% :c5strength: CS vs. Armor, Helicopter and Melee
Gatling Cannon: +50% :c5strength: CS vs. Gun, Archer, Fighter and Bomber
Propaganda Tower: Adjacent units can heal an extra 10 HP per turn. This unit heals every turn regardless of action.

MIG [Fighter] (U):
unlocked at Stealth
2000 :c5production: Production cost

65 :c5rangedstrength: RCS 10 Range
Air Sweep
Air Recon
Air Skirmisher
Air Unit Cap 1
Intercept :c5rangedstrength: 10
Granted promotion Black Napalm (Applies Burn status on enemies that inflicts 5 HP of damage per turn for 5 turns)

Laser Tank [Armor] (U):
Energy: -1
unlocked at Lasers
2400 :c5production: Production cost
80 :c5strength: CS
80 :c5rangedstrength: RCS 0 Range
No Defensive Terrain Bonuses
Armor Plating I
Can Move after Attacking
Hold The Line II (+15 HP. +15% :c5strength: CS against all Ranged Attacks)
Can Pillage Improved Tiles
Granted promotion Laser Weapon (+33% :c5strength: CS when attacking)
Has access to the following promotions (mutually exclusive):
Scout Drone: +2 Sight, +1 Range
Battle Drone: +25% :c5strength: CS vs. Gun, +10 HP healed per turn
Hellfire Drone: +50% :c5strength: CS vs Armor and Melee

Assault Helix [Helicopter] (U):
Aluminum: -1
unlocked at Advanced Ballistics
2400 :c5production: Production cost
70 :c5strength: CS / 75 :c5rangedstrength: RCS 1 Range
Can Move After Attacking
May Not Melee Attack
No Defensive Terrain Bonuses
Land Hovering
Granted promotion Bunker (+15% :c5strength: CS vs. Gun, Archer, Armor and Melee)

Toxin Soldier [Gun] (U):
Ammunition: -1
unlocked at Mobile Tactics
2000 :c5production: Production cost

70 :c5strength: CS
DFPs
Hold The Line II (+15 HP. +15% :c5strength: CS against all Ranged Attacks)
Can Pillage Improved Tiles
Granted promotion Toxin (Applies Toxic status on enemies that inflicts 10 HP of damage per turn for 2 turns)

Scud Launcher [Siege] (U):
Explosives: -1
unlocked at Advanced Ballistics
2400 :c5production: Production cost
60 :c5strength: CS / 70 :c5rangedstrength: RCS 3 Range
Indirect Fire
May Not melee Attack
No Defensive Terrain Bonuses
Moves at half-speed in enemy territory
Limited Visibility
Cover I
Bonus vs Cities (100)
Granted promotion High Explosive Warhead (+25% :c5strength: CS when attacking. Deals 10 damage to all enemy units adjacent to targeted unit [within range])

Sentry Drone [Archer] (U):
Ammunition: -1
unlocked at Mobile Tactics
2000 :c5production: Production cost

60 :c5strength: CS / 70 :c5rangedstrength: RCS 2 Range
May Not Melee Attack
Covering Fire II
Can Pillage Improved Tiles
Granted promotion Stealth Mode (+30% :c5strength: CS when defending, +25 Hit Points)
Has access to the following promotions:
Scout Drone: +2 Sight, +1 Range
Drone Gun: +33% :c5strength: CS vs. Gun and Archer

Aurora Alpha (stealth) [Bomber] (U):
unlocked at Stealth
2000 :c5production: Production cost

75 :c5rangedstrength: RCS 10 Range
Air Unit Cap 1
Granted promotion Countermeasures (Reduces damage taken from interception by 75%. +50 Hit Points)

 
No 1st s/shot with Late Game mod and IGE. 2nd s/shot with just IGE mod
 

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No 1st s/shot with Late Game mod and IGE. 2nd s/shot with just IGE mod

That's very odd because it works for my game (see spoiler below). Maybe you can clear cache or something? And are you using modpacks? I know that modpacks can break certain things sometimes for me.

Spoiler :

20200627095106_1.jpg

 
Have reinstalled steam and game, cleared cache and mod data user. using single mod add ons
 
Have reinstalled steam and game, cleared cache and mod data user. using single mod add ons

What's the version of your IGE? I'm honestly out of ideas. You can see from my mod list above that I just have Really Advanced Setup, IGE, a UI mod and my mod. I didn't even use that many mods myself.
 
Hi Amateurgamer88! This is a great mod! I love the Power resource and it's necessity for late-game buildings. Unfortunately, I guess that there has been a Vox update that effected it; I can't get past the Ancient period and get crashes just prior to the Medieval period. I think it has something to do with your inclusion of the Enlightenment Era in this one. When I use that mod and not yours, I don't get crashes. I hope that this will be an easy fix so we can start using the mod again! Thank you!
 
Hi Amateurgamer88! This is a great mod! I love the Power resource and it's necessity for late-game buildings. Unfortunately, I guess that there has been a Vox update that effected it; I can't get past the Ancient period and get crashes just prior to the Medieval period. I think it has something to do with your inclusion of the Enlightenment Era in this one. When I use that mod and not yours, I don't get crashes. I hope that this will be an easy fix so we can start using the mod again! Thank you!

Thanks for the kind words! I can understand how a new VP update can cause crashes. Are you able to be more specific about what you were doing before the crashes? Do you have logs? Were you researching a Classical Era tech? Are you playing any custom civs? A bit more information can be helpful as I would like to see if I can replicate the crash so I can fix it. Thanks!
 
Here's a copy of what I (erroneously) posted on GitHub. I had spent a couple of weeks trying to figure out what was causing the issue and thought it was a different problem than a mod conflict. The attached folder has the logs, the mod list, Modded Saves, and dmp file in it.
 

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