amateurgamer88
Emperor
- Joined
- Aug 24, 2018
- Messages
- 1,612
Hi everyone! This is amateurgamer88! Some of you might know that I'm creating a mod that's meant to overhaul VP by adding new eras, buildings, units and other stuff. That went on a bit of hiatus due to busy real life but I'm finding more free time and want to resume coding. One of the things I wanted to change is the promotions. For me personally, I don't like some of promotions due to them being too situational while other promotions seem too powerful. There's also the matter of AI not always picking the best promotions and some help can be done to help them with that. I might even add in new buildings that are necessary to unlocking certain promotions.
Despite being a massive change, this mod can be used alongside VP without conflicting other non-promotion mods. Therefore, I wanted to make this a modular mod that people can try out in their games. Currently, I intend on focusing on things that can be achieved through sql. While lua is a possibility, I'm hesitant to use it as I'm inexperienced and poor coding can slow down the game. Overall, I want to use existing tools available to change and add new promotions.
I am open to suggestions regarding what sort of changes people want to see. However, I probably won't be implementing everything and, due to balance issues, certain ideas might be off the table if test shows that they are too powerful. One thing that caught my eye recently is this thread. I do like the idea of how certain terrain can make specific promotions possible and this is where new buildings might be coded.
Anyways, feel free to make suggestions below and I'll see what I can do. I'm still making a list of changes that I want to change so that won't be available just yet. Just know that all existing promotions can be modified through this mod, including those only available to civilizations like Japan, the Zulu and Indonesia.
Spearman, Pikeman, Landsknecht and their respective UU start with Tight Formation except Polynesian Maori Warrior.
Swordsman, Longswordsman and their respective UU start with Heavy Infantry.
Boarded I and II: (PlagueID = 1)
Dazed: (PlagueID = 2)
Disruption I and II promotions: (PlagueID = 3)
Disruption III and IV promotions: (PlagueID = 4)
Disruption V: (PlagueID = 5)
Barraged I and II promotions: (PlagueID = 6)
Barraged III and IV promotions: (PlagueID = 7)
Venom I and II promotions: (PlagueID = 8)
Venom III promotions: (PlagueID = 9)
Poisoned I and II promotions: (PlagueID = 10)
Poisoned III and IV promotions: (PlagueID = 11)
Poisoned V: (PlagueID = 12)
Barraged V: (PlagueID = 13)
Melee Promotion:
Bonus vs Archer (50): 50% Bonus vs Archer Units
Bonus vs Melee/Gunpowder (50): 50% Bonus vs Melee and Gunpowder Units
City Assault: +25%
Combat Strength when defending against all Ranged Attacks. +25%
Combat Strength when attacking Cities.
City Assault II: +25%
Combat Strength when defending against all Ranged Attacks. +20%
Combat Strength when attacking Cities.
City Assault III: +35%
Combat Strength when defending against all Ranged Attacks. +30%
Combat Strength when attacking Cities. Damage from Cities reduced by 35%. (Unlocked at Rifling)
Drill I: +10%
Combat Strength when defending. +10%
Combat Strength when attacking Cities.
Drill II: +10%
Combat Strength when defending. +10 HP.
Drill III: +10%
Combat Strength when defending. +10 HP.
Drill IV: +20%
Combat Strength when defending. +30 HP.
Drill V: +10%
Combat Strength when defending. +25 HP.
Drill VI: +20%
Combat Strength when defending. +50 HP. (Unlocked at Rifling)
Formation IV: +50%
Combat Strength vs Mounted Units. +25%
Combat Strength when defending in Open Terrain.
Formation V: +100%
Combat Strength vs Armored Units. +25%
Combat Strength when defending in Open Terrain. (Unlocked at Rifling)
Haka War Dance: Enemy Units receive -15%
Combat Strength when adjacent to any Unit with this promotion. +25%
Combat Strength when attacking.
Heavy Infantry: +15%
Combat Strength when defending against all Ranged Attacks. +15%
Combat Strength when attacking.
Mobility II: +15%
Combat Strength when attacking into Open terrain. Flanking bonus increased by 15%. (Unlocked at Rifling)
Mobility III: +15%
Combat Strength when attacking into Rough terrain. Flanking bonus increased by 15%. (Unlocked at Rifling)
Overrun: Flanking bonus increased by 10%. +15 HP when you defeat an enemy. (Unlocked at Rifling)
Overrun II: Flanking bonus increased by 10%. When you advance after destroying an Enemy Unit, all newly-adjacent Enemy Units take 15 damage. (Unlocked at Rifling)
Shock I: +10%
Combat Strength when attacking. Inflict Disruption I status on enemies during melee combat, reducing their
Combat Strength by 10% for 1 turn.
Shock II: +10%
Combat Strength when attacking. Inflict Disruption I status on enemies during melee combat, reducing their
Combat Strength by 10% for 1 turn.
Shock III: +10%
Combat Strength when attacking. Inflict Disruption II status on enemies during melee combat, reducing their
Combat Strength by 20% for 2 turns.
Shock IV: +20%
Combat Strength when attacking. Inflict Disruption II status on enemies during melee combat, reducing their
Combat Strength by 20% for 2 turns.
Shock V: +25%
Combat Strength when attacking. Inflict Disruption III status on enemies during melee combat, reducing their
Combat Strength by 33% for 5 turns.
Shock VI: +50%
Combat Strength when attacking. Inflict Disruption III status on enemies during melee combat, reducing their
Combat Strength by 33% for 5 turns. (Unlocked at Rifling)
Spearhead I: +5%
Combat Strength per Adjacent Enemy Melee Unit when defending. When you advance after destroying an Enemy Unit, all newly-adjacent Enemy Units take 5 damage.
Spearhead II: +10%
Combat Strength per Adjacent Enemy Melee Unit when defending. When you advance after destroying an Enemy Unit, all newly-adjacent Enemy Units take 5 damage.
Stalwart: +20%
Combat Strength when defending in Rough terrain. +15 HP.
Stalwart II: +20%
Combat Strength when defending in Open terrain. +15 HP.
Tank Hunter I: +25%
Combat Strength VS Armored Units. +25 HP, unlocked at Rifling.
Tank Hunter II: +25%
Combat Strength VS Armored Units. +25 HP, unlocked at Rifling.
Tight Formation: +25%
Combat Strength vs Mounted Units. +25%
Combat Strength when defending in Open Terrain.
Woodsman II: +25%
Combat Strength when attacking into Rough terrain. Flanking bonus increased by 25%.
Woodsman III: +50%
Combat Strength when attacking into Rough terrain. Flanking bonus increased by 25%. (Unlocked at Rifling)
Mounted Promotion:
Ambush I:+1
Movement. Flanking bonus increased by 10%
Ambush II: +10%
Combat Strength when Units above 50 HP. +10%
Combat Strength when attacking Wounded Unit.
Ambush III: +15%
Combat Strength when attacking. 15% chance to withdraw from Melee Combat.
Ambush IV: +5%
Combat Strength per Adjacent Friendly Melee Unit when attacking. +25 HP.
Ambush V: Ignore ZoC. +5 HP when you defeat an enemy.
Body Guards I: +33%
Combat Strength when defending. 50% more Great General Points generated from combat.
Body Guards II: +33%
Combat Strength when defending. 50% more Great General Points generated from combat.
Charge III: +25%
Combat Strength when attacking in Open terrain. +30%
Combat Strength when attacking Wounded Unit.
Charge IV: +25%
Combat Strength when attacking in Open terrain. +30%
Combat Strength when attacking Wounded Unit.
Charge V: +35%
Combat Strength when attacking in Open terrain. +50%
Combat Strength when attacking Wounded Unit.
Formation I: +10%
Combat Strength vs Mounted Units. +10%
Combat Strength when defending in Open Terrain.
Formation II: +15%
Combat Strength vs Mounted Units. +15%
Combat Strength when defending in Open Terrain.
Formation III: +25%
Combat Strength vs Mounted Units. +25%
Combat Strength when defending in Open Terrain.
Hammer Blow I: +25%
Combat Strength when attacking Wounded Unit. +25%
Combat Strength when attacking.
Hammer Blow II: Unit can attack twice per turn. Flanking bonus increased by 25%.
Heavy Armor I: +20%
Combat Strength when defending. +25 HP.
Heavy Armor II: +20%
Combat Strength when defending. +25 HP.
Heavy Cavalry I: Flanking bonus increased by 15%. +25 HP.
Heavy Cavalry II: Flanking bonus increased by 25%. +25 HP.
Heavy Cavalry III: Flanking bonus increased by 25%. +25 HP.
Heavy Cavalry IV: Flanking bonus increased by 25%. +25 HP.
Heavy Cavalry V: Flanking bonus increased by 60%. +50 HP.
Loose Formation I: +20%
Combat Strength when attacking in Open terrain. +50%
Combat Strength when defending against all Ranged Attacks.
Loose Formation II: +20%
Combat Strength when attacking in Open terrain. +50%
Combat Strength when defending against all Ranged Attacks.
Pillager I: +5%
Combat Strength when on Pillaged Tiles. +25 HP.
Pillager II: No
Movement Cost to Pillaging.
Recon I: +10%
Combat Strength outside Friendly Territory. +5 XP when you pillage a tile.
Recon II: +10%
Combat Strength outside Friendly Territory. +1 Visibility Range.
Recon III: +15%
Combat Strength outside Friendly Territory. 30% chance to withdraw from Melee Combat.
Recon IV: +15%
Combat Strength outside Friendly Territory. +1
Movement.
Recon V: +15%
Combat Strength outside Friendly Territory. This Unit Heals 5 Additional HP per turn.
Recon VI: +15%
Combat Strength outside Friendly Territory. Ignore ZoC. +25 HP.
Rout I: +5%
Combat Strength per Adjacent Friendly Melee Unit when attacking. +10%
Combat Strength when Units below 50 HP.
Rout II: +20%
Combat Strength when Units below 50 HP. When you advance after destroying an Enemy Unit, all newly-adjacent Enemy Units take 5 damage.
Scouting I: This Unit Heals 5 Additional HP per turn. +1 Visibility Range.
Scouting II: +20%
Combat Strength outside Friendly Territory. +25 HP.
Siege Hunter I: +25%
Combat Strength vs Siege Units. 20% chance to withdraw from Melee Combat.
Siege Hunter II: +50%
Combat Strength vs Siege Units. +10%
Combat Strength when defending against all Ranged Attacks.
Support I: Allows movement through Ice and Mountain tiles. This Unit Heals 5 Additional HP per turn when Outside of Friendly Territory.
Support II: All Units in adjacent tiles Heal 5 Additional HP per turn. Ignore ZoC.
Tank Ambush I: formerly Ambush I, unlocked at Rifling.
Tank Ambush II: formerly Ambush II, unlocked at Rifling.
Trample I: +15%
Combat Strength when attacking. Inflict Disruption I status on enemies during melee combat, reducing their
Combat Strength by 10% for 1 turn.
Trample II: +15%
Combat Strength when attacking. Inflict Disruption II status on enemies during melee combat, reducing their
Combat Strength by 20% for 2 turns.
Trample III: +20%
Combat Strength when attacking. Inflict Disruption IV status on enemies during melee combat, reducing their
Combat Strength by 50% for 5 turns.
Trample IV: +25%
Combat Strength when attacking. Inflict Disruption IV status on enemies during melee combat, reducing their
Combat Strength by 50% for 5 turns.
Trample V: +25%
Combat Strength when attacking. Inflict Disruption V status on enemies during melee combat, reducing their
Combat Strength by 100% for 5 turns.
Trample VI: +25%
Combat Strength when attacking. Inflict Disruption V status on enemies during melee combat, reducing their
Combat Strength by 100% for 5 turns.
Archer Promotion:
Venom II can stack with Venom III.
Poisoned II can stack with Poisoned III.
Mobility: +1
Movement. Flanking bonus increased by 25%.
Support Fire I: +5%
Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Barraged I status on other units, reducing their
Combat Strength by 10% for 2 turns.
Support Fire II: +5%
Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Barraged I status on other units, reducing their
Combat Strength by 10% for 2 turns.
Support Fire III: +10%
Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Barraged II status on other units, reducing their
Combat Strength by 20% for 2 turns.
Support Fire IV: +15%
Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Barraged II status on other units, reducing their
Combat Strength by 20% for 2 turns.
Support Fire V: +20%
Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Barraged III status on other units, reducing their
Combat Strength by 40% for 3 turns.
Support Fire VI: +25%
Ranged Combat Strength when attacking. Has Indirect Fire. Ranged Attacks by this Unit inflict the Barraged III status on other units, reducing their
Combat Strength by 40% for 3 turns.
Venomous I: +5%
Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Venom I status on other units, reducing their max HP by 10 for 2 turns.
Venomous II: +10%
Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Venom I status on other units, reducing their max HP by 10 for 2 turns.
Venomous III: +15%
Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Venom II status on other units, reducing their max HP by 25 for 3 turns.
Venomous IV: +20%
Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Venom II status on other units, reducing their max HP by 25 for 3 turns.
Venomous V: +25%
Ranged Combat Strength when attacking. Has Indirect Fire. Ranged Attacks by this Unit inflict the Venom III status on other units, reducing their max HP by 25 for 5 turns.
Poisonous I: +5%
Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Poisoned I status on other units, reducing their
Movement by 1 for 2 turns.
Poisonous II: +10%
Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Poisoned I status on other units, reducing their
Movement by 1 for 2 turns.
Poisonous III: +15%
Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Poisoned II status on other units, reducing their
Movement by 1 for 4 turns.
Poisonous IV: +20%
Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Poisoned II status on other units, reducing their
Movement by 1 for 4 turns.
Poisonous V: +20%
Ranged Combat Strength when attacking. Has Indirect Fire. Ranged Attacks by this Unit inflict the Poisoned III status on other units, reducing their
Movement by 1 for 6 turns.
Slow Poison I: +10%
Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Poisoned IV status on other units, reducing their max HP by 10 and their
Movement by 1 for 6 turns.
Slow Poison II: +10%
Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Poisoned V status on other units, reducing their max HP by 20 and their
Movement by 1 for 6 turns.
Suppression I: +10%
Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Barraged IV status on other units, reducing their
Combat Strength by 50% for 1 turn.
Suppression II: +10%
Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Barraged V status on other units, reducing their
Combat Strength by 100% for 1 turn.
Blanket Fire I: Deals 5 damage to all enemy units adjacent to targeted unit (within range)
Blanket Fire II: Deals 5 damage to all enemy units adjacent to targeted unit (within range)
Assistance I: +5%
Ranged Combat Strength per adjacent friendly units.
Assistance II: +5%
Ranged Combat Strength per adjacent friendly units.
Sharpshooter I: +10%
Ranged Combat Strength when attacking. +10%
Combat Strength when Units above 50 HP.
Sharpshooter II: +15%
Ranged Combat Strength when attacking. +15%
Combat Strength when attacking Wounded Unit.
Sharpshooter III: +20%
Ranged Combat Strength when attacking. +20%
Combat Strength when Units above 50 HP.
Sharpshooter IV: +25%
Ranged Combat Strength when attacking. +25%
Combat Strength when attacking Wounded Unit.
Sharpshooter V: +50%
Ranged Combat Strength when attacking. +1 Range
Sharpshooter VI: +40%
Ranged Combat Strength when attacking. +40%
Combat Strength when attacking Wounded Unit.
Sniper I: +15%
Ranged Combat Strength when attacking. +15%
Combat Strength vs Melee, Gunpowder and Archer.
Sniper II: +20%
Ranged Combat Strength when attacking. +20%
Combat Strength vs Melee, Gunpowder and Archer.
Sniper III: +25%
Ranged Combat Strength when attacking. +25%
Combat Strength vs Melee, Gunpowder and Archer.
Sniper IV: +30%
Ranged Combat Strength when attacking. +1 Range
Sniper V: +50%
Ranged Combat Strength when attacking. +1 Range
Marksman I: +15%
Ranged Combat Strength when attacking. +10%
Combat Strength when Units below 50 HP.
Marksman II: +20%
Ranged Combat Strength when attacking. +20%
Combat Strength when Units below 50 HP.
Marksman III: +25%
Ranged Combat Strength when attacking. +30%
Combat Strength when Units below 50 HP.
Marksman IV: +30%
Ranged Combat Strength when attacking. +40%
Combat Strength when Units below 50 HP.
Marksman V: +50%
Ranged Combat Strength when attacking. +50%
Combat Strength when Units below 50 HP.
Anti-Melee I: +25%
Ranged Combat Strength vs Melee/Gun Units.
Anti-Melee II: +25%
Ranged Combat Strength vs Melee/Gun Units.
Horsebane I: +25%
Ranged Combat Strength vs Mounted/Armor Units.
Horsebane II: +25%
Ranged Combat Strength vs Mounted/Armor Units.
Counter-Sniper I: +25%
Ranged Combat Strength vs Archer Units.
Counter-Sniper II: +25%
Ranged Combat Strength vs Archer Units.
Solo I: +75%
Ranged Combat Strength. -30%
Ranged Combat Strength if adjacent to a Friendly Unit..
Solo II: +100%
Ranged Combat Strength. -50%
Ranged Combat Strength if adjacent to a Friendly Unit. Indirect Fire.
Siege Promotion:
Accuracy I: +5%
RCS. +10%
RCS when attacking Units above 50 HP.
Accuracy II: +10%
RCS. +15%
RCS when attacking Units above 50 HP.
Accuracy III: +15%
RCS. +20%
RCS when attacking Units above 50 HP.
Accuracy IV: +20%
RCS. +25%
RCS when attacking Units above 50 HP.
Accuracy V: +25%
RCS. +30%
RCS when attacking Units above 50 HP.
Bombardment I: +20%
RCS. +20%
RCS when attacking Cities.
Bombardment II: +30%
RCS. +30%
RCS when attacking Cities.
City Defense I: +33%
RCS when adjacent to or in a City.
City Defense II: +67%
RCS when adjacent to or in a City.
Coordination I: +1%
Ranged Combat Strength per adjacent friendly units. +10%
CS when defending.
Coordination II: +2%
Ranged Combat Strength per adjacent friendly units. +10%
CS when defending.
Coordination III: +3%
Ranged Combat Strength per adjacent friendly units. +15%
CS when defending.
Coordination IV: +4%
Ranged Combat Strength per adjacent friendly units. +15%
CS when defending.
Coordination V: +5%
Ranged Combat Strength per adjacent friendly units. +25%
CS when defending.
Field I: +5%
RCS. +10%
RCS when attacking Units in Open Terrain.
Field II: +10%
RCS. +15%
RCS when attacking Units in Open Terrain.
Field III: +15%
RCS. +20%
RCS when attacking Units in Open Terrain.
Field IV: +20%
RCS. +25%
RCS when attacking Units in Open Terrain.
Field V: +30%
RCS. +40%
RCS when attacking Units in Open Terrain.
Field VI: +45%
RCS. +50%
RCS when attacking Units in Open Terrain.
Field Hospital I: This Unit and all Units in adjacent tiles Heal 5 Additional HP per turn.
Field Hospital II: This Unit and all Units in adjacent tiles Heal 5 Additional HP per turn.
Incendiary I: +10%
RCS. Ranged Attacks by this Unit inflict the Burned I status on other units, reducing their
Combat Strength by 15% and Max HP by 10 for 2 turns.
Incendiary II: +15%
RCS. Ranged Attacks by this Unit inflict the Burned I status on other units, reducing their
Combat Strength by 15% and Max HP by 10 for 2 turns.
Logistics: May Attack Twice.
Mobility IV: 10% chance to withdraw from melee combat. +1 Movement.
Naval Defense I: +25%
RCS vs Naval Units. +20%
CS when defending against all Ranged Attacks.
Naval Defense II: +25%
RCS vs Naval Units. +20%
CS when defending against all Ranged Attacks.
Range: +25%
RCS when attacking Fortified Units and Cities. +1 Range.
Rotting I: +5%
RCS. Ranged Attacks by this Unit inflict the Rot I status on other units, reducing their
Combat Strength by 10% and Max HP by 5 for 2 turns.
Rotting II: +5%
RCS. Ranged Attacks by this Unit inflict the Rot I status on other units, reducing their
Combat Strength by 10% and Max HP by 5 for 2 turns.
Rotting III: +10%
RCS. Ranged Attacks by this Unit inflict the Rot II status on other units, reducing their
Combat Strength by 20% and Max HP by 15 for 2 turns.
Rotting IV: +10%
RCS. Ranged Attacks by this Unit inflict the Rot II status on other units, reducing their
Combat Strength by 20% and Max HP by 15 for 2 turns.
Rotting V: +10%
RCS. Ranged Attacks by this Unit inflict the Rot III status on other units, reducing their
Combat Strength by 25% and Max HP by 25 for 5 turns.
Set Up: +25%
RCS when attacking Fortified Units and Cities. +25%
CS when defending.
Siege I: +5%
RCS. +10%
RCS when attacking Cities.
Siege II: +10%
RCS. +15%
RCS when attacking Cities.
Siege III: +15%
RCS. +20%
RCS when attacking Cities.
Siege IV: +20%
RCS. +20%
RCS when attacking Cities.
Siege V: +30%
RCS. +35%
RCS when attacking Cities.
Siege VI: +45%
RCS. +50%
RCS when attacking Cities, unlocked at Rifling.
Siege Mobility I: +10%
RCS when attacking Units below 50 HP.
Siege Mobility II: +15%
RCS when attacking Units below 50 HP. +1 Movement.
Siege Mobility III: +20%
RCS when attacking Units below 50 HP. 20% chance to withdraw from melee combat.
Siege Mobility IV: +25%
RCS when attacking Units below 50 HP. 20% chance to withdraw from melee combat.
Siege Mobility V: +30%
RCS when attacking Units below 50 HP. +1 Movement.
Volley I: +25%
RCS when attacking Fortified Units and Cities.
Volley II: +50%
RCS when attacking Fortified Units and Cities.
Civilian Promotion:
Sacred Steps: +1 Movement (instead of +2)
Healing Promotion:
March: Unit will Heal Every Turn, even if it performs an action. (no longer gets a defensive malus)
March II: All Units in adjacent tiles Heal 5 Additional HP per turn
March III: All Units in adjacent tiles Heal 10 Additional HP per turn. This Unit Heals 5 Additional HP per turn when Outside of Friendly Territory. (Unlocked at Rifling)
Shared Promotion:
Amphibious: Eliminates combat penalties for attacking from the sea or over a river, and grants a movement bonus when moving across rivers. Flanking bonus increased by 15%.
Cover I: +15%
Combat Strength when defending against all Ranged Attacks. +10%
Combat Strength when attacking Cities.
Cover II: Damage from Cities reduced by 15%. +15%
Combat Strength when attacking Cities.
Unit Attributes:
Altitude Training: +10%
Combat Strength when fighting in Hill.
Everlasting Youth: +10 HP to all Units.
Melee:
Shock:
higher
CS when attacking units
more
Movement
more flanking damage
more medic role
damage upon breakthroughs
Drill:
higher
CS when attacking Cities
higher
CS when defending
better defense against ranged attacks
higher
CS vs certain enemies
higher HP
Mounted:
Trample:
higher
CS when attacking units
more flanking damage
damage upon breakthroughs
higher HP
weaken nearby enemies
Recon:
more
Movement
more medic role
better defense against ranged attacks
more sight
ignore ZoC
Archer (Foot):
Support Fire:
Lingering effects (less HP, less Movement, less
CS)
better when adjacent to allies
small AoE to "wound" enemies
indirect fire
Sharpshooter:
higher
CS when attacking units
higher
CS vs certain enemies
lower enemy
CS
more range
Archer (Mounted):
Skirmishing:
high withdraw chance
more
Movement
more HP
more sight
multi-strike
more defense in rough terrain
less damage taken
-Ancient Era-
Campanion Cavalry:
No Defensive Terrain Bonuses
Can Move After Attacking
Great Generals I
Penalty Attacking Cities (33)
Hoplite:
Tight Formation
Phalanx (New) [+20%
CS per Adjacent Friendly Unit. Generates 100% more Great General Points from combat.]
Loses: Formation I, Discipline and Great Generals II
Immortal:
Tight Formation
Imperial Guards (New) [This Unit Heals 10 Additional HP per turn. +25%
CS when defending]
Loses: Formation I, Faster Healing and Armor Plating I
Jaguar:
Combat Bonus in Forest/Jungle (33)
Jaguar (New) [+1 Movement. +25%
CS when attacking.]
Heals 25 Damage If Kills a Unit
Loses: Brute Force and Woodsman
Pictish Warrior:
Bonuses in Snow, Tundra and Hills
No Movement Cost to Pillage
Quinquereme:
TBD
Siege Tower:
Sapper
Extra Sight (1)
Siege Support (New) [All Units in adjacent tiles Heal 10 Additional HP per turn.]
Loses: Medic I and Medic II
Slinger:
Increase
RCS to 8
May Not Melee Attack
Concussive Hits
Naval Target Penalty
Loses: Withdraw Before Melee
War Chariot:
No Defensive Terrain Bonuses
May Not Melee Attack
Gift of the Pharoah
Naval Target Penalty
Penalty Attacking Cities (33)
Can Move After Attacking
Skirmisher Doctrine
-Classical Era
Atlatlist:
May Not Melee Attack
Atlatl Strike
Naval Target Penalty
Ballista:
May Not Melee Attack
Bonus vs Cities (100)
No Defensive Terrain Bonuses
Moves at half-speed in enemy territory
Limited Visibility
Siege Inaccuracy
Field I
Loses: Cover I
Battering Ram:
Bonus vs Cities (150)
No Defensive Terrain Bonuses
Limited Visibility
City Attack Only
Loses: Cover I and Penalty on Defense (33)
Berserker:
Change to 23
CS
Berserk (New) [+30%
CS when attacking Wounded Units. ]
Heavy Infantry
Loses: Charge I, Cover I and Amphibious
Bowman:
Naval Target Penalty
Indirect Fire
Horse Archer:
No Defensive Terrain Bonuses
May Not Melee Attack
Sharpshooter I
Naval Target Penalty
Penalty Attacking Cities (33)
Can Move After Attacking
Skirmisher Doctrine
Loses: Accuracy I
Kris Swordsman:
Mystic Blade
Heavy Infantry
Loses: Cover I
Mystic Blade:
Ambition: +25%
CS when attacking. Heals 15 Damage for killing a Unit.
Ancestral Protection: +25%
CS when defending. +50%
CS when defending against all Ranged Attacks.
Enemy Defection: +30
CS in enemy territory. 10 Damage to all adjacent enemy Units each Turn.
Heroism: +50%
CS. +50 HP. Damage from Cities reduced by 50%.
Invulnerability: Damage from all sources reduced by 5. +15 HP when healing.
Recruitment: +30%
CS in friendly territory. +25 HP.
Restlessness: May Attack Twice. +1
Movement.
Sneak Attack: Flanking bonus increased by 30%. Ignores Terrain Costs and Zone of Control.
Legion:
Change to 17
CS
Pilum
Heavy Infantry
Heavy Armor I
Loses: Cover I and Cover II
Mohawk Warrior:
Change to 19
CS
Ambush I
Combat Bonus in Forest/Jungle (33)
Heavy Infantry
Loses: Cover I and Woodsman
-Medieval Era-
Bandeirantes:
TBD
Camel Archer:
No Defensive Terrain Bonuses
Can Move After Attacking
May Not Melee Attack
Naval Target Penalty
Penalty Attacking Cities (33)
Skirmisher Doctrine
Horsebane II
Loses: Withdraw Before Melee and Splash I
Cataphract:
Can Move After Attacking
Penalty Attacking Cities (25)
Combat Bonus in Open Terrain
Spearhead I
Loses: Cover I
Chu-Ko-Nu:
May Not Melee Attack
Siege Volleys
Naval Target Penalty
Conquistador:
No Defensive Terrain Bonuses
Can Move After Attacking
Extra Sight (2)
Embarkation with Defense
Free Company:
Tight Formation
City Plunder
No Movement Cost to Pillage
Loses: Formation I
Great Galleass:
May Not Melee Attack
Cannot End Turn on Ocean Tile
Naval Inaccuracy
Can Move After Attacking
TBD
Hwach'a:
May Not Melee Attack
No Defensive Terrain Bonuses
Moves at half-speed in enemy territory
Anti-Melee I
Counter-Sniper I
Incendiary II
Loses: Cover I and Logistics
Landsknecht:
Tight Formation
Doppelsoldner
Loses: Formation I and II
Longbowman:
May Not Melee Attack
Naval Target Penalty
Range
Mandekalu Cavalry:
Change to 24
CS
No Defensive Terrain Bonuses
Can Move After Attacking
Raider
Maori Warrior:
Haka War Dance
Naresuan's Elephant:
No Defensive Terrain Bonuses
Can Move After Attacking
Penalty Attacking Cities (33)
Great General Combat Bonus
Bonus vs Mounted (50)
Feared Elephant
Nau:
TBD
Samurai:
Heavy Infantry
Quick Study
Great General II
Eight Virtues of Bushido:
Benevolence: Increased
CS based on Unit damage (Tenacity). Units in adjacent tiles receive +10 HP when healing. +15 HP if you destroy an Enemy Unit.
Courage: Increased
CS based on Unit damage (Tenacity). +30%
CS when attacking. +15 HP if you destroy an Enemy Unit.
Honor: Increased
CS based on Unit damage (Tenacity). +30%
CS outside of Friendly Lands. +15 HP if you destroy an Enemy Unit.
Loyalty: Increased
CS based on Unit damage (Tenacity). +30%
CS inside Friendly Lands. +15 HP if you destroy an Enemy Unit.
Respect: Increased
CS based on Unit damage (Tenacity). +30%
CS VS Melee and Gunpowder Units. +15 HP if you destroy an Enemy Unit.
Righteousness: Increased
CS based on Unit damage (Tenacity). +30%
CS VS Wounded Units. +15 HP if you destroy an Enemy Unit.
Self Control: Increased
CS based on Unit damage (Tenacity). +30%
CS when defending. +15 HP if you destroy an Enemy Unit.
Sincerity: Increased
CS based on Unit damage (Tenacity). +50% Experience gained from combat. +15 HP if you destroy an Enemy Unit.
Turtle Ship:
TBD
-Renaissance Era-
Hakkapelitta:
Hussar:
Impi:
Janissary:
Minuteman:
Musketeer:
Naga-Malla:
Sea Beggar:
Ship of the Line:
Sipahi:
Winged Hussar:
-Industrial Era-
Berber Cavalry:
Carolean:
Comanche Riders:
Cossack:
Mehal Sefari:
-Modern Era-
Foreign Legion:
Pracinha:
Naval Melee Promotion:
Boarding I: +10%
Combat Strength. Inflict Boarded I status on enemies during melee combat, reducing their
Combat Strength by 10% for 2 turn.
Boarding II: +15%
Combat Strength. Inflict Boarded I status on enemies during melee combat, reducing their
Combat Strength by 10% for 2 turn.
Boarding III: +20%
Combat Strength. Inflict Boarded II status on enemies during melee combat, reducing their
Combat Strength by 10% and reducing their movement by 1 for 2 turn.
Boarding IV: +25%
Combat Strength. Inflict Boarded II status on enemies during melee combat, reducing their
Combat Strength by 10% and reducing their movement by 1 for 2 turn.
Boarding V: +30%
Combat Strength. Inflict Boarded III status on enemies during melee combat, reducing their
Combat Strength by 20% and reducing their movement by 3 for 3 turn.
Boarding VI: +50%
Combat Strength. Inflict Boarded III status on enemies during melee combat, reducing their
Combat Strength by 20% and reducing their movement by 3 for 3 turn.
Despite being a massive change, this mod can be used alongside VP without conflicting other non-promotion mods. Therefore, I wanted to make this a modular mod that people can try out in their games. Currently, I intend on focusing on things that can be achieved through sql. While lua is a possibility, I'm hesitant to use it as I'm inexperienced and poor coding can slow down the game. Overall, I want to use existing tools available to change and add new promotions.
I am open to suggestions regarding what sort of changes people want to see. However, I probably won't be implementing everything and, due to balance issues, certain ideas might be off the table if test shows that they are too powerful. One thing that caught my eye recently is this thread. I do like the idea of how certain terrain can make specific promotions possible and this is where new buildings might be coded.
Anyways, feel free to make suggestions below and I'll see what I can do. I'm still making a list of changes that I want to change so that won't be available just yet. Just know that all existing promotions can be modified through this mod, including those only available to civilizations like Japan, the Zulu and Indonesia.
Spoiler Implemented Changes :
Spearman, Pikeman, Landsknecht and their respective UU start with Tight Formation except Polynesian Maori Warrior.
Swordsman, Longswordsman and their respective UU start with Heavy Infantry.
Boarded I and II: (PlagueID = 1)
Dazed: (PlagueID = 2)
Disruption I and II promotions: (PlagueID = 3)
Disruption III and IV promotions: (PlagueID = 4)
Disruption V: (PlagueID = 5)
Barraged I and II promotions: (PlagueID = 6)
Barraged III and IV promotions: (PlagueID = 7)
Venom I and II promotions: (PlagueID = 8)
Venom III promotions: (PlagueID = 9)
Poisoned I and II promotions: (PlagueID = 10)
Poisoned III and IV promotions: (PlagueID = 11)
Poisoned V: (PlagueID = 12)
Barraged V: (PlagueID = 13)
Melee Promotion:
Bonus vs Archer (50): 50% Bonus vs Archer Units
Bonus vs Melee/Gunpowder (50): 50% Bonus vs Melee and Gunpowder Units
City Assault: +25%


City Assault II: +25%


City Assault III: +35%


Drill I: +10%


Drill II: +10%

Drill III: +10%

Drill IV: +20%

Drill V: +10%

Drill VI: +20%

Formation IV: +50%


Formation V: +100%


Haka War Dance: Enemy Units receive -15%


Heavy Infantry: +15%


Mobility II: +15%

Mobility III: +15%

Overrun: Flanking bonus increased by 10%. +15 HP when you defeat an enemy. (Unlocked at Rifling)
Overrun II: Flanking bonus increased by 10%. When you advance after destroying an Enemy Unit, all newly-adjacent Enemy Units take 15 damage. (Unlocked at Rifling)
Shock I: +10%


Shock II: +10%


Shock III: +10%


Shock IV: +20%


Shock V: +25%


Shock VI: +50%


Spearhead I: +5%

Spearhead II: +10%

Stalwart: +20%

Stalwart II: +20%

Tank Hunter I: +25%

Tank Hunter II: +25%

Tight Formation: +25%


Woodsman II: +25%

Woodsman III: +50%

Mounted Promotion:
Ambush I:+1

Ambush II: +10%


Ambush III: +15%

Ambush IV: +5%

Ambush V: Ignore ZoC. +5 HP when you defeat an enemy.
Body Guards I: +33%

Body Guards II: +33%

Charge III: +25%


Charge IV: +25%


Charge V: +35%


Formation I: +10%


Formation II: +15%


Formation III: +25%


Hammer Blow I: +25%


Hammer Blow II: Unit can attack twice per turn. Flanking bonus increased by 25%.
Heavy Armor I: +20%

Heavy Armor II: +20%

Heavy Cavalry I: Flanking bonus increased by 15%. +25 HP.
Heavy Cavalry II: Flanking bonus increased by 25%. +25 HP.
Heavy Cavalry III: Flanking bonus increased by 25%. +25 HP.
Heavy Cavalry IV: Flanking bonus increased by 25%. +25 HP.
Heavy Cavalry V: Flanking bonus increased by 60%. +50 HP.
Loose Formation I: +20%


Loose Formation II: +20%


Pillager I: +5%

Pillager II: No

Recon I: +10%

Recon II: +10%

Recon III: +15%

Recon IV: +15%


Recon V: +15%

Recon VI: +15%

Rout I: +5%


Rout II: +20%

Scouting I: This Unit Heals 5 Additional HP per turn. +1 Visibility Range.
Scouting II: +20%

Siege Hunter I: +25%

Siege Hunter II: +50%


Support I: Allows movement through Ice and Mountain tiles. This Unit Heals 5 Additional HP per turn when Outside of Friendly Territory.
Support II: All Units in adjacent tiles Heal 5 Additional HP per turn. Ignore ZoC.
Tank Ambush I: formerly Ambush I, unlocked at Rifling.
Tank Ambush II: formerly Ambush II, unlocked at Rifling.
Trample I: +15%


Trample II: +15%


Trample III: +20%


Trample IV: +25%


Trample V: +25%


Trample VI: +25%


Archer Promotion:
Venom II can stack with Venom III.
Poisoned II can stack with Poisoned III.
Mobility: +1

Support Fire I: +5%


Support Fire II: +5%


Support Fire III: +10%


Support Fire IV: +15%


Support Fire V: +20%


Support Fire VI: +25%


Venomous I: +5%

Venomous II: +10%

Venomous III: +15%

Venomous IV: +20%

Venomous V: +25%

Poisonous I: +5%


Poisonous II: +10%


Poisonous III: +15%


Poisonous IV: +20%


Poisonous V: +20%


Slow Poison I: +10%


Slow Poison II: +10%


Suppression I: +10%


Suppression II: +10%


Blanket Fire I: Deals 5 damage to all enemy units adjacent to targeted unit (within range)
Blanket Fire II: Deals 5 damage to all enemy units adjacent to targeted unit (within range)
Assistance I: +5%

Assistance II: +5%

Sharpshooter I: +10%


Sharpshooter II: +15%


Sharpshooter III: +20%


Sharpshooter IV: +25%


Sharpshooter V: +50%

Sharpshooter VI: +40%


Sniper I: +15%


Sniper II: +20%


Sniper III: +25%


Sniper IV: +30%

Sniper V: +50%

Marksman I: +15%


Marksman II: +20%


Marksman III: +25%


Marksman IV: +30%


Marksman V: +50%


Anti-Melee I: +25%

Anti-Melee II: +25%

Horsebane I: +25%

Horsebane II: +25%

Counter-Sniper I: +25%

Counter-Sniper II: +25%

Solo I: +75%


Solo II: +100%


Siege Promotion:
Accuracy I: +5%


Accuracy II: +10%


Accuracy III: +15%


Accuracy IV: +20%


Accuracy V: +25%


Bombardment I: +20%


Bombardment II: +30%


City Defense I: +33%

City Defense II: +67%

Coordination I: +1%


Coordination II: +2%


Coordination III: +3%


Coordination IV: +4%


Coordination V: +5%


Field I: +5%


Field II: +10%


Field III: +15%


Field IV: +20%


Field V: +30%


Field VI: +45%


Field Hospital I: This Unit and all Units in adjacent tiles Heal 5 Additional HP per turn.
Field Hospital II: This Unit and all Units in adjacent tiles Heal 5 Additional HP per turn.
Incendiary I: +10%


Incendiary II: +15%


Logistics: May Attack Twice.
Mobility IV: 10% chance to withdraw from melee combat. +1 Movement.
Naval Defense I: +25%


Naval Defense II: +25%


Range: +25%

Rotting I: +5%


Rotting II: +5%


Rotting III: +10%


Rotting IV: +10%


Rotting V: +10%


Set Up: +25%


Siege I: +5%


Siege II: +10%


Siege III: +15%


Siege IV: +20%


Siege V: +30%


Siege VI: +45%


Siege Mobility I: +10%

Siege Mobility II: +15%

Siege Mobility III: +20%

Siege Mobility IV: +25%

Siege Mobility V: +30%

Volley I: +25%

Volley II: +50%

Civilian Promotion:
Sacred Steps: +1 Movement (instead of +2)
Healing Promotion:
March: Unit will Heal Every Turn, even if it performs an action. (no longer gets a defensive malus)
March II: All Units in adjacent tiles Heal 5 Additional HP per turn
March III: All Units in adjacent tiles Heal 10 Additional HP per turn. This Unit Heals 5 Additional HP per turn when Outside of Friendly Territory. (Unlocked at Rifling)
Shared Promotion:
Amphibious: Eliminates combat penalties for attacking from the sea or over a river, and grants a movement bonus when moving across rivers. Flanking bonus increased by 15%.
Cover I: +15%


Cover II: Damage from Cities reduced by 15%. +15%

Unit Attributes:
Altitude Training: +10%

Everlasting Youth: +10 HP to all Units.
Spoiler Brainstorming/Ideas :
Melee:
Shock:
higher

more

more flanking damage
more medic role
damage upon breakthroughs
Drill:
higher

higher

better defense against ranged attacks
higher

higher HP
Mounted:
Trample:
higher

more flanking damage
damage upon breakthroughs
higher HP
weaken nearby enemies
Recon:
more

more medic role
better defense against ranged attacks
more sight
ignore ZoC
Archer (Foot):
Support Fire:
Lingering effects (less HP, less Movement, less

better when adjacent to allies
small AoE to "wound" enemies
indirect fire
Sharpshooter:
higher

higher

lower enemy

more range
Archer (Mounted):
Skirmishing:
high withdraw chance
more

more HP
more sight
multi-strike
more defense in rough terrain
less damage taken
Spoiler Rough Draft :
-Ancient Era-
Campanion Cavalry:
No Defensive Terrain Bonuses
Can Move After Attacking
Great Generals I
Penalty Attacking Cities (33)
Hoplite:
Tight Formation
Phalanx (New) [+20%

Loses: Formation I, Discipline and Great Generals II
Immortal:
Tight Formation
Imperial Guards (New) [This Unit Heals 10 Additional HP per turn. +25%

Loses: Formation I, Faster Healing and Armor Plating I
Jaguar:
Combat Bonus in Forest/Jungle (33)
Jaguar (New) [+1 Movement. +25%

Heals 25 Damage If Kills a Unit
Loses: Brute Force and Woodsman
Pictish Warrior:
Bonuses in Snow, Tundra and Hills
No Movement Cost to Pillage
Quinquereme:
TBD
Siege Tower:
Sapper
Extra Sight (1)
Siege Support (New) [All Units in adjacent tiles Heal 10 Additional HP per turn.]
Loses: Medic I and Medic II
Slinger:
Increase

May Not Melee Attack
Concussive Hits
Naval Target Penalty
Loses: Withdraw Before Melee
War Chariot:
No Defensive Terrain Bonuses
May Not Melee Attack
Gift of the Pharoah
Naval Target Penalty
Penalty Attacking Cities (33)
Can Move After Attacking
Skirmisher Doctrine
-Classical Era
Atlatlist:
May Not Melee Attack
Atlatl Strike
Naval Target Penalty
Ballista:
May Not Melee Attack
Bonus vs Cities (100)
No Defensive Terrain Bonuses
Moves at half-speed in enemy territory
Limited Visibility
Siege Inaccuracy
Field I
Loses: Cover I
Battering Ram:
Bonus vs Cities (150)
No Defensive Terrain Bonuses
Limited Visibility
City Attack Only
Loses: Cover I and Penalty on Defense (33)
Berserker:
Change to 23

Berserk (New) [+30%

Heavy Infantry
Loses: Charge I, Cover I and Amphibious
Bowman:
Naval Target Penalty
Indirect Fire
Horse Archer:
No Defensive Terrain Bonuses
May Not Melee Attack
Sharpshooter I
Naval Target Penalty
Penalty Attacking Cities (33)
Can Move After Attacking
Skirmisher Doctrine
Loses: Accuracy I
Kris Swordsman:
Mystic Blade
Heavy Infantry
Loses: Cover I
Mystic Blade:
Ambition: +25%

Ancestral Protection: +25%


Enemy Defection: +30

Heroism: +50%

Invulnerability: Damage from all sources reduced by 5. +15 HP when healing.
Recruitment: +30%

Restlessness: May Attack Twice. +1

Sneak Attack: Flanking bonus increased by 30%. Ignores Terrain Costs and Zone of Control.
Legion:
Change to 17

Pilum
Heavy Infantry
Heavy Armor I
Loses: Cover I and Cover II
Mohawk Warrior:
Change to 19

Ambush I
Combat Bonus in Forest/Jungle (33)
Heavy Infantry
Loses: Cover I and Woodsman
-Medieval Era-
Bandeirantes:
TBD
Camel Archer:
No Defensive Terrain Bonuses
Can Move After Attacking
May Not Melee Attack
Naval Target Penalty
Penalty Attacking Cities (33)
Skirmisher Doctrine
Horsebane II
Loses: Withdraw Before Melee and Splash I
Cataphract:
Can Move After Attacking
Penalty Attacking Cities (25)
Combat Bonus in Open Terrain
Spearhead I
Loses: Cover I
Chu-Ko-Nu:
May Not Melee Attack
Siege Volleys
Naval Target Penalty
Conquistador:
No Defensive Terrain Bonuses
Can Move After Attacking
Extra Sight (2)
Embarkation with Defense
Free Company:
Tight Formation
City Plunder
No Movement Cost to Pillage
Loses: Formation I
Great Galleass:
May Not Melee Attack
Cannot End Turn on Ocean Tile
Naval Inaccuracy
Can Move After Attacking
TBD
Hwach'a:
May Not Melee Attack
No Defensive Terrain Bonuses
Moves at half-speed in enemy territory
Anti-Melee I
Counter-Sniper I
Incendiary II
Loses: Cover I and Logistics
Landsknecht:
Tight Formation
Doppelsoldner
Loses: Formation I and II
Longbowman:
May Not Melee Attack
Naval Target Penalty
Range
Mandekalu Cavalry:
Change to 24

No Defensive Terrain Bonuses
Can Move After Attacking
Raider
Maori Warrior:
Haka War Dance
Naresuan's Elephant:
No Defensive Terrain Bonuses
Can Move After Attacking
Penalty Attacking Cities (33)
Great General Combat Bonus
Bonus vs Mounted (50)
Feared Elephant
Nau:
TBD
Samurai:
Heavy Infantry
Quick Study
Great General II
Eight Virtues of Bushido:
Benevolence: Increased

Courage: Increased


Honor: Increased


Loyalty: Increased


Respect: Increased


Righteousness: Increased


Self Control: Increased


Sincerity: Increased

Turtle Ship:
TBD
-Renaissance Era-
Hakkapelitta:
Hussar:
Impi:
Janissary:
Minuteman:
Musketeer:
Naga-Malla:
Sea Beggar:
Ship of the Line:
Sipahi:
Winged Hussar:
-Industrial Era-
Berber Cavalry:
Carolean:
Comanche Riders:
Cossack:
Mehal Sefari:
-Modern Era-
Foreign Legion:
Pracinha:
Spoiler Naval Stuff :
Naval Melee Promotion:
Boarding I: +10%


Boarding II: +15%


Boarding III: +20%


Boarding IV: +25%


Boarding V: +30%


Boarding VI: +50%


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