AG's Promotion Mod

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.

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% :c5strength: Combat Strength when defending against all Ranged Attacks. +25% :c5strength: Combat Strength when attacking Cities.
City Assault II: +25% :c5strength: Combat Strength when defending against all Ranged Attacks. +20% :c5strength: Combat Strength when attacking Cities.
City Assault III: +35% :c5strength: Combat Strength when defending against all Ranged Attacks. +30% :c5strength: Combat Strength when attacking Cities. Damage from Cities reduced by 35%. (Unlocked at Rifling)
Drill I: +10% :c5strength: Combat Strength when defending. +10% :c5strength: Combat Strength when attacking Cities.
Drill II: +10% :c5strength: Combat Strength when defending. +10 HP.
Drill III: +10% :c5strength: Combat Strength when defending. +10 HP.
Drill IV: +20% :c5strength: Combat Strength when defending. +30 HP.
Drill V: +10% :c5strength: Combat Strength when defending. +25 HP.
Drill VI: +20% :c5strength: Combat Strength when defending. +50 HP. (Unlocked at Rifling)
Formation IV: +50% :c5strength: Combat Strength vs Mounted Units. +25% :c5strength: Combat Strength when defending in Open Terrain.
Formation V: +100% :c5strength: Combat Strength vs Armored Units. +25% :c5strength: Combat Strength when defending in Open Terrain. (Unlocked at Rifling)
Haka War Dance: Enemy Units receive -15% :c5strength: Combat Strength when adjacent to any Unit with this promotion. +25% :c5strength: Combat Strength when attacking.
Heavy Infantry: +15% :c5strength: Combat Strength when defending against all Ranged Attacks. +15% :c5strength: Combat Strength when attacking.
Mobility II: +15% :c5strength: Combat Strength when attacking into Open terrain. Flanking bonus increased by 15%. (Unlocked at Rifling)
Mobility III: +15% :c5strength: 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% :c5strength: Combat Strength when attacking. Inflict Disruption I status on enemies during melee combat, reducing their :c5strength: Combat Strength by 10% for 1 turn.
Shock II: +10% :c5strength: Combat Strength when attacking. Inflict Disruption I status on enemies during melee combat, reducing their :c5strength: Combat Strength by 10% for 1 turn.
Shock III: +10% :c5strength: Combat Strength when attacking. Inflict Disruption II status on enemies during melee combat, reducing their :c5strength: Combat Strength by 20% for 2 turns.
Shock IV: +20% :c5strength: Combat Strength when attacking. Inflict Disruption II status on enemies during melee combat, reducing their :c5strength: Combat Strength by 20% for 2 turns.
Shock V: +25% :c5strength: Combat Strength when attacking. Inflict Disruption III status on enemies during melee combat, reducing their :c5strength: Combat Strength by 33% for 5 turns.
Shock VI: +50% :c5strength: Combat Strength when attacking. Inflict Disruption III status on enemies during melee combat, reducing their :c5strength: Combat Strength by 33% for 5 turns. (Unlocked at Rifling)
Spearhead I: +5% :c5strength: 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% :c5strength: 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% :c5strength: Combat Strength when defending in Rough terrain. +15 HP.
Stalwart II: +20% :c5strength: Combat Strength when defending in Open terrain. +15 HP.
Tank Hunter I: +25% :c5strength: Combat Strength VS Armored Units. +25 HP, unlocked at Rifling.
Tank Hunter II: +25% :c5strength: Combat Strength VS Armored Units. +25 HP, unlocked at Rifling.
Tight Formation: +25% :c5strength: Combat Strength vs Mounted Units. +25% :c5strength: Combat Strength when defending in Open Terrain.
Woodsman II: +25% :c5strength: Combat Strength when attacking into Rough terrain. Flanking bonus increased by 25%.
Woodsman III: +50% :c5strength: Combat Strength when attacking into Rough terrain. Flanking bonus increased by 25%. (Unlocked at Rifling)

Mounted Promotion:
Ambush I:+1 :c5moves: Movement. Flanking bonus increased by 10%
Ambush II: +10% :c5strength: Combat Strength when Units above 50 HP. +10% :c5strength: Combat Strength when attacking Wounded Unit.
Ambush III: +15% :c5strength: Combat Strength when attacking. 15% chance to withdraw from Melee Combat.
Ambush IV: +5% :c5strength: 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% :c5strength: Combat Strength when defending. 50% more Great General Points generated from combat.
Body Guards II: +33% :c5strength: Combat Strength when defending. 50% more Great General Points generated from combat.
Charge III: +25% :c5strength: Combat Strength when attacking in Open terrain. +30% :c5strength: Combat Strength when attacking Wounded Unit.
Charge IV: +25% :c5strength: Combat Strength when attacking in Open terrain. +30% :c5strength: Combat Strength when attacking Wounded Unit.
Charge V: +35% :c5strength: Combat Strength when attacking in Open terrain. +50% :c5strength: Combat Strength when attacking Wounded Unit.
Formation I: +10% :c5strength: Combat Strength vs Mounted Units. +10% :c5strength: Combat Strength when defending in Open Terrain.
Formation II: +15% :c5strength: Combat Strength vs Mounted Units. +15% :c5strength: Combat Strength when defending in Open Terrain.
Formation III: +25% :c5strength: Combat Strength vs Mounted Units. +25% :c5strength: Combat Strength when defending in Open Terrain.
Hammer Blow I: +25% :c5strength: Combat Strength when attacking Wounded Unit. +25% :c5strength: Combat Strength when attacking.
Hammer Blow II: Unit can attack twice per turn. Flanking bonus increased by 25%.
Heavy Armor I: +20% :c5strength: Combat Strength when defending. +25 HP.
Heavy Armor II: +20% :c5strength: 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% :c5strength: Combat Strength when attacking in Open terrain. +50% :c5strength: Combat Strength when defending against all Ranged Attacks.
Loose Formation II: +20% :c5strength: Combat Strength when attacking in Open terrain. +50% :c5strength: Combat Strength when defending against all Ranged Attacks.
Pillager I: +5% :c5strength: Combat Strength when on Pillaged Tiles. +25 HP.
Pillager II: No :c5moves: Movement Cost to Pillaging.
Recon I: +10% :c5strength: Combat Strength outside Friendly Territory. +5 XP when you pillage a tile.
Recon II: +10% :c5strength: Combat Strength outside Friendly Territory. +1 Visibility Range.
Recon III: +15% :c5strength: Combat Strength outside Friendly Territory. 30% chance to withdraw from Melee Combat.
Recon IV: +15% :c5strength: Combat Strength outside Friendly Territory. +1 :c5moves: Movement.
Recon V: +15% :c5strength: Combat Strength outside Friendly Territory. This Unit Heals 5 Additional HP per turn.
Recon VI: +15% :c5strength: Combat Strength outside Friendly Territory. Ignore ZoC. +25 HP.
Rout I: +5% :c5strength: Combat Strength per Adjacent Friendly Melee Unit when attacking. +10% :c5strength: Combat Strength when Units below 50 HP.
Rout II: +20% :c5strength: 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% :c5strength: Combat Strength outside Friendly Territory. +25 HP.
Siege Hunter I: +25% :c5strength: Combat Strength vs Siege Units. 20% chance to withdraw from Melee Combat.
Siege Hunter II: +50% :c5strength: Combat Strength vs Siege Units. +10% :c5strength: 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% :c5strength: Combat Strength when attacking. Inflict Disruption I status on enemies during melee combat, reducing their :c5strength: Combat Strength by 10% for 1 turn.
Trample II: +15% :c5strength: Combat Strength when attacking. Inflict Disruption II status on enemies during melee combat, reducing their :c5strength: Combat Strength by 20% for 2 turns.
Trample III: +20% :c5strength: Combat Strength when attacking. Inflict Disruption IV status on enemies during melee combat, reducing their :c5strength: Combat Strength by 50% for 5 turns.
Trample IV: +25% :c5strength: Combat Strength when attacking. Inflict Disruption IV status on enemies during melee combat, reducing their :c5strength: Combat Strength by 50% for 5 turns.
Trample V: +25% :c5strength: Combat Strength when attacking. Inflict Disruption V status on enemies during melee combat, reducing their :c5strength: Combat Strength by 100% for 5 turns.
Trample VI: +25% :c5strength: Combat Strength when attacking. Inflict Disruption V status on enemies during melee combat, reducing their :c5strength: 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 :c5moves: Movement. Flanking bonus increased by 25%.

Support Fire I: +5% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Barraged I status on other units, reducing their :c5strength: Combat Strength by 10% for 2 turns.
Support Fire II: +5% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Barraged I status on other units, reducing their :c5strength: Combat Strength by 10% for 2 turns.
Support Fire III: +10% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Barraged II status on other units, reducing their :c5strength: Combat Strength by 20% for 2 turns.
Support Fire IV: +15% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Barraged II status on other units, reducing their :c5strength: Combat Strength by 20% for 2 turns.
Support Fire V: +20% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Barraged III status on other units, reducing their :c5strength: Combat Strength by 40% for 3 turns.
Support Fire VI: +25% :c5rangedstrength: Ranged Combat Strength when attacking. Has Indirect Fire. Ranged Attacks by this Unit inflict the Barraged III status on other units, reducing their :c5strength: Combat Strength by 40% for 3 turns.
Venomous I: +5% :c5rangedstrength: 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% :c5rangedstrength: 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% :c5rangedstrength: 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% :c5rangedstrength: 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% :c5rangedstrength: 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% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Poisoned I status on other units, reducing their :c5moves: Movement by 1 for 2 turns.
Poisonous II: +10% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Poisoned I status on other units, reducing their :c5moves: Movement by 1 for 2 turns.
Poisonous III: +15% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Poisoned II status on other units, reducing their :c5moves: Movement by 1 for 4 turns.
Poisonous IV: +20% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Poisoned II status on other units, reducing their :c5moves: Movement by 1 for 4 turns.
Poisonous V: +20% :c5rangedstrength: Ranged Combat Strength when attacking. Has Indirect Fire. Ranged Attacks by this Unit inflict the Poisoned III status on other units, reducing their :c5moves: Movement by 1 for 6 turns.

Slow Poison I: +10% :c5rangedstrength: 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 :c5moves: Movement by 1 for 6 turns.
Slow Poison II: +10% :c5rangedstrength: 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 :c5moves: Movement by 1 for 6 turns.
Suppression I: +10% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Barraged IV status on other units, reducing their :c5strength: Combat Strength by 50% for 1 turn.
Suppression II: +10% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Barraged V status on other units, reducing their :c5strength: 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% :c5rangedstrength: Ranged Combat Strength per adjacent friendly units.
Assistance II: +5% :c5rangedstrength: Ranged Combat Strength per adjacent friendly units.

Sharpshooter I: +10% :c5rangedstrength: Ranged Combat Strength when attacking. +10% :c5strength: Combat Strength when Units above 50 HP.
Sharpshooter II: +15% :c5rangedstrength: Ranged Combat Strength when attacking. +15% :c5strength: Combat Strength when attacking Wounded Unit.
Sharpshooter III: +20% :c5rangedstrength: Ranged Combat Strength when attacking. +20% :c5strength: Combat Strength when Units above 50 HP.
Sharpshooter IV: +25% :c5rangedstrength: Ranged Combat Strength when attacking. +25% :c5strength: Combat Strength when attacking Wounded Unit.
Sharpshooter V: +50% :c5rangedstrength: Ranged Combat Strength when attacking. +1 Range
Sharpshooter VI: +40% :c5rangedstrength: Ranged Combat Strength when attacking. +40% :c5strength: Combat Strength when attacking Wounded Unit.
Sniper I: +15% :c5rangedstrength: Ranged Combat Strength when attacking. +15% :c5strength: Combat Strength vs Melee, Gunpowder and Archer.
Sniper II: +20% :c5rangedstrength: Ranged Combat Strength when attacking. +20% :c5strength: Combat Strength vs Melee, Gunpowder and Archer.
Sniper III: +25% :c5rangedstrength: Ranged Combat Strength when attacking. +25% :c5strength: Combat Strength vs Melee, Gunpowder and Archer.
Sniper IV: +30% :c5rangedstrength: Ranged Combat Strength when attacking. +1 Range
Sniper V: +50% :c5rangedstrength: Ranged Combat Strength when attacking. +1 Range
Marksman I: +15% :c5rangedstrength: Ranged Combat Strength when attacking. +10% :c5strength: Combat Strength when Units below 50 HP.
Marksman II: +20% :c5rangedstrength: Ranged Combat Strength when attacking. +20% :c5strength: Combat Strength when Units below 50 HP.
Marksman III: +25% :c5rangedstrength: Ranged Combat Strength when attacking. +30% :c5strength: Combat Strength when Units below 50 HP.
Marksman IV: +30% :c5rangedstrength: Ranged Combat Strength when attacking. +40% :c5strength: Combat Strength when Units below 50 HP.
Marksman V: +50% :c5rangedstrength: Ranged Combat Strength when attacking. +50% :c5strength: Combat Strength when Units below 50 HP.

Anti-Melee I: +25% :c5rangedstrength: Ranged Combat Strength vs Melee/Gun Units.
Anti-Melee II: +25% :c5rangedstrength: Ranged Combat Strength vs Melee/Gun Units.
Horsebane I: +25% :c5rangedstrength: Ranged Combat Strength vs Mounted/Armor Units.
Horsebane II: +25% :c5rangedstrength: Ranged Combat Strength vs Mounted/Armor Units.
Counter-Sniper I: +25% :c5rangedstrength: Ranged Combat Strength vs Archer Units.
Counter-Sniper II: +25% :c5rangedstrength: Ranged Combat Strength vs Archer Units.
Solo I: +75% :c5rangedstrength: Ranged Combat Strength. -30% :c5rangedstrength: Ranged Combat Strength if adjacent to a Friendly Unit..
Solo II: +100% :c5rangedstrength: Ranged Combat Strength. -50% :c5rangedstrength: Ranged Combat Strength if adjacent to a Friendly Unit. Indirect Fire.

Siege Promotion:
Accuracy I: +5% :c5rangedstrength: RCS. +10% :c5rangedstrength: RCS when attacking Units above 50 HP.
Accuracy II: +10% :c5rangedstrength: RCS. +15% :c5rangedstrength: RCS when attacking Units above 50 HP.
Accuracy III: +15% :c5rangedstrength: RCS. +20% :c5rangedstrength: RCS when attacking Units above 50 HP.
Accuracy IV: +20% :c5rangedstrength: RCS. +25% :c5rangedstrength: RCS when attacking Units above 50 HP.
Accuracy V: +25% :c5rangedstrength: RCS. +30% :c5rangedstrength: RCS when attacking Units above 50 HP.
Bombardment I: +20% :c5rangedstrength: RCS. +20% :c5rangedstrength: RCS when attacking Cities.
Bombardment II: +30% :c5rangedstrength: RCS. +30% :c5rangedstrength: RCS when attacking Cities.
City Defense I: +33% :c5rangedstrength: RCS when adjacent to or in a City.
City Defense II: +67% :c5rangedstrength: RCS when adjacent to or in a City.
Coordination I: +1% :c5rangedstrength: Ranged Combat Strength per adjacent friendly units. +10% :c5strength: CS when defending.
Coordination II: +2% :c5rangedstrength: Ranged Combat Strength per adjacent friendly units. +10% :c5strength: CS when defending.
Coordination III: +3% :c5rangedstrength: Ranged Combat Strength per adjacent friendly units. +15% :c5strength: CS when defending.
Coordination IV: +4% :c5rangedstrength: Ranged Combat Strength per adjacent friendly units. +15% :c5strength: CS when defending.
Coordination V: +5% :c5rangedstrength: Ranged Combat Strength per adjacent friendly units. +25% :c5strength: CS when defending.
Field I: +5% :c5rangedstrength: RCS. +10% :c5rangedstrength: RCS when attacking Units in Open Terrain.
Field II: +10% :c5rangedstrength: RCS. +15% :c5rangedstrength: RCS when attacking Units in Open Terrain.
Field III: +15% :c5rangedstrength: RCS. +20% :c5rangedstrength: RCS when attacking Units in Open Terrain.
Field IV: +20% :c5rangedstrength: RCS. +25% :c5rangedstrength: RCS when attacking Units in Open Terrain.
Field V: +30% :c5rangedstrength: RCS. +40% :c5rangedstrength: RCS when attacking Units in Open Terrain.
Field VI: +45% :c5rangedstrength: RCS. +50% :c5rangedstrength: 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% :c5rangedstrength: RCS. Ranged Attacks by this Unit inflict the Burned I status on other units, reducing their :c5strength: Combat Strength by 15% and Max HP by 10 for 2 turns.
Incendiary II: +15% :c5rangedstrength: RCS. Ranged Attacks by this Unit inflict the Burned I status on other units, reducing their :c5strength: 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% :c5rangedstrength: RCS vs Naval Units. +20% :c5strength: CS when defending against all Ranged Attacks.
Naval Defense II: +25% :c5rangedstrength: RCS vs Naval Units. +20% :c5strength: CS when defending against all Ranged Attacks.
Range: +25% :c5rangedstrength: RCS when attacking Fortified Units and Cities. +1 Range.
Rotting I: +5% :c5rangedstrength: RCS. Ranged Attacks by this Unit inflict the Rot I status on other units, reducing their :c5strength: Combat Strength by 10% and Max HP by 5 for 2 turns.
Rotting II: +5% :c5rangedstrength: RCS. Ranged Attacks by this Unit inflict the Rot I status on other units, reducing their :c5strength: Combat Strength by 10% and Max HP by 5 for 2 turns.
Rotting III: +10% :c5rangedstrength: RCS. Ranged Attacks by this Unit inflict the Rot II status on other units, reducing their :c5strength: Combat Strength by 20% and Max HP by 15 for 2 turns.
Rotting IV: +10% :c5rangedstrength: RCS. Ranged Attacks by this Unit inflict the Rot II status on other units, reducing their :c5strength: Combat Strength by 20% and Max HP by 15 for 2 turns.
Rotting V: +10% :c5rangedstrength: RCS. Ranged Attacks by this Unit inflict the Rot III status on other units, reducing their :c5strength: Combat Strength by 25% and Max HP by 25 for 5 turns.
Set Up: +25% :c5rangedstrength: RCS when attacking Fortified Units and Cities. +25% :c5strength: CS when defending.
Siege I: +5% :c5rangedstrength: RCS. +10% :c5rangedstrength: RCS when attacking Cities.
Siege II: +10% :c5rangedstrength: RCS. +15% :c5rangedstrength: RCS when attacking Cities.
Siege III: +15% :c5rangedstrength: RCS. +20% :c5rangedstrength: RCS when attacking Cities.
Siege IV: +20% :c5rangedstrength: RCS. +20% :c5rangedstrength: RCS when attacking Cities.
Siege V: +30% :c5rangedstrength: RCS. +35% :c5rangedstrength: RCS when attacking Cities.
Siege VI: +45% :c5rangedstrength: RCS. +50% :c5rangedstrength: RCS when attacking Cities, unlocked at Rifling.
Siege Mobility I: +10% :c5rangedstrength: RCS when attacking Units below 50 HP.
Siege Mobility II: +15% :c5rangedstrength: RCS when attacking Units below 50 HP. +1 Movement.
Siege Mobility III: +20% :c5rangedstrength: RCS when attacking Units below 50 HP. 20% chance to withdraw from melee combat.
Siege Mobility IV: +25% :c5rangedstrength: RCS when attacking Units below 50 HP. 20% chance to withdraw from melee combat.
Siege Mobility V: +30% :c5rangedstrength: RCS when attacking Units below 50 HP. +1 Movement.
Volley I: +25% :c5rangedstrength: RCS when attacking Fortified Units and Cities.
Volley II: +50% :c5rangedstrength: 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% :c5strength: Combat Strength when defending against all Ranged Attacks. +10% :c5strength: Combat Strength when attacking Cities.
Cover II: Damage from Cities reduced by 15%. +15% :c5strength: Combat Strength when attacking Cities.

Unit Attributes:
Altitude Training: +10% :c5strength: Combat Strength when fighting in Hill.
Everlasting Youth: +10 HP to all Units.



Spoiler Brainstorming/Ideas :

Melee:
Shock:
higher :c5strength: CS when attacking units
more :c5moves: Movement
more flanking damage
more medic role
damage upon breakthroughs

Drill:
higher :c5strength: CS when attacking Cities
higher :c5strength: CS when defending
better defense against ranged attacks
higher :c5strength: CS vs certain enemies
higher HP

Mounted:
Trample:
higher :c5strength: CS when attacking units
more flanking damage
damage upon breakthroughs
higher HP
weaken nearby enemies

Recon:
more :c5moves: Movement
more medic role
better defense against ranged attacks
more sight
ignore ZoC

Archer (Foot):
Support Fire:
Lingering effects (less HP, less Movement, less :c5strength: CS)
better when adjacent to allies
small AoE to "wound" enemies
indirect fire

Sharpshooter:
higher :c5strength: CS when attacking units
higher :c5strength: CS vs certain enemies
lower enemy :c5strength: CS
more range

Archer (Mounted):
Skirmishing:
high withdraw chance
more :c5moves: Movement
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% :c5strength: 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% :c5strength: CS when defending]
Loses: Formation I, Faster Healing and Armor Plating I

Jaguar:
Combat Bonus in Forest/Jungle (33)
Jaguar (New) [+1 Movement. +25% :c5strength: 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 :c5rangedstrength: 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 :c5strength: CS
Berserk (New) [+30% :c5strength: 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% :c5strength: CS when attacking. Heals 15 Damage for killing a Unit.
Ancestral Protection: +25% :c5strength: CS when defending. +50% :c5strength: CS when defending against all Ranged Attacks.
Enemy Defection: +30 :c5strength: CS in enemy territory. 10 Damage to all adjacent enemy Units each Turn.
Heroism: +50% :c5strength: CS. +50 HP. Damage from Cities reduced by 50%.
Invulnerability: Damage from all sources reduced by 5. +15 HP when healing.
Recruitment: +30% :c5strength: CS in friendly territory. +25 HP.
Restlessness: May Attack Twice. +1 :c5moves: Movement.
Sneak Attack: Flanking bonus increased by 30%. Ignores Terrain Costs and Zone of Control.

Legion:
Change to 17 :c5strength: CS
Pilum
Heavy Infantry
Heavy Armor I
Loses: Cover I and Cover II

Mohawk Warrior:
Change to 19 :c5strength: 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 :c5strength: 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 :c5strength: 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 :c5strength: CS based on Unit damage (Tenacity). +30% :c5strength: CS when attacking. +15 HP if you destroy an Enemy Unit.
Honor: Increased :c5strength: CS based on Unit damage (Tenacity). +30% :c5strength: CS outside of Friendly Lands. +15 HP if you destroy an Enemy Unit.
Loyalty: Increased :c5strength: CS based on Unit damage (Tenacity). +30% :c5strength: CS inside Friendly Lands. +15 HP if you destroy an Enemy Unit.
Respect: Increased :c5strength: CS based on Unit damage (Tenacity). +30% :c5strength: CS VS Melee and Gunpowder Units. +15 HP if you destroy an Enemy Unit.
Righteousness: Increased :c5strength: CS based on Unit damage (Tenacity). +30% :c5strength: CS VS Wounded Units. +15 HP if you destroy an Enemy Unit.
Self Control: Increased :c5strength: CS based on Unit damage (Tenacity). +30% :c5strength: CS when defending. +15 HP if you destroy an Enemy Unit.
Sincerity: Increased :c5strength: 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:

Spoiler Naval Stuff :

Naval Melee Promotion:
Boarding I: +10% :c5strength: Combat Strength. Inflict Boarded I status on enemies during melee combat, reducing their :c5strength: Combat Strength by 10% for 2 turn.
Boarding II: +15% :c5strength: Combat Strength. Inflict Boarded I status on enemies during melee combat, reducing their :c5strength: Combat Strength by 10% for 2 turn.
Boarding III: +20% :c5strength: Combat Strength. Inflict Boarded II status on enemies during melee combat, reducing their :c5strength: Combat Strength by 10% and reducing their movement by 1 for 2 turn.
Boarding IV: +25% :c5strength: Combat Strength. Inflict Boarded II status on enemies during melee combat, reducing their :c5strength: Combat Strength by 10% and reducing their movement by 1 for 2 turn.
Boarding V: +30% :c5strength: Combat Strength. Inflict Boarded III status on enemies during melee combat, reducing their :c5strength: Combat Strength by 20% and reducing their movement by 3 for 3 turn.
Boarding VI: +50% :c5strength: Combat Strength. Inflict Boarded III status on enemies during melee combat, reducing their :c5strength: Combat Strength by 20% and reducing their movement by 3 for 3 turn.

 

Attachments

  • PromotionTree.png
    PromotionTree.png
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The first one that comes to mind is Altitude Training; Getting mt. Kaliminjaro in your borders gives a ridiculous advantage to land units very similar to the Incan UA .... i'd definitely like to remove the movement in hills bonus and just limit it to a small bonus for fighting in hills to be consistent with the rest of other wonders only being a better than average tile in the early game.
 
The first one that comes to mind is Altitude Training; Getting mt. Kaliminjaro in your borders gives a ridiculous advantage to land units very similar to the Incan UA .... i'd definitely like to remove the movement in hills bonus and just limit it to a small bonus for fighting in hills to be consistent with the rest of other wonders only being a better than average tile in the early game.

What about "Everlasting Youth" from the Fountain of Youth?
 
Testing the water a bit. Plan on doing short updates often. Feedback is appreciated!
Code:
March: Unit will Heal Every Turn, even if it performs an action. (no longer gets a defensive malus)
Altitude Training: +10% Combat Strength when fighting in Hill.
Everlasting Youth: +10 HP to all Units.
Drill IV: +10% Combat Strength. +25% Combat Strength when attacking Cities.
Shock IV: +10% Combat Strength. Flanking bonus increased by 5%.

Promotion Paths (See Spoiler below)

Spoiler Promotion Paths :

PromotionTree.png

The image above can be explained as follows. Drill I and Shock I are mutually exclusive. You can see that by the colors they share. Therefore, this is also true between Cover I, Drill II, and Formation I along with the second tier Shock promotions. Cover I leads to Cover II which leads to City Assault. Medic I leads to Medic II which leads to March. Essentially, you are locking yourself into a certain build so pick your promotions carefully.
 

Attachments

I appreciate the work you are trying to do to make things more streamlined but i think making Shock/Drill lines mutually exclusive is a bit harsh as it will mostly hurt none but civs with bonuses to XP generation (Zulus, Sweeden, Assyria).
Tier 2 lines being also mutually exclusive is just very limiting and provides no benefit to gameplay consistency or i just do not understand what is this change trying to achieve in terms of balance, it feels like a limitation just for the sake of having a limitation.
Base VP handled this particular situation better IMO by creating promotion lines (Medic I leads to medic II) without holding my hands on how i would specialize my units (an elite melee city crushers with Drill III, city assault and blitz ..... frontline tanks units with Formation II, Cover II ) or give certain units the flexibility of being generally good units (Drill III then Shock for better overall CS) movement bonus promotions (woodsman and amphibious) being a promotion line itself rather than being a side promotion and more importantly the T4 promotions that are line defining (city assault and overrun for Drill and Shock lines respectively) are locked behind other promotions rather than following the logical progression (last shock promotion leads to overrun, last drill promotion leads to city assault).
 
I appreciate the work you are trying to do to make things more streamlined but i think making Shock/Drill lines mutually exclusive is a bit harsh as it will mostly hurt none but civs with bonuses to XP generation (Zulus, Sweeden, Assyria).
Tier 2 lines being also mutually exclusive is just very limiting and provides no benefit to gameplay consistency or i just do not understand what is this change trying to achieve in terms of balance, it feels like a limitation just for the sake of having a limitation.
Base VP handled this particular situation better IMO by creating promotion lines (Medic I leads to medic II) without holding my hands on how i would specialize my units (an elite melee city crushers with Drill III, city assault and blitz ..... frontline tanks units with Formation II, Cover II ) or give certain units the flexibility of being generally good units (Drill III then Shock for better overall CS) movement bonus promotions (woodsman and amphibious) being a promotion line itself rather than being a side promotion and more importantly the T4 promotions that are line defining (city assault and overrun for Drill and Shock lines respectively) are locked behind other promotions rather than following the logical progression (last shock promotion leads to overrun, last drill promotion leads to city assault).

The changes I made don't make sense now because it's only the start. I have a lot more changes planned out that will hopefully make more sense once I get there. You are right that the current changes hurt civs that gain more XP. That will change eventually once I introduce new promotions and such. Many existing promotions will also be changed too to fit better what I had in mind. Let's just say this is gonna be a big project that people can try. I understand it won't satisfy everyone but I wanted to give people a chance to try it as a modmod instead of it being locked behind my main project.
 
Just a minor update. Next one should be bigger with a lot more stuff added.

Code:
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.

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.
City Assault: +25% Combat Strength when defending against all Ranged Attacks. +25% Combat Strength when attacking Cities.
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.
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.
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: +1 Movement. Flanking bonus increased by 25%.
Sacred Steps: +1 Movement (instead of +2)
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.
Tight Formation: +25% Combat Strength vs Mounted Units. +25% Combat Strength when defending in Open Terrain.

Spoiler Promotion Path :

PromotionTree2.png

 

Attachments

Last edited:
Slightly bigger update!

Code:
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 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)
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)
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)
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)

Drill Only Promotions (available after City Assault/Drill IV/Formation III):
Ambush I: no change, unlocked at Rifling.
Ambush II: no change, unlocked at Rifling.
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.
Bonus vs Melee/Gunpowder (50): 50% Bonus vs Melee and Gunpowder Units
Bonus vs Archer (50): 50% Bonus vs Archer Units

Shock Only Promotions (available after March/Shock IV/Mobility):
Charge I: no change
Charge II: no change.
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)
Spearhead I: +5% Combat Strength per Adjacent Enemy 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 Unit when defending. When you advance after destroying an Enemy Unit, all newly-adjacent Enemy Units take 5 damage.
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)

Spoiler Promotion Path :

PromotionTree3.png

 

Attachments

hi, just wondering are these promotions also compatible with 3/4 UC and the other mods here?

Unless the mods overhaul existing promotions, I don't think there are issues. With 3/4 UC, it should mostly work. However, the balance can be off with certain unique units depending on what promotions they start for free.
 
I see 0.0

Wondering in the future will you be adding compatibility with some of the more popular modmods that add new units?
 
I see 0.0

Wondering in the future will you be adding compatibility with some of the more popular modmods that add new units?

I'm afraid that's beyond the scope of this modmod. 3/4 UC has a new unit for every civilization and it doesn't make sense making changes here while the modmod is updated with new changes. Given what I have planned for just base game promotions, I have a lot on my plate and there's the balance for this modmod itself.

As I said earlier, this modmod is compatible because it shouldn't break anything. Nothing in my code should break any non-promotion mods because it just changes existing promotions and adds new ones. You can play it with 3/4 UC for example and it'll work. I'm not sure about the experience though.
 
Another minor update! Probably won't be doing any other updates until the New Years! Hope everyone has a Happy New Year!

Code:
Former Ambush I and Ambush II renamed Tank Ambush I and Tank Ambush II.

Mounted Promotions:
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.
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.
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.
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.
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 Unit when attacking. +25 HP.
Ambush V: Ignore ZoC. +5 HP when you defeat an enemy.
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.

Heavy Armor I: +20% Combat Strength when defending. +25 HP.
Heavy Armor II: +20% Combat Strength when defending. +25 HP.
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.
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%.
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.
Scouting I: This Unit Heals 5 Additional HP per turn. +1 Visibility Range.
Scouting II: +20% Combat Strength outside Friendly Territory. +25 HP.
Pillager I: +5% Combat Strength when on Pillaged Tiles. +25 HP.
Pillager II: No Movement Cost to Pillaging.
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.
Rout I: +5% Combat Strength per Adjacent Friendly 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.

Spoiler Promotion Path :

PromotionTree4.png

 

Attachments

I apologize for the hiatus! Real life got in the way and I wasn't able to work on this for awhile. Here's the new update for the Archer line. Feedback and any bug reporting is appreciated! Thanks!

Code:
Body Guards II: +33% Combat Strength when defending. 50% more Great General Points generated from combat. Damage from all sources reduced by 5.
Heavy Cavalry V: Flanking bonus increased by 60%. +50 HP. Damage from all sources reduced by 10.
Charge changed to Charge II for the Shock Promotion Line

Venom II can stack with Venom III.
Poisoned II can stack with Poisoned III.

Archer Promotions:
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 :c5moves: 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 :c5moves: 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 :c5moves: 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 :c5moves: 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 :c5moves: 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 :c5moves: 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 :c5moves: 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.

Spoiler Promotion Path :

PromotionTree5.png

 

Attachments

It has been a long time since I last updated this! What really took so long was the temporary icons I made for (almost) all the promotions. These icons are meant to make it easier to differentiate the promotions (for both test and gameplay purposes) and will be replaced someday.

Hope you enjoy and please give feedback! These values aren't likely balanced so feedback can help me get closer to good values for a balanced experience. And bugs or things not working as intended are appreciated too as I do hope to fix those. Thanks!

Code:
Siege Promotion:
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.
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.
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.
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.
Volley I: +25% RCS when attacking Fortified Units and Cities.
Volley II: +50% RCS when attacking Fortified Units and Cities.
Set Up: +25% RCS when attacking Fortified Units and Cities. +25% CS when defending.
Range: +25% RCS when attacking Fortified Units and Cities. +1 Range.
Bombardment I: +20% RCS. +20% RCS when attacking Cities.
Bombardment II: +30% RCS. +30% RCS when attacking Cities.
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.
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.
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.
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.
City Defense I: +33% RCS when adjacent to or in a City.
City Defense II: +67% RCS when adjacent to or in a City.
Mobility IV: 10% chance to withdraw from melee combat. +1 Movement.
Logistics: May Attack Twice.
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.

Spoiler Promotion Path :

PromotionTree6.png



Spoiler To-do-list :

These are to be done but I'm not sure when I'll get to them. Priority is definitely the Extra VC and More Ideology Mods.

Make temporary icons for a couple more promotions and inflicted statuses.
Make new promotions for UU and those provided by a UA.
Make promotions for skirmisher lines, armor lines, air unit line and naval unit lines.
 

Attachments

Last edited:
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