Art of War

Art of War 2

Machiavelli24

Mod creator
Joined
May 9, 2012
Messages
818
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Art of War is centered around a single radical change. Every military unit requires a population to train. This single change has far reaching consequences on how war is fought, both on the battlefield and domestically.

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What changes does this mod make?
  1. Military units require population to train.
  2. Military policies grant faster population growth.
  3. Revamped District adjacency
  4. New location-dependent effects for Buildings.

Changes to Policies
  • The military policies that boost unit production now also boost city growth.
  • Military policies no longer boost ranged unit production. Instead they boost anti-cavalry production.

Changes to Districts
Adjacency bonuses have been completely redone. The Encampment is now a livestock yard, providing production from Pastures. While the Industrial Zone now focuses on mining production from Mountains.
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Changes to Buildings
Buildings have been changed to make them more dependent on the local resources the city has access to. Harbor buildings (Lighthouse, Shipyard, Seaport) all boost Finishing Boats.

The Stable provides production from Horses while the Barracks provides production from Iron and Niter. Access to these strategic resources will reward rulers who specialize their cities to infantry or cavalry production.

The Workshop provides production from Coal, Oil and Uranium. Making cities with those resources the best locations to start or expand your industrial revolution.
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Why were these changes made?
There were 3 core issues I wanted to address:
  1. Housing limits mean Food is a relatively weak yield
  2. Military Policies generally provide less benefit than Economic Policies
  3. Early game rush strategies could cripple even Deity AIs
Having every military unit require a population had promise but it didn't work well alone. It needed support from other systems. Adding a growth boost to Military Policies helped players regrow lost citizens while making Military Policies more attractive economically.

District Changes
The District system has the potential to make optimal city development highly sensitive to local terrain. In the base game the adjacency from other city districts undermines this. Districts can be configured in a standard triangle formation and still get adjacency bonuses that are only one yield smaller than a city with matching terrain.

Some Districts, like the Encampment, didn't provide enough yields to be worth building most of the time. While other districts, like Industrial Zone, had adjacency bonuses that were too easy to fill.
 
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Just wondering, how does the AI fare with units costing population? They're not sitting on size 3 cities all game?
 
I am targeting an update in 1-3 weeks that will include changes to the tactical roles of various unit types. It will reward combined arms over single unit timing attacks. Potential changes include:

  • Infantry and anti-cavalry units no longer take wound penalties (to give them staying power over cavalry)
  • Greatly increased wound penalties
  • Increased flanking bonuses (to make a pair of infantry beat an infantry+archer)
I may release an smaller update earlier that will make the Encampment not be allowed adjacent to a city, or put the defensive Encampment effect on the Airbase.
 
Honestly, I feel like 3 production to horses with stables is too much of a boost. Early game, if your first city has 2 horses youre going to be garunteed to get at least two wondrs before end of classical. I'd say +1 production to horses would be a safe choice, though +2 may work too.
 
Thanks ITcore, it should be available now.
 
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