C2C: Promotions

I have suggested a special land transport unit that can carry only non combat units, GP, missionaries, and of course Great Generals. The transport gets faster as the tech gets better. Horse, Wagon, Coach, Buggy, Jeep, Command Car, Blackhawk helicoptor, Future vehicle. And it has a defense only strength.
 
How about a GG promotion that allows the GG to keep pace with other units? i.e. as long as any other unit stacked with the GG can move the GG can move with said unit. Thus speed/commando/Terrain movement bonus etc... units can't outrun the GG.
That'd be nice, yes, except that once you have a Commander, his values impart onto others rather than himself. So this is actually somewhat impossible. The next post is a valid idea but...
I have suggested a special land transport unit that can carry only non combat units, GP, missionaries, and of course Great Generals. The transport gets faster as the tech gets better. Horse, Wagon, Coach, Buggy, Jeep, Command Car, Blackhawk helicoptor, Future vehicle. And it has a defense only strength.

Cool... it would just be a little challenging to get the AI working with this properly. Not to mention the hunt for the proper unit graphics...

That said, I like it and will consider including it in some future projects.
 
In RoM/AND some non-sea units had transport capability. I am not sure what was the problem. I am guessing AI or something. Note we still have some units that can.

- Amphibious APC
- Hi-Tech ACV

There were others that use to I think like ...

- Jeep
- Hummer
- Transport Helicopter (Not currently in C2C)

I would be happy to have land and air transports. I can try to get a unit list if you want. I know some units that we don't have yet have graphics (ex. Train, Transport Helicopter, etc)
 
Could we get a GG promotion that just added movement value to the GG himself only? Or lacking that, how about increasing the GG movement value at certain techs and/or resources? He (and his staff) would be the first guy to get a domesticated animal to ride and would have the best available. In real life he'd get priority on roads over other units whenever bottlenecks or backups occurred, He'd have local wilderness guides/experts over other units, etc...
 
I don't know if it has been adressed, or would be obsolete with the new combat mod but I would like to bring it up in this thread now:
there is some micromanagement about promotions that are special to a city that I think could be changed and avoided.
(yes, you read right, for once I like to avoid some micromanagement^^)

Right now, one city of mine has a poison makers hut. If I send one of my units there it will leave the city with poisoned tips. Another of my cities has bamboo in vicinity and thus can supply bamboo armour if you built the bamboo armourer.

The situation what I have to do now is to move each unit off the front (or out of the garrisons, have it manually walk to city A and then to B and then back to the opriginal place to max out my units. To do that with every unit is boring and a bad micromanaging to me. Well, I understand equiping a unit with new weapons and stuff would take some time (training etc) but not like this.

What I suggest is as followed:
If a poison makers hut is built somewhere (and I always build only ONE in my empire anyways because of the crime), the "good" poison as well as the "promotion" becomes available in every city connected to the trade network (and on every culture tile, if possible).
Right now only the "good" poison does.

Same should apply to "bamboo armour" promo (and maybe also promo "tatoos" once one tatoo hut is built) which would also become a "good".

Upgrading a unit with the new equipment from the trade network would take some turns in which the unit would be idle (this micromanaging is ok for me as it reflects the realism to adept to new weaponry).

So instead of walking, ferrying units from one end of the empire to another the logistics help me if they are established (represented by trade network) but the upgrading itself would take longer. What do you guys think?

To give an example: I am playing Japan on GEM, my capital Kyoto has poison hut and bamboo armourer and tatoo hut I have to take every unit on the asian theater back there to get the promos.
All the shipping-in and out etc is taking too much time.
I think the people in the capital wouldn't mind to send the goods (like manufactured bamboo armours, poison tips or some wandering tatoo makers) directly to the troops anywhere inside the trade network.

What do you guys think? How many turns should a unit be idle to upgrade with new weaponry like this?
I am playing Eternity only so I would say 7-10 turns, which would be like 3-5 turns on faster speeds like marathon?


The exception might be the martial art temples for which the units would have to make a pilgrimage to, to receive the "morale" promo bonus. As this effects only the speed of the unit and not the strength I wouldn't have to send all units there just some and it would be fun, still, in terms of roleplay.
 
I get what you mean and its a concern about the design of the equipment system as it currently is. What if you had the Merchant units have an equipment 'supply' mechanism where they could store up volumes of equipment promos from where those are available and then travel out to the front lines to update the troops there? Obviously this would make the Merchant units a lot more valuable and could give them a lot of varying Civilian style promos to enhance their abilities in this regard.

Considering the AI on this idea makes my head spin but I think if carefully considered enough it could actually make things easier for the AI players as they get to now ignore trying to get their units to where the equipments are being offered and can instead value commanding a network of Merchant units for this purpose (and would want to well defend those networks.)

This kind of structure would be an excellent setup platform for eventually adding a food supply requirement to units and using Merchant units to deliver those needs as necessary as well.
 
Excellent idea, to include merchants! Thx for taking this into consideration!
Funny that this way the AI could be improved as well to get the nice little bonus promos to all its units.

One question though - would the amount of weaponry a merchant could carry to the troops be replenished constantly (at least anywhere inside the cultural borders/ trade network) or would it have to go back to the original place where it loaded the stuff?

Because then we would have the original micro-ing but on a smaller stage. I rather liked to see the merchant lose some value each time it provided a certain promotion like terrain damage and once its value is 0 it can't give any more for some turns so the "healing" for the unit would be the replenishment. Maybe "healing" of the merchant would only be possible in places connected to the trade network as suggested.
 
I suppose that's something for us to consider. I'd probably personally prefer the Merchant have to be a 'runner' to perform this function (but I'm planning ways to make them move rather fast) and need to return to recover its stock. This opens up the strategic angle of trying to strangle your opponent's supply line.

We could, however, give it a mission set that tells it to 'retrieve' a particular type of equipment and auto sends it to the closest target city that offers it.
 
I like the idea of assaulting supply lines but it might be hard for AI to learn to protect them as well as being offensive at the same time.
Well, maybe not so hard if it had specific units for this purpose.

But an automatation of the logistics/upgrades as you also suggested is what I essentially was after in the first place. The ferrying is just an unsolved microing-issue, still :)

Thus, I have another question: could the pathing of ships that were asigned to a new auto-ferry unit action be synced with units? So if you would like to send a unit from tile A to tile B on another landmass, a ferry that was on auto-ferry would try to help the unit with the go-to order to set over in the shortest period of turns.

Example: a unit is 2 tiles away from the coast and needs to get over to another landmass which is 1 tile of sea wide. An idle ship assigned to auto-ferry is 2 turns away from the plot.
When player gives the unit the order to go to the opposite landmass, no red dot (can't go there) is shown but instead the auto-ferry ship is moving to complete the pathing and the unit, if arriving earlier there than the ship would wait for the ship to arrive, get on it and then be unloaded at or near its goal, standing firm for further action or finishing the travel.

The implementation of this auto ferry pathing mechanism could also be used with multimaps later, one can imagine.
 
I get what you mean and its a concern about the design of the equipment system as it currently is. What if you had the Merchant units have an equipment 'supply' mechanism where they could store up volumes of equipment promos from where those are available and then travel out to the front lines to update the troops there? Obviously this would make the Merchant units a lot more valuable and could give them a lot of varying Civilian style promos to enhance their abilities in this regard.

I am considering making a number of merchant caravan types, for the mod I really want to make but C2C isn't quite there yet for me to start on it.:mischief::D

What I was thinking was a resource producing building eg Bamboo Armourer would produce a wagon train full of bamboo armour that could then go to another city and create a shop which supplies that good there. The original building could support a number of shops (hence would produce a number of wagon trains) and as the tech improve or the shops upgrade they can support more. There are problems with how it is implemented but it sounds similar to what you are thinking here.
 
I like the idea of assaulting supply lines but it might be hard for AI to learn to protect them as well as being offensive at the same time.
Well, maybe not so hard if it had specific units for this purpose.

But an automatation of the logistics/upgrades as you also suggested is what I essentially was after in the first place. The ferrying is just an unsolved microing-issue, still :)

Thus, I have another question: could the pathing of ships that were asigned to a new auto-ferry unit action be synced with units? So if you would like to send a unit from tile A to tile B on another landmass, a ferry that was on auto-ferry would try to help the unit with the go-to order to set over in the shortest period of turns.

Example: a unit is 2 tiles away from the coast and needs to get over to another landmass which is 1 tile of sea wide. An idle ship assigned to auto-ferry is 2 turns away from the plot.
When player gives the unit the order to go to the opposite landmass, no red dot (can't go there) is shown but instead the auto-ferry ship is moving to complete the pathing and the unit, if arriving earlier there than the ship would wait for the ship to arrive, get on it and then be unloaded at or near its goal, standing firm for further action or finishing the travel.

The implementation of this auto ferry pathing mechanism could also be used with multimaps later, one can imagine.
I dunno that I fully understand but it sounds like it'd be something a bit too advanced in programming terms for me to accomplish.

I am considering making a number of merchant caravan types, for the mod I really want to make but C2C isn't quite there yet for me to start on it.:mischief::D

What I was thinking was a resource producing building eg Bamboo Armourer would produce a wagon train full of bamboo armour that could then go to another city and create a shop which supplies that good there. The original building could support a number of shops (hence would produce a number of wagon trains) and as the tech improve or the shops upgrade they can support more. There are problems with how it is implemented but it sounds similar to what you are thinking here.
That would work a little differently to what I'm envisioning. Unless the unit produced was not destroyed when it generated the new shop but instead went on to become a supply runner. Perhaps the unit itself could then give access to the type of equipment promotion it represents wherever the unit is. Thus it can be taken out to the field to keep units updated and doesn't have to be a runner.

This would be made more possible if the merchant unit line was more generic but had 2 new features, a 'has promotion for trade' feature, which it could gain from a promotion of its own, and a one shot 'setup shop of 'x' type' ability that once used was gone. That latter would be a value given to the unit when the unit is auto-generated when the manufacturing source is constructed and would be used up once its mission tagged to that is spent.

I think I know what you mean about this kind of trade mechanism... local resource access dynamics need to be better developed right? That's certainly a near plate goal of mine as well but with this in mind it could help to prepare us.
 
What is going on with the promotions??

My archers, i want to upgrade to more archer attack, but CANT?? No option anymore, not even more melee??

A chariot is 100% vs melee, and cant upgrade any further, not even attack against archers??

I cant get melee or archers(extra attack), well except for the Combat I-V thats easy/????
 
What is going on with the promotions??

My archers, i want to upgrade to more archer attack, but CANT?? No option anymore, not even more melee??

A chariot is 100% vs melee, and cant upgrade any further, not even attack against archers??

I cant get melee or archers(extra attack), well except for the Combat I-V thats easy/????

hmm... first I checked the prerequisite structure in the xml and it appears that what you're reporting shouldn't be taking place.

This means there may be a code bug revealed by some of the recent adjustments in the WAY prereqs are established. The coding wasn't recent but there could be a flaw in there somewhere. If you would be so kind as to upload a savegame that shows these units about to promote I'd be appreciative. That way I can run through the code routine and see what's keeping them from being able to select those... Very strange really. So much of it obviously works but then selectively doesn't? I do have a few theories...
 
hmm... first I checked the prerequisite structure in the xml and it appears that what you're reporting shouldn't be taking place.

This means there may be a code bug revealed by some of the recent adjustments in the WAY prereqs are established. The coding wasn't recent but there could be a flaw in there somewhere. If you would be so kind as to upload a savegame that shows these units about to promote I'd be appreciative. That way I can run through the code routine and see what's keeping them from being able to select those... Very strange really. So much of it obviously works but then selectively doesn't? I do have a few theories...

Go to the Single Crash thread and pic any of the savedgames there, all you need to do is go into the Capital, and select any unit there and build it, the promotions should be there then, because i have 6 G General Instructors to advance them when unit is built. (I hope this makes sense). Do it quickly though, i am going to delete all attachments shortly, i have NO space left.
 
Ooooh... platyping has done it again!

Promotions for Settlers!
As you can see I've already asked for a set that is not dependent on the way he originally established them to be derived for settlers so for US we can simply enable settler to gain promos (as civilian units) and assign these to be accessed by settlers dependent on tech and the Settler Combat Class.

I have a set of base Civilian promos in mind as well which would harmonize with these to fill in some gaps where these platyping promos fall short in allowing the Settler to flesh out the promos they can get according to the XP they've attained when being built.

But this also means we should start isolating out the various XP sources from specialists and buildings, giving civilians some sources of XP for themselves while making the Great Military Instructor only give XP to Combatants (we have a tag for that on specialists now ;) )

So I at least suggest Citizens specialists give +1 XP to Civilians as we move the GMI to Combatants only.



Also:
Update

- use new capture mechanics provided by TB now used in capture slaves.

This means we may now begin considering having promotions for units that add to their ability to capture other units and promotions for units that give them a greater ability to resist becoming a captive if ever defeated. Both effects could and probably should be woven into some existing promotions as well, particularly the resistance.

Anyone who'd like to consider ways to weave these effects into the promotion system, by all means speak up. I know there's been a number of people saying they'd like to have some direction on where to pitch in and help lately and this might be a good first project. Units could use these tags innately as well and I know there's a couple of special cultural units that would greatly benefit from this application as their historic role was all about bringing in captives.

This can also be applied to Buildings (for local and national effect), Civics and Traits so I'm going off to mention it in those spots as well.

The applicable tags to Units are <iCaptureProbabilityModifier> and <iCaptureResistanceModifier> while on Promotions it is <iCaptureProbabilityModifierChange> and <iCaptureResistanceModifierChange>.
 
Where is the updated tag, or what does it look like? I want to make special promo's for the GG's, not just add the tag to an existing promo and make that eligible for the GG. All these extra promos will be just for the GG's

I also need some Icons, buttons for 2 lines of promos I suggested.
See post #1039 page 52, this thread for file.

Check out here and here. Your graphics are ready to go. Let me know if and when you need more.
 
Here you go:
Spoiler :

Accuracy
Accuracy II
Accuracy III
Adventurer
Aggressive
Air Defense I
Air Defense II
Air Defense III
Air to Air Missiles I
Air to Air Missiles II
Air to Air Missiles III
Alchemist I [Spy]
Alchemist II [Spy]
Alchemist III [Spy]
Ambush
Ambush II
Ambush III
Amphibious
Animal Desert Save [Animal]
Animal Dunes Save [Animal]
Animal Hunter
Animal Permafrost Save [Animal]
Animal Salt Flat Save [Animal]
Animal Snow Save [Animal]
Animal Tundra Save [Animal]
Anti Biological Warfare
Anti Tank Defense I
Anti Tank Defense II
Anti Tank Defense III
Apprentice [Hero]
Arctic Combat I
Arctic Combat II
Arctic Combat III
Arctic Nomad I
Arctic Nomad II
Arctic Nomad III
Armour Upgrade MK I
Armour Upgrade MK II
Armour Upgrade MK III
Armour-Piercing Shells
Assistance of An
Assistance of Enki
Assistance of Enlil
Assistance of Inanna
Assistance of Ki
Automatic Repairs MK I
Automatic Repairs MK II
Automatic Repairs MK III
Bamboo Armor
Bandit [Hero]
Banditry I
Banditry II
Banditry III
Barbarian Hunter
Bard [Hero]
Bard I
Bard II
Bard III
Bark
Barrage I
Barrage II
Barrage III
Berzerker I
Berzerker II
Berzerker III
Blitz
Bloodhound I
Bloodhound II
Bloodhound III
Bodyguard [Hero]
Bombarding I
Bombarding II
Bombarding III
Builder [Hero]
Bushman
Camouflage
Chaff
Chain Shot
Charge
Charge II
Charge III
Chemical I
Chemical II
Chemical III
Chivalry I
Chivalry II
Chivalry III
City Garrison I
City Garrison II
City Garrison III
City Garrison IV
City Rider I
City Rider II
City Rider III
City Rider IV
City Rider V
Cliff Walker
Coastal Assault I
Coastal Assault II
Coastal Assault III
Coastal Guard I
Coastal Guard II
Coastal Guard III
Combat AI 1.0
Combat AI 2.0
Combat AI 3.0
Combat AI 4.0
Combat I
Combat II
Combat III
Combat IV
Combat V
Combat VI
Commando
Copper Plating
Counter-Battery Fire
Cover
Cover II
Cover III
Crowded
Crusader
Deception I [Spy]
Deception II [Spy]
Deception III [Spy]
Dedication
Defensive Protocols 1.0
Defensive Protocols 2.0
Defensive Protocols 3.0
Depth Charges
Desert Combat I
Desert Combat II
Desert Combat III
Desert Nomad I
Desert Nomad II
Desert Nomad III
Desert Worker I [Worker]
Desert Worker II [Worker]
Desert Worker III [Worker]
Drill I
Drill II
Drill III
Drill IV
Drill V
Electro-Magnetic Armour MK I
Electro-Magnetic Armour MK II
Electro-Magnetic Armour MK III
Escape Artist I [Spy]
Escape Artist II [Spy]
Experienced Artist
Extra Fuel Tank
Fanatic
Field Worker I [Worker]
Field Worker II [Worker]
Field Worker III [Worker]
Fieldsman I
Fieldsman II
Fieldsman III
Fire Ship
Firearms I
Firearms II
Firearms III
Flaming Arrows I
Flaming Arrows II
Flaming Arrows III
Flanking I
Flanking II
Flanking III
Flower War
Forest Worker I [Worker]
Forest Worker II [Worker]
Forest Worker III [Worker]
Forestry
Formation I
Formation II
Formation III
Forward Observers
Fusion MegaCannon
Fusion Power Source
Fusion Shells
Fuzzy Logic
Gentlemen
Global Awareness
Global Operations I
Global Operations II
Global Operations III
Global Positioning System
Glorious I
Glorious II
Glorious III
Grape Shot
Great Hunter
Green Warden
Ground Weather Reports
Guardian 1.0
Guardian 2.0
Guardian 3.0
Guerilla I
Guerilla II
Guerilla III
Hardy I
Hardy II
Hardy III
Heal
Heat Seeking
Heavy Aid I
Heavy Aid II
Heavy Aid III
Herbal Cures
Heroic
Heroic II
Hill Worker I [Worker]
Hill Worker II [Worker]
Hill Worker III [Worker]
Hillsman
Hit and Run
Holy Trinity
Howl
Hunter - Great
Hunter I
Hunter II
Hunter III
Hunting Dog I
Hunting Dog II
Hunting Dog III
Hunting Sight
Hunting Sight II
Imperial Guard
Improved Radar
Improvise I [Spy]
Improvise II [Spy]
Improvise III [Spy]
Improvise IV [Spy]
Improvise V [Spy]
Industry Spionage
Initiative I [Commander]
Initiative II [Commander]
Initiative III [Commander]
Initiative VI [Commander]
Instigator I [Spy]
Instigator II [Spy]
Instigator III [Spy]
Inception I
Inception II
Jump Jets
Kamikaze
Kanai
Land Warrior I
Land Warrior II
Land Warrior III
Land Animal is Completely Harmless [Animals]
Land Animal is Harmless [Animals]
Land Animal is Mostly Harmless [Animals]
Land Animal is non-threatening [Animals]
Laser Guidance
Leadership
Leviathan I [Animals]
Leviathan II [Animals]
Leviathan III [Animals]
Lieutenant [Hero]
Local Lord
Logistics I
Logistics II
Logistics III
Loose Formation
Looter
Low Altitude Maneuvers
Loyal [Spy]
Loyal Servant [Hero]
Loyalty
Manuevering I
Manuevering II
Manuevering III
Marauder
March
Marksmanship I
Marksmanship II
Marksmanship III
Martial Arts I
Martial Arts II
Martial Arts III
Medic I
Medic II
Medic III
Merchant [Hero]
Messenger [Hero]
Minister [Hero]
Mobility
Mobility Aid I
Mobility Aid II
Mobility Aid III
Morale
Morale I [Commander]
Morale II [Commander]
Morale III [Commander]
Morale IV [Commander]
Morale V [Commander]
Motherland I
Motherland II
Motherland III
Mountain Leader
Mountaineer
Mujahid
Nanoids
Napalm Bombs
Native Highlander I
Native Highlander II
Native Highlander III
Native Plainsmen I
Native Plainsmen II
Native Seafaring I
Native Seafaring II
Native Seafaring III
Native Woodsmen I
Native Woodsmen II
Native Woodsmen III
Naval Weather Forecasts
Navigation I
Navigation II
Navigation III
Offensive Protocols 1.0
Offensive Protocols 2.0
Offensive Protocols 3.0
Officer's Commission
Operations I [Commander]
Operations II [Commander]
Operations III [Commander]
Operations IV [Commander]
Order of Ormazd
Overwhelm
Pack Hunter I
Pack Hunter II
Pack Hunter III
Pankration
Paramedic I
Paramedic II
Paramedic III
Partisan I
Partisan II
Partisan III
Patrol I
Patrol II
Patrol III
Pharaoh's Propaganda
Pinch
Pinch II
Pinch III
Pirate I
Pirate II
Pirate III
Poison Tips
Poisoned Arrows
Polar Worker I [Worker]
Polar Worker II [Worker]
Polar Worker III [Worker]
Policing I
Policing II
Policing III
Policing IV
Policing V
Power Source Upgrade MK I
Power Source Upgrade MK II
Power Source Upgrade MK III
Precision Bombing
Priest [Hero]
Quantum Algorithms
Racing Dog I
Racing Dog II
Racing Dog III
Raider I
Raider II
Raider III
Range I
Range II
Ranged Aid I
Ranged Aid II
Ranged Aid III
Rapid Deployment I
Rapid Deployment II
Refuel in Air
Reinforced Structure
Rescue Dog I
Rescue Dog II
Rescue Dog III
Respawn 1
Respawn 2
Rugged Combat I
Rugged Combat II
Rugged Combat III
Sand Devil
Scholar [Hero]
Scout Aid I
Scout Aid II
Scout Aid III
Sea Creature I
Sea Creature II
Sea Animal is Completely Harmless [Animals]
Sea Animal is Harmless [Animals]
Sea Animal is Mostly Harmless [Animals]
Sea Animal is non-threatening [Animals]
Seamanship I
Seamanship II
Seamanship III
Security I [Spy]
Security II [Spy]
Security III [Spy]
Segmented Armor
Self-Destruct
Sensors I
Sensors II
Sensors III
Sentry
Sentry II
Sentry III
Shadowstalker I
Shadowstalker II
Shadowstalker III
Shielding I
Shielding II
Shielding III
Shock
Shock II
Shock III
Siege Aid I
Siege Aid II
Siege Aid III
Siege Engineering I
Siege Engineering II
Siege Engineering III
Siege Master
Silver Tongue I [Diplomats]
Silver Tongue II [Diplomats]
Silver Tongue III [Diplomats]
Single use only
Slavery
Small Diameter Bomb
Sneak
Sniper
Sonar
Speed
Sphinx
Spouse [Hero]
Stalk Prey
Stealth I
Stealth II
Stealth III
Strategic [Commander]
Strategist [Hero]
Strike Force I [Commander]
Strike Force II [Commander]
Strike Force III [Commander]
Super Cavitation
Suppression Fire
Suppressive Fire
Tactican
Tactics
Tactics I [Commander]
Tactics II [Commander]
Tactics III [Commander]
Tactics IV [Commander]
Tattoo
Terrain Analysis 1.0
Terrain Analysis 2.0
Terrain Analysis 3.0
Top Gun Pilot
Torpedoes
Track Scent I
Track Scent II
Track Scent III
Transport I
Transport II
Transport III
Trench I
Trench II
Trench III
Upgrade Discount
Urban Tactics I
Urban Tactics II
Urban Tactics III
Veteran Pilot
Waiden
War Veteran [Hero]
Waterways I
Waterways II
Weapon Upgrade MK I
Weapon Upgrade MK II
Weapon Upgrade MK III
Weather Forecasts
Wetland Combat I
Wetland Combat II
Wetland Combat III
Winter Born
Woodsman I
Woodsman II
Woodsman III
Wootz Steel
Zen
 
Some of those are from buildings, civics or events only so while who can get them is sensible to discuss they should probably be in a separate list. Separating them by domain may be useful also. I am doing so right now.;)

On another topic I need a "Holy War" icon. It is basically a replacement for the Crusader but applies to all religions not just Christianity.

Edit
Spoiler :
Promotion Source Currently Available to Notes
Accuracy
Accuracy II
Accuracy III
Adventurer [Hero]
Aggressive
Air Defense I
Air Defense II
Air Defense III
Air to Air Missiles I
Air to Air Missiles II
Air to Air Missiles III
Alchemist I [Spy]
Alchemist II [Spy]
Alchemist III [Spy]
Ambush
Ambush II
Ambush III
Amphibious
Animal Desert Safe Subdue Animals mod None These are given to subdued animals. They should only be in game if Terrain Damage is on
Animal Dunes Safe Subdue Animals mod None These are given to subdued animals. They should only be in game if Terrain Damage is on
Animal Hunter The_J mods Archers, Recons, Hunters, Melee, Throwing, Mounted Should only be available to Hunters and perhaps Recons. Should be available to wooden ships.
Animal Permafrost Safe Subdue Animals mod None These are given to subdued animals. They should only be in game if Terrain Damage is on
Animal Salt Flat Safe Subdue Animals mod None These are given to subdued animals. They should only be in game if Terrain Damage is on
Animal Snow Save Subdue Animals mod None These are given to subdued animals. They should only be in game if Terrain Damage is on
Animal Tundra Safe Subdue Animals mod None These are given to subdued animals. They should only be in game if Terrain Damage is on
Anti Biological Warfare
Anti Tank Defense I
Anti Tank Defense II
Anti Tank Defense III
Apprentice [Hero]
Arctic Combat I
Arctic Combat II
Arctic Combat III
Arctic Nomad I Cultural Achievements mod All land units except settler and worker units Not implemented yet
Arctic Nomad II Cultural Achievements mod All land units except settler and worker units Not implemented yet
Arctic Nomad III Cultural Achievements mod All land units except settler and worker units Not implemented yet
Armour Upgrade MK I
Armour Upgrade MK II
Armour Upgrade MK III
Armour-Piercing Shells
Assistance of An Religion – Mesopotamian Archers, Recons, Melee, Throwing, Mounted, Wooden ships, Seige Self heal
Assistance of Enki Religion – Mesopotamian Wooden ships first strike and withdrawal
Assistance of Enlil Religion – Mesopotamian Archers and Throwing
Assistance of Inanna Religion – Mesopotamian Melee
Assistance of Ki Religion – Mesopotamian Archers, Recons, Melee, Throwing, Mounted, Seige immune to first strikes
Automatic Repairs MK I
Automatic Repairs MK II
Automatic Repairs MK III
Bamboo Armor
Bandit [Hero]
Banditry I
Banditry II
Banditry III
Barbarian Hunter The_J mods Archers, Recons, Hunters, Melee, Throwing, Mounted Probably should not be available to Hunters. Should be available to wooden ships.
Bard [Hero]
Bard I
Bard II
Bard III
Bark
Barrage I
Barrage II
Barrage III
Berzerker I
Berzerker II
Berzerker III
Blitz
Bloodhound I
Bloodhound II
Bloodhound III
Bodyguard [Hero]
Bombarding I
Bombarding II
Bombarding III
Bushido I Religion – Shinto
Bushido III Religion – Shinto
Bushido III Religion – Shinto
Builder [Hero]
Bushman Military Promotions mod All land units except settler and worker units Initial promotions a unit may get if civic Military Instruction is active
Camouflage
Chaff
Chain Shot
Charge
Charge II
Charge III
Chemical I
Chemical II
Chemical III
Chivalry I
Chivalry II
Chivalry III
City Garrison I
City Garrison II
City Garrison III
City Garrison IV
City Rider I
City Rider II
City Rider III
City Rider IV
City Rider V
Cliff Walker Military Promotions mod All land units except settler and worker units Initial promotions a unit may get if civic Military Instruction is active
Coastal Assault I
Coastal Assault II
Coastal Assault III
Coastal Guard I
Coastal Guard II
Coastal Guard III
Combat AI 1.0
Combat AI 2.0
Combat AI 3.0
Combat AI 4.0
Combat I
Combat II
Combat III
Combat IV
Combat V
Combat VI
Commando
Copper Plating
Counter-Battery Fire
Cover
Cover II
Cover III
Crowded
Crusader
Deception I [Spy]
Deception II [Spy]
Deception III [Spy]
Dedication
Defensive Protocols 1.0
Defensive Protocols 2.0
Defensive Protocols 3.0
Depth Charges
Desert Combat I
Desert Combat II
Desert Combat III
Desert Nomad I Cultural Achievements mod All land units except settler and worker units Not implemented yet
Desert Nomad II Cultural Achievements mod All land units except settler and worker units Not implemented yet
Desert Nomad III Cultural Achievements mod All land units except settler and worker units Not implemented yet
Desert Worker I [Worker]
Desert Worker II [Worker]
Desert Worker III [Worker]
Drill I
Drill II
Drill III
Drill IV
Drill V
Electro-Magnetic Armour MK I
Electro-Magnetic Armour MK II
Electro-Magnetic Armour MK III
Escape Artist I [Spy]
Escape Artist II [Spy]
Experienced Artist
Extra Fuel Tank
Fanatic
Field Worker I [Worker]
Field Worker II [Worker]
Field Worker III [Worker]
Fieldsman I
Fieldsman II
Fieldsman III
Fire Ship
Firearms I
Firearms II
Firearms III
Flaming Arrows I
Flaming Arrows II
Flaming Arrows III
Flanking I
Flanking II
Flanking III
Flower War Religion - Naghulism
Forest Worker I [Worker]
Forest Worker II [Worker]
Forest Worker III [Worker]
Forestry
Formation I
Formation II
Formation III
Forward Observers
Fusion MegaCannon
Fusion Power Source
Fusion Shells
Fuzzy Logic
Gentlemen Religion – Confusian
Global Awareness
Global Operations I
Global Operations II
Global Operations III
Global Positioning System
Glorious I
Glorious II
Glorious III
Grape Shot
Great Hunter
Green Warden Military Promotions mod All land units except settler and worker units Initial promotions a unit may get if civic Military Instruction is active
Ground Weather Reports
Guardian 1.0
Guardian 2.0
Guardian 3.0
Guerilla I
Guerilla II
Guerilla III
Hardy I Cultural Achievements mod All land units except settler and worker units Not implemented yet
Hardy II Cultural Achievements mod All land units except settler and worker units Not implemented yet
Hardy III Cultural Achievements mod All land units except settler and worker units Not implemented yet
Heal
Heat Seeking
Heavy Aid I
Heavy Aid II
Heavy Aid III
Herbal Cures
Heroic
Heroic II
Hill Worker I [Worker]
Hill Worker II [Worker]
Hill Worker III [Worker]
Hillsman
Hit and Run
Holy Trinity Religion - Hindu
Howl
Hunter - Great
Hunter I
Hunter II
Hunter III
Hunting Dog I
Hunting Dog II
Hunting Dog III
Hunting Sight Subdue Animals mod Hunters only
Hunting Sight II Subdue Animals mod Hunters only
Imperial Guard
Improved Radar
Improvise I [Spy]
Improvise II [Spy]
Improvise III [Spy]
Improvise IV [Spy]
Improvise V [Spy]
Industry Spionage
Initiative I [Commander]
Initiative II [Commander]
Initiative III [Commander]
Initiative VI [Commander]
Instigator I [Spy]
Instigator II [Spy]
Instigator III [Spy]
Inception I
Inception II
Jump Jets
Kamikaze
Kanai Religion – Judean
Land Warrior I
Land Warrior II
Land Warrior III
Land Animal is Completely Harmless Subdue Animals mod
Land Animal is Harmless Subdue Animals mod
Land Animal is Mostly Harmless Subdue Animals mod
Land Animal is non-threatening Subdue Animals mod
Laser Guidance
Leadership
Leviathan I Subdue Animals mod Ocean animals
Leviathan II Subdue Animals mod Ocean animals
Leviathan III Subdue Animals mod Ocean animals
Lieutenant [Hero]
Local Lord
Logistics I
Logistics II
Logistics III
Loose Formation
Looter
Low Altitude Maneuvers
Loyal [Spy]
Loyal Servant [Hero]
Loyalty
Manuevering I
Manuevering II
Manuevering III
Marauder
March
Marksmanship I
Marksmanship II
Marksmanship III
Martial Arts I
Martial Arts II
Martial Arts III
Medic I
Medic II
Medic III
Merchant [Hero]
Messenger [Hero]
Minister [Hero]
Mobility
Mobility Aid I
Mobility Aid II
Mobility Aid III
Mojlnir Religion – Asatru
Morale
Morale I [Commander]
Morale II [Commander]
Morale III [Commander]
Morale IV [Commander]
Morale V [Commander]
Motherland I
Motherland II
Motherland III
Mountain Leader
Mountaineer
Mujahid Religion – Islam
Nanoids
Napalm Bombs
Native Highlander I Cultural Achievements mod All land units except settler and worker units Not implemented yet
Native Highlander II Cultural Achievements mod All land units except settler and worker units Not implemented yet
Native Highlander III Cultural Achievements mod All land units except settler and worker units Not implemented yet
Native Plainsmen I Cultural Achievements mod All land units except settler and worker units Not implemented yet
Native Plainsmen II Cultural Achievements mod All land units except settler and worker units Not implemented yet
Native Seafaring I Cultural Achievements mod All sea units except work boats units Not implemented yet
Native Seafaring II Cultural Achievements mod All sea units except work boats units Not implemented yet
Native Seafaring III Cultural Achievements mod All sea units except work boats units Not implemented yet
Native Woodsmen I Cultural Achievements mod All land units except settler and worker units Not implemented yet
Native Woodsmen II Cultural Achievements mod All land units except settler and worker units Not implemented yet
Native Woodsmen III Cultural Achievements mod All land units except settler and worker units Not implemented yet
Naval Weather Forecasts
Navigation I
Navigation II
Navigation III
Offensive Protocols 1.0
Offensive Protocols 2.0
Offensive Protocols 3.0
Officer's Commission
Operations I [Commander]
Operations II [Commander]
Operations III [Commander]
Operations IV [Commander]
Order of Ormazd
Overwhelm
Pack Hunter I
Pack Hunter II
Pack Hunter III
Pankration Religion – Hellenism Special Promotion as a requirement when the other Religion's promotion don't
Paramedic I
Paramedic II
Paramedic III
Partisan I
Partisan II
Partisan III
Patrol I
Patrol II
Patrol III
Pharaoh's Propaganda Religion – Kemetism
Pinch
Pinch II
Pinch III
Pirate I
Pirate II
Pirate III
Poison Tips
Poisoned Arrows
Polar Worker I [Worker]
Polar Worker II [Worker]
Polar Worker III [Worker]
Policing I
Policing II
Policing III
Policing IV
Policing V
Power Source Upgrade MK I
Power Source Upgrade MK II
Power Source Upgrade MK III
Precision Bombing
Priest [Hero]
Quantum Algorithms
Racing Dog I
Racing Dog II
Racing Dog III
Raider I
Raider II
Raider III
Range I
Range II
Ranged Aid I
Ranged Aid II
Ranged Aid III
Rapid Deployment I
Rapid Deployment II
Refuel in Air
Reinforced Structure
Rescue Dog I
Rescue Dog II
Rescue Dog III
Respawn 1
Respawn 2
Rugged Combat I
Rugged Combat II
Rugged Combat III
Sand Devil Military Promotions mod Initial promotions a unit may get if civic Military Instruction is active
Scholar [Hero]
Scout Aid I
Scout Aid II
Scout Aid III
Sea Creature I Subdue Animals mod Sea animals only
Sea Creature II Subdue Animals mod Sea animals only
Sea Animal is Completely Harmless Subdue Animals mod
Sea Animal is Harmless Subdue Animals mod
Sea Animal is Mostly Harmless Subdue Animals mod
Sea Animal is non-threatening Subdue Animals mod
Seamanship I
Seamanship II
Seamanship III
Security I [Spy]
Security II [Spy]
Security III [Spy]
Segmented Armor
Self-Destruct
Sensors I
Sensors II
Sensors III
Sentry
Sentry II
Sentry III
Shadowstalker I
Shadowstalker II
Shadowstalker III
Shielding I
Shielding II
Shielding III
Shock
Shock II
Shock III
Siege Aid I
Siege Aid II
Siege Aid III
Siege Engineering I
Siege Engineering II
Siege Engineering III
Siege Master
Silver Tongue I Advanced Diplomacy Diplomats Mod not yet implemented
Silver Tongue II Advanced Diplomacy Diplomats Mod not yet implemented
Silver Tongue III Advanced Diplomacy Diplomats Mod not yet implemented
Single use only
Slavery
Small Diameter Bomb
Sneak
Sniper
Sonar
Speed
Sphinx
Spouse [Hero]
Stalk Prey
Stealth I
Stealth II
Stealth III
Strategic [Commander]
Strategist [Hero]
Strike Force I [Commander]
Strike Force II [Commander]
Strike Force III [Commander]
Super Cavitation
Suppression Fire
Suppressive Fire
Tactican
Tactics
Tactics I [Commander]
Tactics II [Commander]
Tactics III [Commander]
Tactics IV [Commander]
Tattoo
Terrain Analysis 1.0
Terrain Analysis 2.0
Terrain Analysis 3.0
Top Gun Pilot
Torpedoes
Track Scent I
Track Scent II
Track Scent III
Transport I
Transport II
Transport III
Trench I
Trench II
Trench III
Upgrade Discount
Urban Tactics I
Urban Tactics II
Urban Tactics III
Veteran Pilot
Waiden Religion – Taoist land units not hunters, workers and other civilians
War Veteran [Hero]
Waterways I
Waterways II
Weapon Upgrade MK I
Weapon Upgrade MK II
Weapon Upgrade MK III
Weather Forecasts
Wetland Combat I
Wetland Combat II
Wetland Combat III
Winter Born Military Promotions mod All land units except settler and worker units Initial promotions a unit may get if civic Military Instruction is active
Woodsman I
Woodsman II
Woodsman III
Wootz Steel
Zen Religion – Buddhist
 
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