HERE COMES VERSION 0.2.2 (still only for Emm). So I've started to mod based on the discussion here the resulting modding is based on many of the comments from the people there so thx to Terkhen, Tasunke, Qgqqqq and the other people. (Thanks too to Tholal, Kael and Co and all the other big Modders) I further added some changes from here and there. here comes a recollection of the context: Spoiler What is this mod : Summary of the changelog for version 0.2 Spoiler What has roughly changed? : for version 0.2: active defense : ie: defending by attacking the invader. -same attack str as HUNTER -15%withdrawal and access to flanking 1 -20% hill attack (they are the "anti-camping" unit!!) NEW Static defense : -better defense than axe/hunter : 5def str as in base game -double fortification bonus -defensive strikes improved defense, active and passive, in territory +25% str in border (so +25% when attacking in borders, and +25% when defending a city) access to Wall-Defender promotion when entering a city with walls or stone walls NEW balancing: --25% city attack Longbow : same as archer -between no-weapon Champion and RANGER + 6/7 str NEW -small collateral damages (1 unit)(not much so as not to threaten the catapults, but enough to differentiate even more from melee). -Drill I-2-3 : NEW (inspired by Magistermodmod (c) ) additional things: -Golem promotion gives the "use-enemy-roads" effect. -Gargoyls can paradrop. (2ranges) -Marksmen lose 1move but gain free mobility I. (might be stupid on a unit required to get lvl 4.. but lo.) v0.2.2 scorpion clan archer to 4/4 +1poison instead of 4/5 +1 poison Frostling archer at the expected 4/5 (2/3+2cold) instead of the mistake 5/5 (3/3+2 cold) Wall_defender SHOULD work as expected. v0.2.3.. soon to come removing the free FS of archers.. they get 15%withdrawal and their increased str, so that should be enough. wall-defender "on unit move" doesn't work yet. archers have seen their cost increase to 55 (instead of formerly 45 and MnAI60) to compensate their power. a few more things Available versions a version V0.2.3 for extraModMod version 0.31. --> just extract the .7z archive in the asset folder of extramodmod 0.31.. Don't worry I've modified only 4 files for the moment, and I left the original files so if the modmodmod doesn't please you, just suppress UnitInfos and UnitPromotionInfos and rename the ones which got the "original" added to them.