subtledoctor
Warlord
- Joined
- Feb 6, 2014
- Messages
- 106
Edit: it seems to be working now! New, functional files should be attached below if anyone is interested in trying it out. I'm playing my first game with it and it seems fine/fun. What is NOT changed are text descriptions. I don't know how to do that, and the mod is basically functional so I'm just going ahead and playing with it.
Reading through some threads around here, I came to ponder the two most annoying aspects of Civ5 combat units: early archery vs. siege imbalance, and the crazy Pikeman-Lancer upgrade line. I decided I could cobble something together that would address those issues.
First: all archery units get a penalty to city attack. Also, due to the bug where the cover promotion doesn't protect ranged units against city bombardment, siege units' ranged strength is bumped by 50%, and the City Siege bonus drops to +100%. Siege units now do exactly the same damage to cities, but take less damage from city bombardment.
Second: the Pike Question. With this mod spears, pikes, muskets, rifles, and infantry are simply baseline troops, and that is now the basic infantry upgrade path. Longswords upgrade to Musketmen and join the upgrade path there. But that creates a Lancer Question. Putting them on the horse upgrade path seems silly and boring, because they appear only a single tech before Cavalry.
Instead, Lancers become medieval light cavalry, Str 18 and appearing at Civil Service. Pikes are the basic soldiers, while Longswords and Lancers are special troops with bonuses from strategic resources. All horse units get a 25% attack bonus to simulate the disruptive nature of a cavalry charge. This sets up a nice rock-paper-scissors dynamic among spears/horses/swords.
Knights are elevated to heavy cavalry. They carry the best qualities of Longswords and Lancers, reflected in a very high strength. But they require both iron and horses, and move slightly slower than horsemen (3 move), and must dismount to fully engage the enemy (no move after attack). They can massacre anything in the medieval era, and they stand toe-to-toe against musketmen through the Renaissance.
Gunpowder changes everything, naturally - Muskets can stand against Knights, and then gatling guns become the ultimate anti-mounted unit. In the modern era, Anti-Tank Guns become a ranged unit so they can actually damage (i.e. reach) Tanks; and they upgrade to Bazookas, which are 2-range with an anti-armor promotion. Machine guns are eliminated.
Other changes: I doubled iron and horse requirements for early units, to make them more special and rare. The forge and stable now give extra resources, like the recycling center with aluminu). UUs generally keep the lower requirements, to make sure they are available to influence things. What else… I also changed the prerequisites for some promotions that I thought are too far down the line (who ever wants to take Shock III? I want to start specializing my army sooner).
Anyway, here's the problem: I tossed my .xml file into WHoward's "my changes" mod wrapper, started a game, checked the CUR mod only and… it doesn't seem to be working. I enabled logging but can't really make heads or tails of them. I don't want to ask people to bug-test for me… but if the above sounds like an interesting mod, and you can take a look at my files and see if anything jumps out at you, I would greatly appreciate it.
Reading through some threads around here, I came to ponder the two most annoying aspects of Civ5 combat units: early archery vs. siege imbalance, and the crazy Pikeman-Lancer upgrade line. I decided I could cobble something together that would address those issues.
First: all archery units get a penalty to city attack. Also, due to the bug where the cover promotion doesn't protect ranged units against city bombardment, siege units' ranged strength is bumped by 50%, and the City Siege bonus drops to +100%. Siege units now do exactly the same damage to cities, but take less damage from city bombardment.
Second: the Pike Question. With this mod spears, pikes, muskets, rifles, and infantry are simply baseline troops, and that is now the basic infantry upgrade path. Longswords upgrade to Musketmen and join the upgrade path there. But that creates a Lancer Question. Putting them on the horse upgrade path seems silly and boring, because they appear only a single tech before Cavalry.
Instead, Lancers become medieval light cavalry, Str 18 and appearing at Civil Service. Pikes are the basic soldiers, while Longswords and Lancers are special troops with bonuses from strategic resources. All horse units get a 25% attack bonus to simulate the disruptive nature of a cavalry charge. This sets up a nice rock-paper-scissors dynamic among spears/horses/swords.
Knights are elevated to heavy cavalry. They carry the best qualities of Longswords and Lancers, reflected in a very high strength. But they require both iron and horses, and move slightly slower than horsemen (3 move), and must dismount to fully engage the enemy (no move after attack). They can massacre anything in the medieval era, and they stand toe-to-toe against musketmen through the Renaissance.
Gunpowder changes everything, naturally - Muskets can stand against Knights, and then gatling guns become the ultimate anti-mounted unit. In the modern era, Anti-Tank Guns become a ranged unit so they can actually damage (i.e. reach) Tanks; and they upgrade to Bazookas, which are 2-range with an anti-armor promotion. Machine guns are eliminated.
Other changes: I doubled iron and horse requirements for early units, to make them more special and rare. The forge and stable now give extra resources, like the recycling center with aluminu). UUs generally keep the lower requirements, to make sure they are available to influence things. What else… I also changed the prerequisites for some promotions that I thought are too far down the line (who ever wants to take Shock III? I want to start specializing my army sooner).