davane
Warlord
Human Vassal States will most likely require either extensive python scripting or changes in the .dll itself. In order to keep the flavour of vassal states, the player will need to be restricted just as the AI vassal states are, depending upon whether it is peaceful vassal states or capitulation. In theory, this would mainly consist of modification of existing vassal states code so that it also applies to Human players. The main features would be the inability to declare war or make peace with other civilizations directly, but be restricted to your master's war/peace status, and the inability to break from capituation unless you become more powerful than your master. Both of these could technically be handled by python, although .dll might speed it up a lot (depending on how the vassal states code works). These should work though the diplomacy screen, as with any other trade negotiations. The war/peace limitations could be overcome by allowing the player to ask their master to declare war/make peace with a given civ. Refusing tribute to your master would have to result in automatic war declaration, just as with AIs. Likewise, you would have to be prohibited from declaring war on your master until you are bigger than them, but this could be handled simply enough, although it would be tempting to possibly adapt CivCol's Independance system to the purpose of breaking away from your master's empire. Ultimately though, all of this is really outside the scope of the mods right now, but I am fairly sure that if some other mods include this, it will inevitably get included in these mods in the future.
Now on with the mods!
The Tank (Released 04/02/10)
The rise of automatic and semi-automatic firearms in the Industrial era saw a massive reduction in the use of mounted units in warfare. This had the effect of reducing the advantages of the attacker, and turned things around to favour the defensive. This resulted in catastrophic loss of life during the trench warfare of WWI, and spurred civilizations to come up with another means to break through defensive lines when attacking. The answer was the first Armoured unit. The Tank moved almost as fast as previous mounted units, although they sacrificed some of their maneuverability for heavy armor plating giving them substantial protection against the firearms that had obsoleted mounted units previously. Although they had a slower rate of fire, they were typically mounted with increasingly larger caliber weaponry, able to punch through enemy forces and break the defensive deadlock.
Tanks have a Combat Strength of 20 and 1 First Strike. They have a 20% Withdrawal rate, and start with the Blitz promotion. They are ideal for breaking through enemy forces.
The Barracks (Released 04/02/10)
War has been a constant issue throughout human civilization, and even the most peaceful civilizations have seen the need to develop and maintain military forces for defensive purposes. While sheer numbers is important, in balanced situations with identical weapons, the forces with the better training are often the ones that win the battle. It was important, therefore, for nations to train their armies before sending them into battle ith the ememy.
The Barracks provides 4 XP to all land units built in the city (even in Warlords and BTS), which allows them one free promotion at least. The Barracks increases city maintainance by +5%. However, the Barracks is not available until Bronze Working is discovered. Please note that because production balancing has not been considered yet, the production bonus for Agressive leaders has currently been removed. The Barracks should be built in the cities producing your land units. In addition, Settlers and Workers also benefit from this bonus XP as well, so building a Barracks in cities producing these units may also be an option - perhaps to gain a headstart towards Woodsman II for it's double movement in Forests and Jungles.
Now on with the mods!
The Tank (Released 04/02/10)
The rise of automatic and semi-automatic firearms in the Industrial era saw a massive reduction in the use of mounted units in warfare. This had the effect of reducing the advantages of the attacker, and turned things around to favour the defensive. This resulted in catastrophic loss of life during the trench warfare of WWI, and spurred civilizations to come up with another means to break through defensive lines when attacking. The answer was the first Armoured unit. The Tank moved almost as fast as previous mounted units, although they sacrificed some of their maneuverability for heavy armor plating giving them substantial protection against the firearms that had obsoleted mounted units previously. Although they had a slower rate of fire, they were typically mounted with increasingly larger caliber weaponry, able to punch through enemy forces and break the defensive deadlock.
Tanks have a Combat Strength of 20 and 1 First Strike. They have a 20% Withdrawal rate, and start with the Blitz promotion. They are ideal for breaking through enemy forces.
The Barracks (Released 04/02/10)
War has been a constant issue throughout human civilization, and even the most peaceful civilizations have seen the need to develop and maintain military forces for defensive purposes. While sheer numbers is important, in balanced situations with identical weapons, the forces with the better training are often the ones that win the battle. It was important, therefore, for nations to train their armies before sending them into battle ith the ememy.
The Barracks provides 4 XP to all land units built in the city (even in Warlords and BTS), which allows them one free promotion at least. The Barracks increases city maintainance by +5%. However, the Barracks is not available until Bronze Working is discovered. Please note that because production balancing has not been considered yet, the production bonus for Agressive leaders has currently been removed. The Barracks should be built in the cities producing your land units. In addition, Settlers and Workers also benefit from this bonus XP as well, so building a Barracks in cities producing these units may also be an option - perhaps to gain a headstart towards Woodsman II for it's double movement in Forests and Jungles.