davane
Warlord
Da' Vanes Mods (30/03/10)
I'm running a bit behind schedule with these mods, but they were all uploaded earlier, and only now am I getting around to writing about them. You can thank the delay in the March Civ IV files - they kept me rather busy! And now, on to the mods!
The Japanese Samurai
The Japanese Samurai replaces the Swordsman rather than the Maceman. It has +1 Combat Strength (for a total Combat Strength of 6), and gains a +50% bonus versus other Melee units, in addition to the +50% city attack bonus that Swordsmen normally get. However, Japanese Samurai no longer get access to the Drill promotion (by starting with Drill I). This means that the Japanese Samurai can be used as an additional melee unit counter in addition to it's City Attack role for being a Swordsman.
The Mali Skirmisher
The Mali Skirmisher replaces the Archer. They get +1 Combat Strength (for a total Combat Strength of 4), +1 First Strike chance (for a total of 1-2 First Strikes), and +10% Withdrawal rate (for a total Withdrawal rate of 20%). In addition, Mali Skirmishers start with the Mobility promotion. This means that Mali Skirmishers are highly mobile archers, better able to engage enemies without sacrificing their City defence abilities.
The Mongol Keshik
The Mongol Keshik replaces the Horse Archer. They get +1 Combat Strength (for a total Combat Strength of 5), +1 First Strike Chance (for a total of 1-2 First Strikes), and a +20% Withdrawal rate (for a total of 50% Withdrawal rate). They also ignore terrain costs. This makes them highly mobile raiders suited for raiding, pillaging, and even for softening up tougher opponents before a main attack.
The Persian Immortal
The Persian Immortal replaces the Horse Archer rather than the Chariot. It has +1 Combat Strength (for a total Combat Strength of 5) and +1 First Strike chance (for a total of 1-2 First Strikes). In addition, they get a +50% bonus against Archer units. This makes them useful for softening up Archer units while not sacrificing their raiding use for being a Horse Archer. This is most useful when Archers are defending hill mines, but can also be useful to provide a shock unit against Arcer-defended cities as well.
The Roman Praetorian
The Roman Praetorian replaces the Swordsman. They get +1 Combat Strength (for a total Combat Strength of 5). They are also immune to first strikes. This makes them even more capable of attacking enemy cities that are normally protected by Archers.
The Russian Cossack
The Russian Cossack replaces the Cavalry. They get +2 Combat Strength (for a total Combat Strength of 14), 2 First strikes (instead of 1-2 First strikes), and a +10% Withdrawal rate (for a total Withdrawal rate of +50%). They also get a +25% bonus against Siege units. This makes them even more capable of taking out enemy Siege units like Cannons. Both Russian Cossacks and Cavalry require Military Tradition, Rifling, and Horsback Riding (in BtS, they also require Military Science).
The Spanish Conquistador
The Spanish Conquistador replaces the Explorer rather than the Knight/Cuirassier. They get +1 Combat Strength (for a total Combat Strength of 7), and a +50% bonus versus Melee units. They also gain Guerilla I, Woodsman I, and Sentry like other Explorers, and can see normally invisible Spy units as well. This means that Spain can use their Explorers offensively, with is particularly useful when the come across a Tribal Village guarded by Barbarians.
The Coal Plant
Available with Steam Power, the Coal Plant provides +10% Production and gives the city Dirty Power (at +2 Unhealthiness). The Coal resource increases Production by +5%, but also provides +1 Unhealthiness. The Coal Plant no longer requires the Factory before it can be built (in fact, it is now available BEFORE Factories are). Coal Plants increase city maintainance by +5%.
Update (02/04/10): Coal Plants now provide +1 Unhealthiness, in addition to the Unhealtiness provided by the Dirty Power it provides.
The Factory
The Factory provides +25% Production, with an additional +25% Production if the city has Power. Aluminum also increases Production by +5%. However, it increases city maintainance by +5% and provides +1 Unlealthiness. Factories are availabe with Assembly Line
The Hospital
The Hospital provides +3 Healthiness and increases the Healing rate of units in the city by +10%. However, it increases City Maintainance by +5%. Hospitals are available with Medicine.
Mount Rushmore
Mount Rushmore is a National Wonder that provides +1 Happiness and -25% War Weariness to the city. It also provides -25% War Weariness to all cities in your empire. However, it increases City Maintainanace costs by +10%. Mount Rushmore requires the Fascism tech (and the Aesthetics tech in BtS).
The Pentagon
The Pentagon is a World Wonder that provides +2 XP to all new units in your cities, and an additional +2 XP to new units built in the city it is in. It increases your Great General rate by +50%, with an additional +50% increase inside your Cultural borders (Warlords and BtS oly). Finally, it increases Enemy War Weariness by +50% (BtS oly). However, it increases City Maintainance by +20%. The Pentagon requires Assembly Line and Military Tradition (and also Military Science with BtS).
Red Cross
The Red Cross is available with Medicine and can be built in any City with a Hospital. This National Wonder provides all new units built in the city the Medic I promotion. In addition, it increases the Healing rate of units in the City by +10%. Finally, it provides +1 Health in all your cities, with an additional +1 Health in all the cities on the same continent, and also +1 Health in the city it is in. However, it increases City Maintainance by +10%.
Ace Promotion
The Ace promotion is available to Air units and provides +50% Evasion chance. However, it requires Range II and either Combat III or Interception II. Ace requires the Advanced Flight tech.
Interception Promotions
The Interception I and Interception II promotions provide +20% and +40% Interception chance respectively. It reqiores either Combat I or Drill I, and is available to Air, Gunpowder, and Vehicle units. Interception I and II require the Rocketry tech.
Range Promotions
Range I and Range II each provide +1 operational range to Air units. They require Combat II, and are available with the Flight tech.
Banana Resource
The Banana Resource is revealed by the Agriculture tech. However, you still need the Calender tech to build Plantations to enable this resource.
Clam Resource
The Clam Resource is revealed by the Fishing tech.
Corn Resource
The Corn Resource is revealed by the Agriculture tech.
Cow Resource
The Cow Resource is revealed by the Animal Husbandry tech.
Crab Resource
The Crab Resource is revealed by the Fishing tech.
Deer Resource
The Deer Resource is revealed by the Hunting tech.
This is a lot of mods, but it completes all of the Vanilla units (with the exception of possible resource modifiers) and all of the Promotions. Won't be too long before all the units are done (and it only too 3 months too... )
I'm running a bit behind schedule with these mods, but they were all uploaded earlier, and only now am I getting around to writing about them. You can thank the delay in the March Civ IV files - they kept me rather busy! And now, on to the mods!
The Japanese Samurai
The Japanese Samurai replaces the Swordsman rather than the Maceman. It has +1 Combat Strength (for a total Combat Strength of 6), and gains a +50% bonus versus other Melee units, in addition to the +50% city attack bonus that Swordsmen normally get. However, Japanese Samurai no longer get access to the Drill promotion (by starting with Drill I). This means that the Japanese Samurai can be used as an additional melee unit counter in addition to it's City Attack role for being a Swordsman.
The Mali Skirmisher
The Mali Skirmisher replaces the Archer. They get +1 Combat Strength (for a total Combat Strength of 4), +1 First Strike chance (for a total of 1-2 First Strikes), and +10% Withdrawal rate (for a total Withdrawal rate of 20%). In addition, Mali Skirmishers start with the Mobility promotion. This means that Mali Skirmishers are highly mobile archers, better able to engage enemies without sacrificing their City defence abilities.
The Mongol Keshik
The Mongol Keshik replaces the Horse Archer. They get +1 Combat Strength (for a total Combat Strength of 5), +1 First Strike Chance (for a total of 1-2 First Strikes), and a +20% Withdrawal rate (for a total of 50% Withdrawal rate). They also ignore terrain costs. This makes them highly mobile raiders suited for raiding, pillaging, and even for softening up tougher opponents before a main attack.
The Persian Immortal
The Persian Immortal replaces the Horse Archer rather than the Chariot. It has +1 Combat Strength (for a total Combat Strength of 5) and +1 First Strike chance (for a total of 1-2 First Strikes). In addition, they get a +50% bonus against Archer units. This makes them useful for softening up Archer units while not sacrificing their raiding use for being a Horse Archer. This is most useful when Archers are defending hill mines, but can also be useful to provide a shock unit against Arcer-defended cities as well.
The Roman Praetorian
The Roman Praetorian replaces the Swordsman. They get +1 Combat Strength (for a total Combat Strength of 5). They are also immune to first strikes. This makes them even more capable of attacking enemy cities that are normally protected by Archers.
The Russian Cossack
The Russian Cossack replaces the Cavalry. They get +2 Combat Strength (for a total Combat Strength of 14), 2 First strikes (instead of 1-2 First strikes), and a +10% Withdrawal rate (for a total Withdrawal rate of +50%). They also get a +25% bonus against Siege units. This makes them even more capable of taking out enemy Siege units like Cannons. Both Russian Cossacks and Cavalry require Military Tradition, Rifling, and Horsback Riding (in BtS, they also require Military Science).
The Spanish Conquistador
The Spanish Conquistador replaces the Explorer rather than the Knight/Cuirassier. They get +1 Combat Strength (for a total Combat Strength of 7), and a +50% bonus versus Melee units. They also gain Guerilla I, Woodsman I, and Sentry like other Explorers, and can see normally invisible Spy units as well. This means that Spain can use their Explorers offensively, with is particularly useful when the come across a Tribal Village guarded by Barbarians.
The Coal Plant
Available with Steam Power, the Coal Plant provides +10% Production and gives the city Dirty Power (at +2 Unhealthiness). The Coal resource increases Production by +5%, but also provides +1 Unhealthiness. The Coal Plant no longer requires the Factory before it can be built (in fact, it is now available BEFORE Factories are). Coal Plants increase city maintainance by +5%.
Update (02/04/10): Coal Plants now provide +1 Unhealthiness, in addition to the Unhealtiness provided by the Dirty Power it provides.
The Factory
The Factory provides +25% Production, with an additional +25% Production if the city has Power. Aluminum also increases Production by +5%. However, it increases city maintainance by +5% and provides +1 Unlealthiness. Factories are availabe with Assembly Line
The Hospital
The Hospital provides +3 Healthiness and increases the Healing rate of units in the city by +10%. However, it increases City Maintainance by +5%. Hospitals are available with Medicine.
Mount Rushmore
Mount Rushmore is a National Wonder that provides +1 Happiness and -25% War Weariness to the city. It also provides -25% War Weariness to all cities in your empire. However, it increases City Maintainanace costs by +10%. Mount Rushmore requires the Fascism tech (and the Aesthetics tech in BtS).
The Pentagon
The Pentagon is a World Wonder that provides +2 XP to all new units in your cities, and an additional +2 XP to new units built in the city it is in. It increases your Great General rate by +50%, with an additional +50% increase inside your Cultural borders (Warlords and BtS oly). Finally, it increases Enemy War Weariness by +50% (BtS oly). However, it increases City Maintainance by +20%. The Pentagon requires Assembly Line and Military Tradition (and also Military Science with BtS).
Red Cross
The Red Cross is available with Medicine and can be built in any City with a Hospital. This National Wonder provides all new units built in the city the Medic I promotion. In addition, it increases the Healing rate of units in the City by +10%. Finally, it provides +1 Health in all your cities, with an additional +1 Health in all the cities on the same continent, and also +1 Health in the city it is in. However, it increases City Maintainance by +10%.
Ace Promotion
The Ace promotion is available to Air units and provides +50% Evasion chance. However, it requires Range II and either Combat III or Interception II. Ace requires the Advanced Flight tech.
Interception Promotions
The Interception I and Interception II promotions provide +20% and +40% Interception chance respectively. It reqiores either Combat I or Drill I, and is available to Air, Gunpowder, and Vehicle units. Interception I and II require the Rocketry tech.
Range Promotions
Range I and Range II each provide +1 operational range to Air units. They require Combat II, and are available with the Flight tech.
Banana Resource
The Banana Resource is revealed by the Agriculture tech. However, you still need the Calender tech to build Plantations to enable this resource.
Clam Resource
The Clam Resource is revealed by the Fishing tech.
Corn Resource
The Corn Resource is revealed by the Agriculture tech.
Cow Resource
The Cow Resource is revealed by the Animal Husbandry tech.
Crab Resource
The Crab Resource is revealed by the Fishing tech.
Deer Resource
The Deer Resource is revealed by the Hunting tech.
This is a lot of mods, but it completes all of the Vanilla units (with the exception of possible resource modifiers) and all of the Promotions. Won't be too long before all the units are done (and it only too 3 months too... )