[MOD] Expansion Mod

Apologies for a delay with the answer.

The idea of the copper resource for building of early defense units is pleasant to me (I thought of something similar). A problem in too big "step" between the defensive force of units, not demanding and demanding copper. The defensive force of Tribal Guardsman - 2, Spearman - 3. The difference by one and a half times, it is a lot of. Also at a significant amount of the nations in the place of start it can not turn out in availability of this resource that considerably worsens their chances of survival.

I have no exact recipe of the solution of this problem. But there are some thoughts...
The way is radical, but labor-consuming - it is possible to double force of the attack and defense of ALL units. Then Tribal Guardsman will have protection force 4, and at Spearman - 6. It will allow to enter between them one more intermediate unit (which is not demanding copper) with a defensive force of 5. Naturally, it will give the chance to add, if necessary, and other intermediate units, having increased their variety.

The second option - to make units doubles of early protective units (Spearman, Pikeman) with the requirement of a resource of iron, perhaps, with the raised building price.
No problem :beer:

Ok, but for now i cant make such a big changes, because of luck of time.
If you will make such a thing, post here what will be a result.
 
And there are a little more remarks and thoughts.

Sharpshooter in the description has a bonus 1-point hp, really it is absent. Also at this unit the image is hard to distinguish from Line Infantry.

It seemed to me strange that Cog of the opponent was involved in fight earlier, than Great Galleas.It is logical to assume that the fighting ships have to protect transports.

Armies initially, before construction of the Pentagon, have the capacity 3, but not 2.

The fact that Pikeman for construction demand copper, but not iron is logical in terms of a gameplay, but is not historical :).

Early introduction of land transport modifies offensive operations. Early introduction of land transport modifies offensive operations. Now columns of invasion cannot be intercepted on a march not ready to fight. It depreciates camel units. How do I understand, AI is not able to use land transport? It can be interesting in multiplayer game, however simplifies a game single-user.

Thanks for report. I'll fix it in next patch.
Yes, Sharpshooter looks like on Line infantry, because i could not find a proper model of that era soldier in the internet. If you know good example of that soldier, i'll add it in to the game instead of old one.

In the next patch there will be "Lateen Sail" requirement for "Astronomy" tech. That will fix this problem.

Yes, but it was in Rise and Rule mod like that and i didn't change it.

In the next patch i'll remove resource requirement for the Pikeman, and it will be like "basic defense unit" in Medieval Era.

Yes, there is no "Logic" for AI to use "ground transport units", they are using it like "scout" unit.
 
Unfortunately, at me now too it is not really good with free time. Perhaps, later...
It is enough to edit only biq?

Do you see this unit as jaeger with muzzle-loading carbine of times of linear infantry or as Sharpshooter of Berdan of the American civil war?
 
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One more option. That, jager with a muzzle-loading carbine, but considerably differs from others and is well drawn:

https://forums.civfanatics.com/resources/8-russian-imperial-infantry-units-1690-1840.8210/

- Generic 1812 Jager.

One more historically doubtful, but picturesque option:

https://forums.civfanatics.com/threads/units-of-the-american-continent.103999/page-2

http://www.civfanatics.net/uploads9/Chaco.zip

- Soldado del Chaco.

One more unit:

https://forums.civfanatics.com/resources/meiji-rifleman.24662/
 
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Update v1.6 changes:

- Whale will not appear on coast titles
- Sea titles gives +1 commerce
- Desert titles after irrigation now gives 3 food, instead of 2
- All Elephant units movement decreased by 1 (Exclusion - Indian War elephant)
- Removed "Hidden Nationality" and "Blitz" ability to Partisan, Insurgement, Guerrella
- Added "Invisibility" to Partisan, Insurgement, Guerrella
- Removed the "Join to City" Ability to all Immobile Artillery units
- Fixed Great Lighthouse civilopedia text
- Updated Academy civilopedia text

Download
 
I just played a game as Siam in the new version and was a bit surprised to see the game end in 1850. Ntl I really liked the changes. As pollution is quite heavy in this game changing some of it from pollution to unhappiness like in CCM might decrease worker micro in the late game.
 
I just played a game as Siam in the new version and was a bit surprised to see the game end in 1850. Ntl I really liked the changes. As pollution is quite heavy in this game changing some of it from pollution to unhappiness like in CCM might decrease worker micro in the late game.
You need to change game limit in game limits option. By default there is 540 turns, but it can be increased to 1000.

 
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