Genghis_Kai
GEM modder
Generic modifcations
This is the thread to discuss any thing related to the generic modification, such as the changes to the units, civilizations, leaderheads and terrains.
GEM Version 5.1
Units
There are no new units added to the game. However, some ability of existing units have been changed. These include:
(Blue: changes in v5.1; Red: changes in v5.0)
Faster armored unit speed:
Unit - cost/strength/move
Tank - 200/28/3
Mech. Infantry - 220/32/4
Mobile Artillery - 220/26/3
Mobile SAM - 240/22/3
Modern Armor - 260/40/4
Gunship - 180/24/4
Faster naval unit speed:
Unit - cost/strength/move
Work boat - 30/0/3
Galley - 50/2/3
Trireme - 50/2/3
Caravel - 60/3/4
Galleon - 80/4/5
Frigate - 90/8/5
Privateer - 80/6/5
Ship of the line - 120/8/4
Ironclad - 100/12/3
Transport - 125/16/6
Destroyer - 200/30/9
Submarine - 150/24/7
Battleship - 300/45/7
Carrier - 280/24/7; cargo space = 4
Stealth Destroyer - 250/30/9
Attack Submarine - 200/30/8
Missile Cruiser - 260/40/8
Generic unit re-balancing:
Unit - cost/strength/move; special ability
Longbowman - 50/5/1; 1 frist strike; +25% city defense; +25% hills defense
Crossbowman - 60/6/1; 1 first strike; +25% vs Melee
Musketman - 80/9/1; +25% vs Melee
Rifleman - 110/14/1; +25% vs Melee; +25% vs Mounted
More powerful unique units:
unit (replace) - cost/strength/move; special ability
Cho-Ko-Nu (Crossbowman) - 60/6/1; +25% vs Melee; 2 first strikes; causes collateral damage
Samurai (Maceman) - 70/9/1;+50% vs Melee; 2 first strikes; starts with Drill I
Beserker (Maceman) - 70/9/1;+50% vs Melee; +10% city attack; starts with Amphibious
Oromo Warrior (Musketman) - 80/9/1; +25% vs Melee
Musketeer (Musketman) - 80/10/2; +25% vs Melee
Janissary (Musketman) - 80/10/1; +25% vs Archery, Mounted, Melee
Redcoat (Rifleman) - 110/15/1; +25% vs Melee, Mounted, Gunpowder
Navy SEAL (Marine) - 160/26/1; +50% att vs Machine Gun, Artillery; 1-2 first strikes; starts with Amphibious and March
Ballista Elephant (War Elephant) - 60/9/1; +50% vs Mounted; doesn't receive defensive bonus; targets Mounted units first in combat outside cities
Numidian Cavalry (Horse Archer) - 50/6/2; +50% att vs Catapult, Trebuchet; +50% vs.. Melee; immune to first strikes; doesn't receive defensive bonuses; can withdraw from combat (20% chance); flank attack against Catapult and Trebuchet; starts with Flanking I
Cataphract (Horse Archer) - 50/8/2; +25% att vs Catapult, Trebuchet; doesn't receive defensive bonuses; flank attack against Catapult and Trebuchet
Keshik (Knight) - 90/12/2; doesn't receive defensive bonuses; 1 first strike, ignores terrain movement cost; can withdraw from combat (20% chance); flank attack against Catapult and Trebuchet
Camel Archer (Knight) - 70/10/2; immune to first strikes; doesn't receive defensive bonuses; can withdraw from combat (15% chance); flank attack against Catapult and Trebuchet
Conquistador (Cuirassier) 100/14/2; +25% vs Melee; immune to first strikes; can withdraw from combat (15% chance); flank attack against Cannon
Cossack (Cavalry) - 100/15/2; +50% att vs Cannon; 50% vs Mounted; doesn't receive defensive bonues; can withdraw from combat (30% chance); flank attack against Cannon
Panzer (Tank) - 200/30/3; +50% vs Armored; doesn't receive defensive bonuses; starts with Blitz
Hwacha (Catapult) - 50/6/1; +50% vs Melee; doesn't receive defensive bonuses; max. 75% damage to enemy, causes collateral damage; immune to collateral damage from Siege Weapons; can bombard city defenses (-8% per turn)
Carrack (Caravel) - 60/3/5; 2 cargo spaces; can explore rival territory
East Indiaman (Galleon) 80/6/5; 4 cargo spaces; can explore rival territory; bombardment ignores Walls and Castles
Terrains/City
There are minor changes:
road movement speed:
Default: 2 -> 3
after Engineering: 3 -> 4
Terrains:
Jungle - Food/Hammer/Coin: -1/0/0 -> 0/0/1
Coast - Food/Hammer/Coin: 1/0/2 -> 1/1/1
Ocean - Food/Hammer/Coin: 1/0/1 -> 1/1/1
Farm:
Corn - Food Yield changes: 2 -> 3
Rice - Food Yield changes: 1 -> 3
Wheat - Food Yield changes: 2 -> 3
Specialist in city:
Merchant - Food Yield changes: 0 -> 1
Great Merchant - Food Yield changes: 1 -> 3
Buildings
Harbor:
+1 commerce on water tiles, +25% commerce from trade routes
Cothon:
+1 commerce on water tiles, +25% commerce from trade routes, +1 trade route
Game speed/World setting
train unit speed (precent of normal):
Marathon: 200 -> 150
Epic: 150 -> 125
Normal: 100
Quick: 67
World Size: Giant (Added)
DefaultPlayers:36
UnitNameModifier:0
TargetNumCities:8
NumFreeBuildingBonuses:10
BuildingClassPrereqModifier:125
MaxConscriptModifier:100
WarWearinessModifier:-75
GridWidth:50
GridHeight:30
TerrainGrainChange:1
FeatureGrainChange:1
ResearchPercent:300
TradeProfitPercent:20
DistanceMaintenancePercent:120
NumCitiesMaintenancePercent:15
ColonyMaintenancePercent:24
CorporationMaintenancePercent:30
NumCitiesAnarchyPercent:5
AdvancedStartPointsMod:150
Civilizations
Currently, there are no new civilizations added to the game, although there are some pseudo-new civ such as Brazil and Nan Yue, which only uses existing leaderhead, unique units and building.
Leaderheads
Currently, there are no new leaderheads added to the game.
GEM Version 5.0
Units
There are no new units added to the game. However, some ability of existing units have been changed. These include:
Faster armored unit speed:
Unit - cost/strength/move
Tank - 200/28/3
Mech. Infantry - 220/32/4
Mobile Artillery - 220/26/3
Mobile SAM - 240/22/3
Modern Armor - 260/40/4
Gunship - 180/24/6
Faster naval unit speed:
Unit - cost/strength/move
Work boat - 30/0/3
Galley - 50/2/3
Trireme - 50/2/3
Caravel - 60/3/4
Galleon - 80/4/5
Frigate - 90/8/5
Privateer - 80/6/5
Ship of the line - 120/8/4
Ironclad - 100/12/3
Transport - 125/16/6
Destroyer - 200/30/9
Submarine - 150/24/7
Battleship - 300/45/7
Carrier - 280/24/7; cargo space = 4
Stealth Destroyer - 250/30/9
Attack Submarine - 180/30/8
Missile Cruiser - 260/40/8
Generic unit re-balancing:
Unit - cost/strength/move; special ability
Longbowman - 50/5/1; 1 frist strike; +25% city defense; +25% hills defense
Crossbowman - 60/6/1; 1 first strike; +25% vs Melee
Musketman - 80/9/1; +25% vs Melee
Rifleman - 110/14/1; +25% vs Melee; +25% vs Mounted
More powerful unique units:
unit (replace) - cost/strength/move; special ability
Cho-Ko-Nu (Crossbowman) - 60/6/1; +25% vs Melee; 2 first strikes; causes collateral damage
Samurai (Maceman) - 70/9/1;+50% vs Melee; 2 first strikes; starts with Drill I
Beserker (Maceman) - 70/9/1;+50% vs Melee; +10% city attack; starts with Amphibious
Oromo Warrior (Musketman) - 80/9/1; +25% vs Melee
Musketeer (Musketman) - 80/10/2; +25% vs Melee
Janissary (Musketman) - 80/10/1; +25% vs Archery, Mounted, Melee
Redcoat (Rifleman) - 110/15/1; +25% vs Melee, Mounted, Gunpowder
Navy SEAL (Marine) - 160/26/1; +50% att vs Machine Gun, Artillery; 1-2 first strikes; starts with Amphibious and March
Ballista Elephant (War Elephant) - 60/9/1; +50% vs Mounted; doesn't receive defensive bonus; targets Mounted units first in combat outside cities
Numidian Cavalry (Horse Archer) - 50/6/2; +50% att vs Catapult, Trebuchet; +50% vs.. Melee; immune to first strikes; doesn't receive defensive bonuses; can withdraw from combat (20% chance); flank attack against Catapult and Trebuchet; starts with Flanking I
Cataphract (Horse Archer) - 50/8/2; +25% att vs Catapult, Trebuchet; doesn't receive defensive bonuses; flank attack against Catapult and Trebuchet
Keshik (Knight) - 90/12/2; doesn't receive defensive bonuses; 1 first strike, ignores terrain movement cost; can withdraw from combat (20% chance); flank attack against Catapult and Trebuchet
Camel Archer (Knight) - 70/10/2; immune to first strikes; doesn't receive defensive bonuses; can withdraw from combat (15% chance); flank attack against Catapult and Trebuchet
Conquistador (Cuirassier) 100/14/2; +25% vs Melee; immune to first strikes; can withdraw from combat (15% chance); flank attack against Cannon
Cossack (Cavalry) - 100/15/2; +50% att vs Cannon; 50% vs Mounted; doesn't receive defensive bonues; can withdraw from combat (30% chance); flank attack against Cannon
Panzer (Tank) - 200/30/3; +50% vs Armored; doesn't receive defensive bonuses; starts with Blitz
Hwacha (Catapult) - 50/6/1; +50% vs Melee; doesn't receive defensive bonuses; max. 75% damage to enemy, causes collateral damage; immune to collateral damage from Siege Weapons; can bombard city defenses (-8% per turn)
Carrack (Caravel) - 60/3/5; 2 cargo spaces; can explore rival territory
East Indiaman (Galleon) 80/6/5; 4 cargo spaces; can explore rival territory; bombardment ignores Walls and Castles
Terrains/City
There are minor changes:
road movement speed:
Default: 2 -> 3
after Engineering: 3 -> 4
Terrains:
Jungle - Food/Hammer/Coin: -1/0/0 -> 0/0/1
Coast - Food/Hammer/Coin: 1/0/2 -> 1/1/1
Ocean - Food/Hammer/Coin: 1/0/1 -> 1/1/1
Farm:
Corn - Food Yield changes: 2 -> 3
Rice - Food Yield changes: 1 -> 3
Wheat - Food Yield changes: 2 -> 3
Specialist in city:
Merchant - Food Yield changes: 0 -> 1
Great Merchant - Food Yield changes: 1 -> 3
Game speed/World setting
train unit speed (precent of normal):
Marathon: 200 -> 150
Epic: 150 -> 125
Normal: 100
Quick: 67
World Size: Giant (Added)
DefaultPlayers:36
UnitNameModifier:0
TargetNumCities:8
NumFreeBuildingBonuses:10
BuildingClassPrereqModifier:125
MaxConscriptModifier:100
WarWearinessModifier:-75
GridWidth:50
GridHeight:30
TerrainGrainChange:1
FeatureGrainChange:1
ResearchPercent:300
TradeProfitPercent:20
DistanceMaintenancePercent:120
NumCitiesMaintenancePercent:15
ColonyMaintenancePercent:24
CorporationMaintenancePercent:30
NumCitiesAnarchyPercent:5
AdvancedStartPointsMod:150
Civilizations
Currently, there are no new civilizations added to the game, although there are some pseudo-new civ such as Brazil and Nan Yue, which only uses existing leaderhead, unique units and building.
Leaderheads
Currently, there are no new leaderheads added to the game.
This is the thread to discuss any thing related to the generic modification, such as the changes to the units, civilizations, leaderheads and terrains.
GEM Version 5.1
Units
There are no new units added to the game. However, some ability of existing units have been changed. These include:
(Blue: changes in v5.1; Red: changes in v5.0)
Faster armored unit speed:
Unit - cost/strength/move
Tank - 200/28/3
Mech. Infantry - 220/32/4
Mobile Artillery - 220/26/3
Mobile SAM - 240/22/3
Modern Armor - 260/40/4
Gunship - 180/24/4
Faster naval unit speed:
Unit - cost/strength/move
Work boat - 30/0/3
Galley - 50/2/3
Trireme - 50/2/3
Caravel - 60/3/4
Galleon - 80/4/5
Frigate - 90/8/5
Privateer - 80/6/5
Ship of the line - 120/8/4
Ironclad - 100/12/3
Transport - 125/16/6
Destroyer - 200/30/9
Submarine - 150/24/7
Battleship - 300/45/7
Carrier - 280/24/7; cargo space = 4
Stealth Destroyer - 250/30/9
Attack Submarine - 200/30/8
Missile Cruiser - 260/40/8
Generic unit re-balancing:
Unit - cost/strength/move; special ability
Longbowman - 50/5/1; 1 frist strike; +25% city defense; +25% hills defense
Crossbowman - 60/6/1; 1 first strike; +25% vs Melee
Musketman - 80/9/1; +25% vs Melee
Rifleman - 110/14/1; +25% vs Melee; +25% vs Mounted
More powerful unique units:
unit (replace) - cost/strength/move; special ability
Cho-Ko-Nu (Crossbowman) - 60/6/1; +25% vs Melee; 2 first strikes; causes collateral damage
Samurai (Maceman) - 70/9/1;+50% vs Melee; 2 first strikes; starts with Drill I
Beserker (Maceman) - 70/9/1;+50% vs Melee; +10% city attack; starts with Amphibious
Oromo Warrior (Musketman) - 80/9/1; +25% vs Melee
Musketeer (Musketman) - 80/10/2; +25% vs Melee
Janissary (Musketman) - 80/10/1; +25% vs Archery, Mounted, Melee
Redcoat (Rifleman) - 110/15/1; +25% vs Melee, Mounted, Gunpowder
Navy SEAL (Marine) - 160/26/1; +50% att vs Machine Gun, Artillery; 1-2 first strikes; starts with Amphibious and March
Ballista Elephant (War Elephant) - 60/9/1; +50% vs Mounted; doesn't receive defensive bonus; targets Mounted units first in combat outside cities
Numidian Cavalry (Horse Archer) - 50/6/2; +50% att vs Catapult, Trebuchet; +50% vs.. Melee; immune to first strikes; doesn't receive defensive bonuses; can withdraw from combat (20% chance); flank attack against Catapult and Trebuchet; starts with Flanking I
Cataphract (Horse Archer) - 50/8/2; +25% att vs Catapult, Trebuchet; doesn't receive defensive bonuses; flank attack against Catapult and Trebuchet
Keshik (Knight) - 90/12/2; doesn't receive defensive bonuses; 1 first strike, ignores terrain movement cost; can withdraw from combat (20% chance); flank attack against Catapult and Trebuchet
Camel Archer (Knight) - 70/10/2; immune to first strikes; doesn't receive defensive bonuses; can withdraw from combat (15% chance); flank attack against Catapult and Trebuchet
Conquistador (Cuirassier) 100/14/2; +25% vs Melee; immune to first strikes; can withdraw from combat (15% chance); flank attack against Cannon
Cossack (Cavalry) - 100/15/2; +50% att vs Cannon; 50% vs Mounted; doesn't receive defensive bonues; can withdraw from combat (30% chance); flank attack against Cannon
Panzer (Tank) - 200/30/3; +50% vs Armored; doesn't receive defensive bonuses; starts with Blitz
Hwacha (Catapult) - 50/6/1; +50% vs Melee; doesn't receive defensive bonuses; max. 75% damage to enemy, causes collateral damage; immune to collateral damage from Siege Weapons; can bombard city defenses (-8% per turn)
Carrack (Caravel) - 60/3/5; 2 cargo spaces; can explore rival territory
East Indiaman (Galleon) 80/6/5; 4 cargo spaces; can explore rival territory; bombardment ignores Walls and Castles
Terrains/City
There are minor changes:
road movement speed:
Default: 2 -> 3
after Engineering: 3 -> 4
Terrains:
Jungle - Food/Hammer/Coin: -1/0/0 -> 0/0/1
Coast - Food/Hammer/Coin: 1/0/2 -> 1/1/1
Ocean - Food/Hammer/Coin: 1/0/1 -> 1/1/1
Farm:
Corn - Food Yield changes: 2 -> 3
Rice - Food Yield changes: 1 -> 3
Wheat - Food Yield changes: 2 -> 3
Specialist in city:
Merchant - Food Yield changes: 0 -> 1
Great Merchant - Food Yield changes: 1 -> 3
Buildings
Harbor:
+1 commerce on water tiles, +25% commerce from trade routes
Cothon:
+1 commerce on water tiles, +25% commerce from trade routes, +1 trade route
Game speed/World setting
train unit speed (precent of normal):
Marathon: 200 -> 150
Epic: 150 -> 125
Normal: 100
Quick: 67
World Size: Giant (Added)
DefaultPlayers:36
UnitNameModifier:0
TargetNumCities:8
NumFreeBuildingBonuses:10
BuildingClassPrereqModifier:125
MaxConscriptModifier:100
WarWearinessModifier:-75
GridWidth:50
GridHeight:30
TerrainGrainChange:1
FeatureGrainChange:1
ResearchPercent:300
TradeProfitPercent:20
DistanceMaintenancePercent:120
NumCitiesMaintenancePercent:15
ColonyMaintenancePercent:24
CorporationMaintenancePercent:30
NumCitiesAnarchyPercent:5
AdvancedStartPointsMod:150
Civilizations
Currently, there are no new civilizations added to the game, although there are some pseudo-new civ such as Brazil and Nan Yue, which only uses existing leaderhead, unique units and building.
Leaderheads
Currently, there are no new leaderheads added to the game.
GEM Version 5.0
Spoiler :
Units
There are no new units added to the game. However, some ability of existing units have been changed. These include:
Faster armored unit speed:
Unit - cost/strength/move
Tank - 200/28/3
Mech. Infantry - 220/32/4
Mobile Artillery - 220/26/3
Mobile SAM - 240/22/3
Modern Armor - 260/40/4
Gunship - 180/24/6
Faster naval unit speed:
Unit - cost/strength/move
Work boat - 30/0/3
Galley - 50/2/3
Trireme - 50/2/3
Caravel - 60/3/4
Galleon - 80/4/5
Frigate - 90/8/5
Privateer - 80/6/5
Ship of the line - 120/8/4
Ironclad - 100/12/3
Transport - 125/16/6
Destroyer - 200/30/9
Submarine - 150/24/7
Battleship - 300/45/7
Carrier - 280/24/7; cargo space = 4
Stealth Destroyer - 250/30/9
Attack Submarine - 180/30/8
Missile Cruiser - 260/40/8
Generic unit re-balancing:
Unit - cost/strength/move; special ability
Longbowman - 50/5/1; 1 frist strike; +25% city defense; +25% hills defense
Crossbowman - 60/6/1; 1 first strike; +25% vs Melee
Musketman - 80/9/1; +25% vs Melee
Rifleman - 110/14/1; +25% vs Melee; +25% vs Mounted
More powerful unique units:
unit (replace) - cost/strength/move; special ability
Cho-Ko-Nu (Crossbowman) - 60/6/1; +25% vs Melee; 2 first strikes; causes collateral damage
Samurai (Maceman) - 70/9/1;+50% vs Melee; 2 first strikes; starts with Drill I
Beserker (Maceman) - 70/9/1;+50% vs Melee; +10% city attack; starts with Amphibious
Oromo Warrior (Musketman) - 80/9/1; +25% vs Melee
Musketeer (Musketman) - 80/10/2; +25% vs Melee
Janissary (Musketman) - 80/10/1; +25% vs Archery, Mounted, Melee
Redcoat (Rifleman) - 110/15/1; +25% vs Melee, Mounted, Gunpowder
Navy SEAL (Marine) - 160/26/1; +50% att vs Machine Gun, Artillery; 1-2 first strikes; starts with Amphibious and March
Ballista Elephant (War Elephant) - 60/9/1; +50% vs Mounted; doesn't receive defensive bonus; targets Mounted units first in combat outside cities
Numidian Cavalry (Horse Archer) - 50/6/2; +50% att vs Catapult, Trebuchet; +50% vs.. Melee; immune to first strikes; doesn't receive defensive bonuses; can withdraw from combat (20% chance); flank attack against Catapult and Trebuchet; starts with Flanking I
Cataphract (Horse Archer) - 50/8/2; +25% att vs Catapult, Trebuchet; doesn't receive defensive bonuses; flank attack against Catapult and Trebuchet
Keshik (Knight) - 90/12/2; doesn't receive defensive bonuses; 1 first strike, ignores terrain movement cost; can withdraw from combat (20% chance); flank attack against Catapult and Trebuchet
Camel Archer (Knight) - 70/10/2; immune to first strikes; doesn't receive defensive bonuses; can withdraw from combat (15% chance); flank attack against Catapult and Trebuchet
Conquistador (Cuirassier) 100/14/2; +25% vs Melee; immune to first strikes; can withdraw from combat (15% chance); flank attack against Cannon
Cossack (Cavalry) - 100/15/2; +50% att vs Cannon; 50% vs Mounted; doesn't receive defensive bonues; can withdraw from combat (30% chance); flank attack against Cannon
Panzer (Tank) - 200/30/3; +50% vs Armored; doesn't receive defensive bonuses; starts with Blitz
Hwacha (Catapult) - 50/6/1; +50% vs Melee; doesn't receive defensive bonuses; max. 75% damage to enemy, causes collateral damage; immune to collateral damage from Siege Weapons; can bombard city defenses (-8% per turn)
Carrack (Caravel) - 60/3/5; 2 cargo spaces; can explore rival territory
East Indiaman (Galleon) 80/6/5; 4 cargo spaces; can explore rival territory; bombardment ignores Walls and Castles
Terrains/City
There are minor changes:
road movement speed:
Default: 2 -> 3
after Engineering: 3 -> 4
Terrains:
Jungle - Food/Hammer/Coin: -1/0/0 -> 0/0/1
Coast - Food/Hammer/Coin: 1/0/2 -> 1/1/1
Ocean - Food/Hammer/Coin: 1/0/1 -> 1/1/1
Farm:
Corn - Food Yield changes: 2 -> 3
Rice - Food Yield changes: 1 -> 3
Wheat - Food Yield changes: 2 -> 3
Specialist in city:
Merchant - Food Yield changes: 0 -> 1
Great Merchant - Food Yield changes: 1 -> 3
Game speed/World setting
train unit speed (precent of normal):
Marathon: 200 -> 150
Epic: 150 -> 125
Normal: 100
Quick: 67
World Size: Giant (Added)
DefaultPlayers:36
UnitNameModifier:0
TargetNumCities:8
NumFreeBuildingBonuses:10
BuildingClassPrereqModifier:125
MaxConscriptModifier:100
WarWearinessModifier:-75
GridWidth:50
GridHeight:30
TerrainGrainChange:1
FeatureGrainChange:1
ResearchPercent:300
TradeProfitPercent:20
DistanceMaintenancePercent:120
NumCitiesMaintenancePercent:15
ColonyMaintenancePercent:24
CorporationMaintenancePercent:30
NumCitiesAnarchyPercent:5
AdvancedStartPointsMod:150
Civilizations
Currently, there are no new civilizations added to the game, although there are some pseudo-new civ such as Brazil and Nan Yue, which only uses existing leaderhead, unique units and building.
Leaderheads
Currently, there are no new leaderheads added to the game.