Expanded Warlords promotion mod for the GG unit, it's 90% done and is just having the final balance tweaks done
All the prmomo's intergrate seamlessy into the current promo system an look just like the ones already there, you'd never tell there not official, i pulled them from a lot of sources but there a real credit to there designers
There are currently around 9 new promotions, most are unit catogory specific so it works out an extra 1 to 3 promo's per warlord (this allowed them to be taylored to specific units/unit classes & avoids cluttering up the units promo tree with a loads of extra generic promo's that dont really fit to that units style or way of working), the weaker warlord unit classes have been enhanced so there's much more of a dilema in choosing what unitclass to make into a warlord, warlord siege or warlord armour is no longer so clear cut a choice
Main changes are a expanded XP system, It boosts XP at higher levels, it still takes a while to get new promo's at higher levels, but not the level of time it currently takes, the slowing pace of promotion upgrades increases over time but in a more linear manner, rather than the current sharp dropoff.
GG Armoured/gunpowder/melee unit classes, are more versatile now, they get extra moves, attacks, def promo's, these are not accessable by all these classes, and some arrive quite late but each class can tap into a upgrade that gives it some extra edge in the area's it's already good at, or to make it stand out more from a standard well promoted conventional unit.
GG Mounted get an extra edge vs other mounted an siege, GG helicopters are now good counters to both arty (extra combat bonus's vs siege) and tanks, as well as good scouts with extra site radius.
GG Siege get an extra boost to there city attacking abilties an collaterol dmg particualy in the late modern era when they are overshadowed somewhat by tanks
GG Ships get extra attack power in the open ocean an extra def str in the coast, so you have a balance between sticking to safer squares or heading out to sea were you best attack bonus's come from, and if it's worth staying there or heading back to coastal safety
All the prmomo's intergrate seamlessy into the current promo system an look just like the ones already there, you'd never tell there not official, i pulled them from a lot of sources but there a real credit to there designers
There are currently around 9 new promotions, most are unit catogory specific so it works out an extra 1 to 3 promo's per warlord (this allowed them to be taylored to specific units/unit classes & avoids cluttering up the units promo tree with a loads of extra generic promo's that dont really fit to that units style or way of working), the weaker warlord unit classes have been enhanced so there's much more of a dilema in choosing what unitclass to make into a warlord, warlord siege or warlord armour is no longer so clear cut a choice
Main changes are a expanded XP system, It boosts XP at higher levels, it still takes a while to get new promo's at higher levels, but not the level of time it currently takes, the slowing pace of promotion upgrades increases over time but in a more linear manner, rather than the current sharp dropoff.
GG Armoured/gunpowder/melee unit classes, are more versatile now, they get extra moves, attacks, def promo's, these are not accessable by all these classes, and some arrive quite late but each class can tap into a upgrade that gives it some extra edge in the area's it's already good at, or to make it stand out more from a standard well promoted conventional unit.
GG Mounted get an extra edge vs other mounted an siege, GG helicopters are now good counters to both arty (extra combat bonus's vs siege) and tanks, as well as good scouts with extra site radius.
GG Siege get an extra boost to there city attacking abilties an collaterol dmg particualy in the late modern era when they are overshadowed somewhat by tanks
GG Ships get extra attack power in the open ocean an extra def str in the coast, so you have a balance between sticking to safer squares or heading out to sea were you best attack bonus's come from, and if it's worth staying there or heading back to coastal safety