Just my pet mod of trying to balance lategame warfare and fix some obscure bugs that's not yet fixed in the latest beta. ENW and Logistic Skirmishers are required.
(RED = change already implemented by ENW)
Land Unit changes:
Pracinha 55 -> 58
Infantry 60 -> 62
Mercenary 62 -> 66
Mechanized Infantry 75 -> 80
Guerilla Air Defense 5 -> 8 (lined up with Infantry)
The upgrade from Rifleman to Infantry is much less impactful than the previous upgrades, so I raised Infantry (and related UUs) CS a bit. Mech Infantry is buffed to hopefully make it work as the cheap alternative to Modern Armour/GDR without them being destroyed by Tanks.
Bazooka 50/65 -> 60/80, 3 range
Now they're still slow, but have the same range as Artillery while serving a different purpose from them (hitting land units).
Light Tank 50/38 -> 50/39
Helicopter Gunship 69/53 -> 74/57
Raised these two's CS to align with the gunpowder unit buff.
Naval Unit changes:
Naval units are completely rebalanced (and the main point of this mod). I try to make a combat triangle out of the three naval lines, with Ranged > Melee > Submarine > Ranged.
Melee ships are used for recon, anti-submarine and anti-air. They now get anti-submarine promotions by default (Destroyer gets I, the more advanced ones get II), and the see submarine promotion is moved to tier 2. Advanced Destroyers can always see submarines.
The anti-submarine promotions are modified to 33% and 66% respectively, on both attack and defense.
----------------------------------------------
Ironclad 55 -> 50, cost 800
/ 650 
Destroyer 70 -> 60, cost 1350
/ 850 
Modern Destroyer 80 -> 72, cost 1750
/ 1000 
Missile Destroyer 90 -> 86, cost 2500
/ 1250 
Advanced Destroyer 100 -> 95, cost 3000
/ 1400 
----------------------------------------------
Getting rid of the Corvette to Ironclad jump. Ships should be vulnerable to same era siege fire. This is used as the basis of other naval unit CS.
Ranged ships are used for killing other ships, sieging cities and bombarding coastal land units. Dreadnought+ gets a new promotion that grants them a +50% bonus when attacking melee ships. They're weak to submarines and planes.
----------------------------------------------
Cruiser 50/50, air defense 5, cost 850
/ 650 
Dreadnought 60/58, air defense 15, cost 1400
/ 850 
Battleship 85/66, air defense 20, cost 1800
/ 1000 
Missile Cruiser 105/80, air defense 25, no longer intercepts, cost 2600
/ 1250 
----------------------------------------------
Don't be scared by the high CS - that number is only used against melee ships. They defend against all other attacks with the lower RCS.
Submarines act as the skirmishers of the sea, sniping ranged ships and weakened melee ships, and pillaging resources while avoiding to be seen. Melee ships are their natural counters, but they still get high enough strength to win the matchup if ganging up on a lone one.
----------------------------------------------
Submarine 40/70, 5 moves, cost 1400
/ 850 
Attack Submarine 54/85, cost 1800
/ 1000 
Nuclear Submarine 70/105, cost 2600
/ 1250 
----------------------------------------------
Ranged ships can't do much on them - but beware of melee ones! They get an innate +75% attack bonus, but I've fixed it and Wolfpack to not work against cities.
Carrier 70/30
Supercarrier 120/60
----------------------------------------------
Low RCS to hopefully reduce AI's tendency to attack with their carriers. Just don't let ranged ships and especially submarines get near them!
CS Chart for lategame units:
Compatibility:
(RED = change already implemented by ENW)
Land Unit changes:
Pracinha 55 -> 58
Infantry 60 -> 62
Mercenary 62 -> 66
Mechanized Infantry 75 -> 80
Guerilla Air Defense 5 -> 8 (lined up with Infantry)
The upgrade from Rifleman to Infantry is much less impactful than the previous upgrades, so I raised Infantry (and related UUs) CS a bit. Mech Infantry is buffed to hopefully make it work as the cheap alternative to Modern Armour/GDR without them being destroyed by Tanks.
Bazooka 50/65 -> 60/80, 3 range
Now they're still slow, but have the same range as Artillery while serving a different purpose from them (hitting land units).
Light Tank 50/38 -> 50/39
Helicopter Gunship 69/53 -> 74/57
Raised these two's CS to align with the gunpowder unit buff.
Naval Unit changes:
Naval units are completely rebalanced (and the main point of this mod). I try to make a combat triangle out of the three naval lines, with Ranged > Melee > Submarine > Ranged.
Melee ships are used for recon, anti-submarine and anti-air. They now get anti-submarine promotions by default (Destroyer gets I, the more advanced ones get II), and the see submarine promotion is moved to tier 2. Advanced Destroyers can always see submarines.
The anti-submarine promotions are modified to 33% and 66% respectively, on both attack and defense.
----------------------------------------------
Ironclad 55 -> 50, cost 800


Destroyer 70 -> 60, cost 1350


Modern Destroyer 80 -> 72, cost 1750


Missile Destroyer 90 -> 86, cost 2500


Advanced Destroyer 100 -> 95, cost 3000


----------------------------------------------
Getting rid of the Corvette to Ironclad jump. Ships should be vulnerable to same era siege fire. This is used as the basis of other naval unit CS.
Ranged ships are used for killing other ships, sieging cities and bombarding coastal land units. Dreadnought+ gets a new promotion that grants them a +50% bonus when attacking melee ships. They're weak to submarines and planes.
----------------------------------------------
Cruiser 50/50, air defense 5, cost 850


Dreadnought 60/58, air defense 15, cost 1400


Battleship 85/66, air defense 20, cost 1800


Missile Cruiser 105/80, air defense 25, no longer intercepts, cost 2600


----------------------------------------------
Don't be scared by the high CS - that number is only used against melee ships. They defend against all other attacks with the lower RCS.
Submarines act as the skirmishers of the sea, sniping ranged ships and weakened melee ships, and pillaging resources while avoiding to be seen. Melee ships are their natural counters, but they still get high enough strength to win the matchup if ganging up on a lone one.
----------------------------------------------
Submarine 40/70, 5 moves, cost 1400


Attack Submarine 54/85, cost 1800


Nuclear Submarine 70/105, cost 2600


----------------------------------------------
Ranged ships can't do much on them - but beware of melee ones! They get an innate +75% attack bonus, but I've fixed it and Wolfpack to not work against cities.
Carrier 70/30
Supercarrier 120/60
----------------------------------------------
Low RCS to hopefully reduce AI's tendency to attack with their carriers. Just don't let ranged ships and especially submarines get near them!
CS Chart for lategame units:

Compatibility:
- More Unique Components for VP
- JFD's Civilizations - Japan (Meiji) for Vox Populi
- JFD's Civilizations - Japan (Tojo) for Vox Populi
- Impi upgrades to Fusilier instead of Lancer via Ancient Ruins
- Turtle Ship unit class now Caravel instead of the half-undefined Turtle Ship class
- Chariot Archer class upgrades to Skirmisher instead of Horse Archer in Civilopedia EUI panel (just a text bug)
- Ship of the Line gains Splash Damage I and II and loses Indomitable.
- The Altitude Training promotion (from Mt. Kilimanjaro) loses the double movement on hills (now +10% CS on hills only).
- AI always picks the best choice on city production, tech and policy, regardless of difficulty.
- AI only starts with 1 Warrior now, regardless of difficulty (same as humans).
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