Misc. Tweaks for VP
Download Here
Download Here
This merges my Logistics Skirmishers and Lategame War Rebalance mods. Forgive me for the generic name; I'm bad at this.
My goal, like with @pineappledan's tweaks, is to eventually get enough support to merge some of these changes into base VP
Unfortunately this mod requires the Enhanced Naval Warfare for Vox Populi mod since I found base VP doesn't have enough lategame ships to have a good balance no matter what I do with them.
The mod is modular; you can remove one or more files if you don't want to play with those tweaks (not recommended).
This is compatible with most modded civs and the 4UC mod.
Modules
Spoiler Skirmisher Changes :
NEW Skirmisher Doctrine (free promotion on all skirmishers):
+50%

May attack twice.
Chariot Archer and unique replacements have the Beam Axle promotion in addition:
Forest, Jungle, Marsh and Hills costs an additional movement point to cross.
Light Tank and Helicopter Gunship get free Armor Plating I promotion.
Skirmishers lose access to the Logistics promotion and Barrage III now lead to Parthian Tactics instead.
Units only gain XP on the first attack of the turn.
All CS and RCS values have been changed (see the sql file for details).
Spoiler Land Unit Changes :
Stat changes:
Infantry 60->62
Pracinha 60->62
Mercenary 65->66
Mechanized Infantry 75->80
Bazooka 50/70->60/80 and 3 range
Helicopter Gunship 69/47->74/50 if Skirmisher Change is active
Helicopter Gunship can hover on ocean tiles and never needs to embark.
Tank Hunter I and II are now +50% against Armored Units (up from +25%).
Altitude Training promotion (granted by Mt. Kilimanjaro) loses the double movement on hills.
Spoiler Naval Unit Changes :
Submarine promotions revamped:
Credits to @pineappledan and @Rekk for ideas and DLL coding.

Submarines no longer start with the Can See Submarines promotion.
Bonus when Attacking (75) (the free promotion) becomes Bonus when Attacking Units (50).
Dive I and II lose chance to withdraw from melee.
Stem promotion changed to Torpedo: +30%

T1 leaf:
Supply: May heal damage Outside of Friendly Territory. Heals +5 HP per turn.
Navigator I: +1

T2 leaf:
Wolfpack: +30%

Hunter Killer: +50%

Commerce Raider (renamed Press Gangs): Pillaging costs no

T3 leaf:
Indomitable: +25%

Periscope Depth: +40%

Predator: Heal 15 HP after defeating an Enemy Unit. Ignores Zone of Control.
Infiltrators: +25%



Naval Ranged promotion tree tweaked:
Basically what @pineappledan proposed.
Shrapnel Rounds also leads to Logistics, but being a t5 promotion really messes with the tree I guess.
Industrial+ era naval units are completely reworked:
Ranged ships gain the Heavy Fire promotion starting at Dreadnought:
+50%

Destroyer gets free Anti-submarine I (+33% against submarines) while Modern Destroyer+ gets free Anti-submarine II (+66% against submarines). Both promotions are moved off the promotion tree.
Advanced Destroyer and Supercarrier get the Can See Submarines promotion for free, which is also available as a t1 leaf promotion for earlier melee ships.
Stat changes:
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


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, cost 2600


Submarine 40/70, 5 moves, cost 1400


Attack Submarine 54/85, cost 1800


Nuclear Submarine 70/105, cost 2600


Carrier 70/30, cost 1800


Supercarrier 120/60, cost 4000


Ship of the Line gets free Splash Damage and Splash Damage II promotions instead of Indomitable.
Spoiler Other Changes :
AI handicap changes for all difficulties:
AI starts with 0 extra units.
Mine Field nerfed to 5CS (from 20) and ConquestProb set to 0 (never capture unless Rome). AI a bit less inclined to build it.
Inquisitor effectiveness set to 100% (from 50%).
Last edited: