[Mod] Extended Naval Combat for Humankind

Fanatic Demon

Student in Wizardry
Joined
Aug 6, 2004
Messages
404
Location
The Netherlands
Download: https://humankind.mod.io/extended-naval-combat

Github: https://github.com/sswelm/extendednavalcombat


Introduction:


The goal of this mod is to create a longer, more interesting, and realistic end game experience with the addition of new technologies and military units and tweaks to existing unit strength, production, and pollution to keep it overall balanced. I tried to make this mod as compatible as possible with other mods by putting most new units and bonuses spread over the new Technologies, and no changes to any cultures, or civics. The new Technologies also help to make the Industrial and Contemporary Era last significantly longer, especially the late Industrial and early Contemporary era (WW1/WW2) period.

Nuclear Proliferation:

Nuclear weapons have become more useful (with increased range) and accessible (with reduced minimum strategic resource requirements) and with the addition of a true ICBM weapon (unlocked after researching Rocket Science and developing Thermal Nuclear Weapons) making it more likely they are built and actually used by the AI with devastating effects. The state of Nuclear weapons proliferation is made more intuitive as the National Nuclear Weapon Test Programs strategic resource requirements are made the same as the missile weapons they unlock, meaning if someone manages to build a nuclear weapon test project (including ICBM weapon test), they can also build and use them (given they also constructed a Missile Silo).

Science:

In order to create a more historically accurate experience, it was necessary to restructure the tech tree with separate branches starting at the end of the industrial era. Starting from the modern age the minimum research cost increases up to double the cost for the end game technologies. The final research cost depends inversely on the number of unlocked technologies, meaning the more technologies you have unlocked from a previous technology generation, the relatively easier it becomes to research additional technologies. This mechanic makes beelining technologies (skipping technologies) excessively expansive and the most economical way to unlock the entire tech tree is to always choose the cheapest unlockable technologies. These changes and the introduction of many new technologies have the effect of creating a significantly longer end game and it is therefore recommended you disable the turn limit when creating a new game.

New Technologies:

  1. Ship of the Line; requires Chartered Companies, unlocks Man O' War
  2. Militairy Tradition; requires Line Formations, unlocks Cuirassiers
  3. Naval Steam Engine; requires Steam Engine, unlocks Steam Frigate and Steam Transport
  4. Railroad; requires Steam Engine, unlocks Train Station, Rail Freight Transportation and Industrial era Settlement package
  5. Automobile; requires Combustion Engine, unlocks Armoured Car and freight trucks trade bonus
  6. Breachloader; requires Line Formation, unlocks Siege Artillery and Horse Drawn Siege Artillery
  7. Rifling; requires Breachloader, unlocks Rifles
  8. Anti Torpedoboat Warfare; unlocks Torpedo Boat Destroyer
  9. Dreadnought Design; requires Combustion Engine, unlocks Dreadnought
  10. Bunker Construction; requires Trench Warfare; unlocks Bunker, Bomb Shelters, Mountain Industry, and underground construction
  11. Submarine Warfare; requires Dreadnought Design, unlocks U-Boat/Fleet Submarine Unit
  12. Anti Submarine Warfare; requires Submarine Warfare, unlocks Destroyer Unit and improves naval unit speed
  13. Air Transportation; requires Aeronautics, unlocks Aluminium strategic resource and Airport district
  14. Tank Warfare: requires Automobile, unlocks Light Tank
  15. Anti Tank-Gun: requires Tank Warfare, unlocks Antitank Gun
  16. Antitank Warfare; requires Anti Tank-Gun, unlocks Tank Destroyer nit and Armoured Recon
  17. Fire Control System; requires Air, unlocks Battleship, Anti Air Gun, and improves Air Defense Capability of Destroyer
  18. Fluid Dynamics; requires Anti Submarine Warfare, unlocks Diesel Submarine Unit and Nuclear Submarine
  19. Wire Guided Missile, requires Radar, unlocks TOW Infantry
  20. Jet Engine; requires Aerial Warfare, unlocks Cruise Missile, Missile Silo and Attack Helicopter
  21. Guided Missiles; requires Computing, unlocks Missile Cruiser, Missile Destroyer, and Missile Submarine
  22. Mechanized Infantry Doctrine, requires Continuously Tracked. unlocks APC, All-Terrain PMV, and Self-propelled Howitzer
  23. Advanced Nuclear Reactors; requires Nuclear Fission, unlocks Nuclear Aircraft Carrier and Nuclear powered submarine upgrade
  24. Precision-guided munition; requires Jet Fighters, unlocks Helicopter Gunship
  25. Reactive Armor, requires Composite Armor, unlocks Reactive Armor Upgrade for Main Battle Tank
  26. Stealth Technology; requires precision-guided munition, unlocks Stealth Corvette, Stealth Missile Cruiser, Stealth Missile, and Stealth Fighter
Techtree changes:

  • Replaced Ship of the Line as a prerequisite to Steam Engine
  • Added Wireless Telegraphy as a prerequisite to Research Insitute
  • Replaced Anti Tank Warfare as a prerequisite of Continuous Track
  • Replaced Air Transportation as a prerequisite for Aerial Warfare
  • Replaced Guided Missiles as a prerequisite of Rocket Science
  • Replaced Jet Engine as a prerequisite of Fighter Jets
  • Replaced Naval Air Strategy as a prerequisite for Radar
  • Made Continuous Track unlockable in Industrial Age
Tech-tree branch structure:

  • Combustion =>
    • Automobile => Tank Warfare => Anti Tank Gun => Anti Tank Warfare => Continuously Tracked =>Mechanized Infantry Doctrine => Composite Armor => Reactive Armor
    • Aer0nautics => Air Transportation => Aerial Warfare => Jet Engine => Fighter Jets => Precision-guided munition => Stealth Technology
    • Anti Torpedoboat Warfare => Dreadnought Design =>
      • Naval Air Strategy => Radar => Computing => Guided Missiles => Rocket Science => Communication Satellites
      • Submarine Warfare => Anti Submarine Warfare => Fluid Dynamics
  • Line Formation=> Breachloader => Trench Warfare => Bunker C0nstruction => Amphibious Warefare => Insurrection Theory
  • Wireless Telegraphy => Research Insitute => Uranium Enrichment => Nuclear Fission => Advanced Nuclear Reactors => Fusion Reactor
Unit/District/Infrastructure Tech Unlocking Changes:

  • Transport Galley is unlocked earlier with Sailing (with an event)
  • U-Boat is unlocked later with Submarine Warfare (Germany gains 50% research bonus)
  • Medium Tank is unlocked later with Sloped Armor
  • Commando is unlocked earlier with Insurrection Theory
  • Missile Silo and Cruise Missile is unlocked earlier with Jet Engine
  • Helicopter Gunship is unlocked later with Precision-guided munition
  • Missile Destroyer (originally called Missile Cruiser) unlocked later with Guided Missiles
  • Nuclear Submarine is unlocked with Fluid Dynamics and upgraded with Nuclear Reactor
Combat:

Both naval, land, and air units have been added and existing units are tweaked to achieve a longer more satisfying end game experience. The naval unit's role progressively gets more important as the era advances with longer attack and bombardment ranges. Combat has been been made more interesting with new rock scissor paper mechanics between the classes. For example, Submarines are more effective versus Battleship, Destroyers are more effective versus Submarines and Battleship are more effective versus Destroyers. Classes now progress through identifiable WW1, WW2, Cold War en Stealth era generation, making it feel more historically accurate. The early (WW1) units have reduced strategic resource requirements, making them more likely to appear in combat.

While maintaining a minimum strategic resource requirement, Unitcost is no longer fixed but depends on the excess availability of strategic resources. This means that units will be more accessible and will be easier to upgrade, but at increased construction cost or gold price (up to double the base cost).

New Naval units:

  1. Added Cog Transport, unlocked with Seafaring, upgrades to Caravel
  2. Added Galleass, unlocked with Gunpowder (with an event), upgrades to Man O War
  3. Added Galleon, unlocked with Naval Artillery, upgrades to Steam Frigate
  4. Added Steam Transport, unlocked with Propeller, upgrades to Landing Craft
  5. Added Dreadnought, unlocks with Dreadnought design, upgrades to Battleship
  6. Added Fleet Submarine. unlocked with Submarine Warfare, upgrades to Diesel Submarine
  7. Added Torpedo Boat Destroyer, unlocked with Dreadnought Design, upgrades to Destroyer
  8. Added Destroyer, unlocked Anti Submarine Warfare, upgrades to Missile Destroyer
  9. Added Diesel Submarine, unlocks with Fluid Dynamics, upgrades to Missile Submarine
  10. Added Guided Missile Destroyer, unlocks with Guided Missiles, upgrades to Stealth Missile Cruiser
  11. Added Nuclear Aircraft Carrier, unlocks with Angled Flightdeck, upgrades with Advanced Nuclear Reactors
  12. Added Guided Missile Submarine, unlocks with Guided Missiles upgrades with Advanced Nuclear Reactors
  13. Added (common) Stealth Corvette, unlocks with Stealth Technology and Satelites
  14. Added Stealth Missile Cruiser, unlocks with Stealth Technology and Satelites

New Land units:

  1. Added Chariot Archers, unlocked with Wheel, upgrades to Mounted Crossbowmen
  2. Added Mounted Crossbowmen, unlocked with Milirairy Architechture, upgrades to Reiters
  3. Added Lancer, unlocked with Centralized Power , upgrades to Cuirassiers
  4. Added Reiters, unlocked with Seage Cannon, upgrades to Dragoons
  5. Added (common) Cuirassiers, unlocked with Line Formations, upgrades to Light Tank
  6. Added Armoured Car, unlocked with Automobile, upgrades Armoured Recon
  7. Added Towed Artillery, unlocked with Automobile and Breechloading, upgrades to Selfpropelled Howitzer
  8. Added Light Tank unlocked with Continuous Track, upgrades to Medium Tank
  9. Added Armoured Recon, unlocked with Anti Tank Warfare upgrades to Attack Helicopter with Jet Engine
  10. Added Tank Destroyer, unlocked with Anti Tank Warfare, upgrades to Main Battle Tank with Composite Armor
  11. Added Self-propelled Howitzer, unlocked with Mechanized Infantry Doctrine
  12. Added Marines, unlocked with Amphibious Warfare, upgrades to All-Terrain PMV with Mechanized Infantry Doctrine
  13. Added TOW Infantry, unlocked with Computing, upgrades from Anti Tank Gun
  14. Added Attack Helicopter, unlocked with Jet Engine, upgrades to Helicopter Gunship with Precision-guided munition
  15. Added Multiple Launch Rocket System (MLRS), unlocks with Guided Missiles
  16. Added (common) All-Terrain PMV, unlocks with Mechanized Infantry Doctrine

New Air units:

  1. Added (common) Stealth Fighter, unlocked with Stealth technology
  2. Added (common) Stealth Cruise Missile, unlocked with Stealth technology
  3. Added Intercontinental Ballistic Missile (ICBM) unlocked after researching Rocket Science and building 2nd Nuclear Test Project
Special ability changes:

  • Land-based Archer and Gunner units are less effective (-10 strength) versus naval units in battle
  • Transport Galley and all other naval transport Units now require upkeep when used
  • Cog is converted into a Transport vessel
  • Man O' War gain special ability Shatter (similar to Howitzer)
  • Indirect ranged attacks by Archer units on Fortified units get reduced by 6 strength
  • Units that cannot attack fortifications (Cavalry, Tanks, etc) require 2 movement points in Rocky Field
  • Ironclad special ability Inner Sea Mastodonte (+11 in Coastal Waters) is replaced by Bombard (similar to Battleship)
  • Oar propelled units (Pentekonter, Quadrireme, Galleass ) gain +5 strength in Coastal Waters and +2 speed in combat
  • Dreadnought, Battleship en Missile Cruiser gain extended Zone of Control
  • Torpedo Boat and all Submarines gain +5 attack bonus versus Armoured Vessels (Ironclads, Battleships, Carriers, Cruisers)
  • Submarines can hide better in deep Ocean water, giving them a +5 strength bonus when fighting on Ocean tiles
  • Aircraft Carrier gained Armoured property, Stealth Corvette Loses Armoured property
  • Anti Air Gun is more effective Gains Attack Bonus Versus Attack Helicopters and Helicopter Gunships
  • Missile Cruiser special ability Anti Air is replaced by special ability Multiple Missile Bombardment
  • Commando gains ability to move through cliffs and forest without penalty
Added Unit performance upgrades:

  • Naval Transport: +1 movement with Fluid Dynamics
  • Naval and Air Units: +1 combat +2 Vision range with Radar
  • Guided Missile Submarine: +2 movement +1 strength with Fluid Dynamics
  • Turbine powered ships (Battleship, Carrier, Destroyer, Cruiser): +2 movement +1 vision with Anti Submarine Warfare
  • Nuclear Submarine: + movement +1 attack range +2 strength with Nuclear Reactor
  • Nuclear Aircraft Carrier: +2 movement +1 attack range +2 strength with Nuclear Reactor
  • Commando: +5 Strength +1 vision with Special Ops
Unit Balance Changes:

  • Pentekonter; +1 strength, +2 bonus movement in battle, +5 bonus strength on Shallow Water
  • Quadrireme; +2 strength, +2 bonus movement in battle, +5 bonus strength on Shallow Water, upgrade to Galleass
  • Gajnal; +1 Strength, replaces Dragoon, upgrades to Armoured Car
  • Man O' War; +1 strength, +1 vision
  • Ironclad; +1 vision, upgrades to Dreadnought
  • U-Boat; -2 movement, +1 vision, +5 Bonus Armoured Units (ironclad, battleships, etc), upgrades to Diesel Submarine
  • Heavy Machinegun; +3 strength
  • Antitank gun +3 strength
  • Battleship; +3 strength +1 movement +1 vision, +2 attack range, Increased zone of control
  • Aircraft Carrier, +1 movement, +1 vision +Amoured (immune to suppression, vulnerable versus submarines)
  • Nuclear Submarine, +2 vision, +1 range, +5 Bonus Armoured Units (battleship, carrier, cruisers)
  • Missile Cruiser, +3 strength, +4 vision, +5 range, Increased zone of control
  • Red Army Tank, +3 strength, +1 vision, +1 range
  • Main Battle Tank, +2 vision +2 range
  • Sweden Stealth Corvette +3 strength, +1 vision, +1 range, +Anti Airpower (50% strength)
Missile unit changes:

  • Cruise Missile: reduced maintenance cost, population cost, and increased range
  • Nuclear Missile: reduced maintenance cost, and base attack range doubled
  • Thermal Nuclear Missile: reduced maintenance cost and base attack range doubled
Unit Upgrade paths details:

  • Torpedo Boat => Fleet Submarine => Diesel Submarine => Missile Submarine
  • Carrack => Galleon => Steam Frigate => Torpedo Boat Destroyer => Destroyer => Guided Missile Destroyer => Stealth Missile Cruiser
  • Pentekonter => Quadrireme => Galleass=> Man O'War => Ir0nclad => Dreadnought => Battleship => Guided Missile Cruiser => Stealth Missile Cruiser
  • Scout Riders=> Horsemen => Knight => Lancer => Cuirassiers => Light Tank => Medium Tank => Main Battle Tank
  • Chariot Archers => Mounter Crosbowen => Reiters => Dragoon => Armoured Cars => Armoured Recon => Attack Helicopter => Helicopter Gunship
  • Saboteur => Partisans => Commados
  • Howitzer => Anti Tank => TOW Infantry
  • Tank Destroyer => Main Battle Tank
  • Mortar => Siege Artillery => Towed Artillery => Multiple Launch Rocket System
  • Line Infantry => Riflemen => Marines => All Terrain PMV
  • Heavy Machinegun => Anti Aircraft Gun
  • Biplane => Monoplane Fighter => Multi Role Fighter => Stealth Fighter
  • Transport Galley => Cog => Caravel => Steam Transport => Landing Craft
  • Saṃnāhya => Dhanvī-gaja => Gajnal => Armoured Car

Transportation

Besides the addition of two intermediate transport vessels during the medieval and industrial era, naval Transporting has been augmented; The Type of unit can now have an effect on the combat strength and attack range of the Naval transport, making them more strategically important

Naval transport modifiers:

  • Melee +2 strength in Galley or Cog
  • Ranged: -1 strength, +2 range in Galley or Cog
  • Mounted Ranged: +1 range in Galley or Cog
  • Gunner +2 strength in Caravel, Steamer or Landing Craft
  • Field Artillery: +3 strength, +3 range in Caravel or Steamer
  • Marine: +5 strength in Landing Craft
Pollution

Pollution in vanilla Humankind was a serious problem in late-game which needs to be corrected to keep the game playable and not prohibit the player strategic options with late-game military districts and infrastructure. Pollution will now mostly be unavoidable but its effects will be more gradual and less shocking and public order can be mitigated by giving your population fewer industrial and science occupations and more financial and agricultural occupations.

Global Warming:

  • Increased Level 1 Global Warming Threshold by 44%
  • Increased Level 2 Global Warming Threshold by 216%
  • Public order effect depend on Net Global Pollution
  • Food reduction is affected by Net Global Pollution
Added Infrastructure:

  • Level 5 Coal Power: Underground Coal Gasification
Infrastructure changes :

  • Hydroelectric Dam now generate -10% pollution in all districts instead of its normal pollution reduction
  • Wind Farm now costs 9055 industry to build, but now generate -25% pollution in all districts instead of its normal pollution reduction
  • Solar Farm now generate -20% pollution in all districts instead of its normal pollution reduction
  • Nuclear Plant now generate -15% pollution in all districts instead of their normal pollution reduction
  • Sewage System now generate -10% pollution in all districts instead of its normal pollution reduction
  • Factory Farming, Industrial Silos, Anti-Air Surveillance, Command Compound, Tech Park, Financial District, Surface-to-Air Missile, and Supercomputer Lab do not generate pollution anymore.
  • Bomb Shelters are unlocked earlier with Bunker Construction (at end of the Industrial Era)
District changes:

  • Saltpeter Extractors now produce 1 pollution.
  • Coal Extractors now produce 3 pollution.
  • Oil Extractors now produce 2 pollution.
  • Aluminum Extractors now produce 1 pollution.
  • Uranium Extractors now produce 2 pollution.
  • Train Stations now produce 1 pollution instead of 5.
  • Aerodromes now produce 1 pollution instead of 5, can be built at outposts but requires access to oil
  • Airports now produce 3 pollution instead of 15.
  • Missile Silos now produce 2 pollution instead of 15.
  • Attaching a Territory reduces Public Order by 10 instead of 20
Compatibility:

I general it is recommended to load this mod before any other humankind mods.

License

None of the art used in this mod is created or owned by me full credit to artists
 
Last edited:

Tigranes

Armenian
Joined
Sep 11, 2008
Messages
9,865
Is it possible to create a BepInEx plugin version for this? I dislike with passion the additional steps one has to do just to load the current save if it has mods :badcomp:
 
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