2006.02.20
"My Promotions & Perks Mod" v0.8X by Zuul - modified by GIR
Changes:
- Traits and Perks(Berzerker and Stalwart) are gained in combat (see below)
upgrade:
Attack I -> Attack II -> Berzerker I (6%) -> Berzerker II (6%) -> Berzerker III (6%) -> Berzerker I + Berzerker III (6%) -> Berzerker II + Berzerker III (6%) -> Berzerker I + Berzerker II + Berzerker III
Defence I -> Defence II -> Stalwart I (6%) -> Stalwart II (6%) -> Stalwart III (6%) -> Stalwart I + Stalwart III (6%) -> Stalwart II + Stalwart III (6%) -> Stalwart I + Stalwart II + Stalwart III
Exceptional (2%) -> Extraordinary (2%) -> Hero (2%) -> Legendary Hero (2%) -> Avatar (2%) -> Avatar + Exceptional (2%) (need 56 exp.) -> Avatar + Extraordinary(2%) ->.............-> Avatar + Exceptional + Extraordinary + Hero + Legendary Hero (2%)
- almost all Promotions have the old vanilla states (see below)
- (weaker) aid states (see below)
- reduced the chance for free promotions on unit creation
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Info:
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With a total of 75 Promotions, 5 Traits, 9 perks, and 20 effects.
Units: Rec = Recon, Mel = Melee, Arc = Archery, Mou = Mounted, Sie = Siege, Gun = Gunpowder, Arm = Armour, Hel = Helicopter, Nav = Naval
(x.x% chance) = How big chance to get this promotion on unit creation.
[x.x% chance - need xyz promotion] = How big chance to get this promotion after combat.
Promotions (blue):
Combat I: +10% strength (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (None) (1% chance).
Combat II: +10% strength (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat I) (0.3% chance).
Combat III: +10% strength (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat II) (0.1% chance).
Combat IV: +10% strength, +2% heal in neutral land (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat III)
Combat V: +12% strength, +2% heal in enimy land (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat IV)
Combat VI: +15% strength, +3% heal in neutral land +3% heal in enimy land (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat V)
Attack I: +12% attack (Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (None) (0.5% chance).
Attack II: +13% attack (Mel, Arc, Mou, Gun, Arm, Hel, Nav) (Attack I) (0.1% chance).
Attack III: +14% attack (Mel, Mou, Gun, Arm, Hel, Nav) (Attack II).
Attack IV: +16% attack (Mel, Mou, Arm, Hel, Nav) (Attack III).
Defence I: +12% defence (Mel, Arc, Gun, Nav) (None) (0.5% chance).
Defence II: +13% defence (Mel, Arc, Gun, Nav) (Defence I) (0.1% chance).
Defence III: +14% defence (Mel, Arc, Gun, Nav) (Defence II).
Defence IV: +16% defence (Mel, Arc, Gun, Nav) (Defence III).
City Raider I: +20% city attack (Mel, Arc, Mou, Sie, Gun, Arm, Hel) (None) (0.5% chance).
City Raider II: +25% city attack (Mel, Mou, Sie, Gun, Arm) (City Raider I) (0.3% chance).
City Raider III: +25% city attack, +5% vs. Gunpowder Units (Mel, Sie, Arm) (City Raider II) (0.1% chance).
City Raider IV: +30% city attack, +10% vs. Gunpowder Units (Mel, Sie) (City Raider III).
City Garrison I: +20% city defence (Mel, Arc, Mou, Sie, Gun) (None) (0.5% chance).
City Garrison II: +25% city defence (Mel, Arc, Gun) (City Garrison I) (0.3% chance).
City Garrison III: +25% city defence, +5% vs. Melee Units (Arc, Gun) (City Garrison II) (0.1% chance).
City Garrison IV: +30% city defence, +10% vs. Melee Units (Arc, Gun) (City Garrison III).
Shock I: +25% vs. Melee Units (Mel, Arc, Mou, Sie, Gun) (Combat I/Defence II) (0.5% chance).
Shock II: +30% vs. Melee Units (Mel, Arc, Mou, Sie) (Shock I) (0.1% chance).
Shock III: +35% vs. Melee Units (Mel, Arc, Mou) (Shock II).
Cover I: +25% vs. Archery Units (Mel, Arc, Mou, Gun) (Combat I/Attack I) (0.5% chance).
Cover II: +30% vs. Archery Units (Mel, Arc, Gun) (Cover I) (0.1% chance).
Cover III: +35% vs. Archery Units (Mel, Gun) (Cover II).
Formation I: +25% vs. Mounted Units (Mel, Arc, Mou, Gun) (Combat II/Defence I) (0.5% chance).
Formation II: +30% vs. Mounted Units (Mel, Mou, Gun) (Formation I) (0.1% chance).
Formation III: +35% vs. Mounted Units (Mel, Gun) (Formation II).
Charge I: +30% vs. Siege Weapons (Mel, Mou, Sie, Gun, Arm, Hel) (Combat III/Attack II) (0.5% chance).
Charge II: +35% vs. Siege Weapons (Mel, Mou, Arm, Hel) (Charge I) (0.1% chance).
Charge III: +40% vs. Siege Weapons (Mou, Arm, Hel) (Charge II).
Pinch I: +25% vs. Gunpowder Units (Mou, Gun, Arm, Hel) (Combat I/Attack III) (0.5% chance).
Pinch II: +30% vs. Gunpowder Units (Gun, Arm, Hel) (Pinch I) (0.1% chance).
Pinch III: +35% vs. Gunpowder Units (Gun, Hel) (Pinch II).
Ambush I: +25% vs. Armoured Units (Sie, Gun, Arm, Hel) (Combat II/Defence III) (1.5% chance).
Ambush II: +30% vs. Armoured Units (Sie, Gun, Arm, Hel) (Ambush I) (1% chance).
Ambush III: +35% vs. Armoured Units (Gun, Arm, Hel) (Ambush II).
Guerilla I: +20% hill defence (Rec, Mel, Arc, Sie, Gun) (None) (0.6% chance).
Guerilla II: +30% hill defence, double movement on hills (Rec, Arc, Gun) (Guerilla I) (0.1% chance).
Woodsman I: +20% forest/jungle defence (Rec, Mel, Arc, Gun) (None) (0.6% chance).
Woodsman II: +30% forest/jungle defence, double movement in forrest (Rec, Mel, Gun) (Woodsman I) (0.1% chance).
Desert Combat: +30% desert defense, double movement in desert (Rec, Mel, Arc, Gun) (Combat I/Defence II) (0.1% chance).
Arctic Combat: +30% tundra & ice defense, double movement in tundra & ice (Rec, Mel, Arc, Gun) (Combat I/Defence II) (0.1% chance).
Fieldsman: +8% grass & plains defense, double movement in grass & plains (Rec, Mel, Arc, Gun) (Combat II/Defence III) (0.1% chance).
Accuracy I: +10% City Bombard Damage (Sie) (City Raider I/Barrage I) (1% chance).
Accuracy II: +15% City Bombard Damage (Sie) (Accuracy I).
Barrage I: +20% collateral damage (Sie, Arm, Nav) (None) (0.3% chance).
Barrage II: +30% collateral damage, +10% vs. Melee Units (Sie, Arm, Nav) (Barrage I) (0.3% chance).
Barrage III: +50% collateral damage, +10% vs. Gunpowder Units (Sie, Arm, Nav) (Barrage II).
Drill I: +1 first strike chance (Arc, Sie, Gun, Arm, Hel, Nav) (None) (0.5% chance).
Drill II: +1 first strike (Arc, Sie, Gun, Arm, Hel, Nav) (Drill I) (0.3% chance).
Drill III: +2 first strike chance (Arc, Sie, Arm, Hel, Nav) (Drill II) (0.1% chance).
Drill IV: +2 first strike, +10% vs. Mounted Units (Arc, Sie, Arm, Hel, Nav) (Drill III).
Flanking I: +10% withdrawal chance (Mou, Arm, Hel, Nav) (None) (0.5% chance).
Flanking II: +15% withdrawal chance (Mou, Arm, Hel, Nav) (Flanking II) (0.1% chance).
Flanking III: +20% withdrawal chance, immune to first strikes (Mou, Arm, Hel, Nav) (Flanking II).
Amphibious: No penelty attacking from water & over rivers, +5% attack (Mel, Arc, Mou, Sie, Gun) (Combat II, Attack II) (0.2% chance).
Blitz: Multiple attack (Mou, Arm, Nav) (Combat III, Attack III) (0.2% chance).
Medic I: +7% heal same tile, +2% heal adjecent tile (Rec, Mel, Arc, Mou, Sie, Gun, Nav) (Combat I/Defence I) (0.5% chance).
Medic II: +7% heal same tile, +3% heal adjecent tile (Rec, Mel, Arc, Mou, Sie, Gun, Nav) (Medic I) (0.1% chance).
Medic III: +11% heal same tile, +4% heal adjecent tile (Rec, Mel, Arc, Mou, Gun, Nav) (Medic II).
Heal: +12% friendly lands, +10% neutral lands, +8% enemy, defence +8% (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat III/Defence III) (1% chance).
March: Heals when moving, +2% attack (Rec, Mel, Arc, Mou, Sie, Gun) (Combat III, Attack III) (0.5% chance).
Mobility: -1 movement cost, +5% attack (Mou, Arm) (Flanking II, Attack IV) (0.3% chance).
Commando: Can use enemy roads, +2% attack (Rec, Mel, Arc, Mou, Gun, Arm) (Combat IV/Attack IV) (0.4% chance).
Speed: +1 Movement (Rec, Mou, Arm, Hel) (Combat IV/Flanking III) (0.5% chance).
Navigation I: +1 movement (Nav) (Flanking I) (0.3% chance).
Navigation II: +1 movement (Nav) (Navigation I).
Sentry I: +1 Visibility Range (Rec, Mou, Hel, Nav) (Flanking I/Combat III) (1.3% chance).
Sentry II: +1 Visibility Range (Hel, Nav) (Sentry I) (Radio).
Sentry III: +1 Visibility Range (Hel, Nav) (Sentry II) (Radio).
# Perks (violet):
Light: +1 move, -40% strength, +20% withdraw (Land) (4% chance).
Light: +2 move, -40% strength, +20% withdraw (Naval/Helicopter) (4% chance).
Heavy: +1 movement cost, +40% strength, -20% withdraw (Mounted/Armor/Naval/Helicopter) (4% chance).
Berzerker I: +20% attack, -20% defence (0.1% chance). [ 6% chance - need 10 exp. and Attack II {or Berzerker III (don't replace Berzerker III)}]
Berzerker II: +30% attack, -30% defence (0.1% chance). [ 6% chance - need 10 exp. and Attack II and Berzerker I (replace Berzerker I)]
Berzerker III: +40% attack, -40% defence (0.1% chance). [ 6% chance - need 10 exp. and Attack II and Berzerker II (replace Berzerker II)]
Stalwart I: +20% defence, -20% attack (0.1% chance). [ 6% chance - need 10 exp. and Defence II {or Stalwart III (don't replace Stalwart III)}]
Stalwart II: +30% defence, -30% attack (0.1% chance). [ 6% chance - need 10 exp. and Defence II and Stalwart I (replace Stalwart I)]
Stalwart III: +40% defence, -40% attack (0.1% chance). [ 6% chance - need 10 exp. and Defence II and Stalwart II (replace Stalwart II)]
# Traits (green):
Exceptional: +20% strength, +5% withdrawal chance, heals +4% neutral & enemy lands (0.1% chance). [ 2% chance - need 6 exp. {or Avatar (need 56 exp. don't replace Avatar)} ]
Extraordinary: +35% strength, +10% withdrawal chance, heals +5% neutral & enemy lands, +1 first strike chance (0.1% chance). [ 2% chance - need 12 exp. and Exceptional (replace Exceptional)]
Hero: +50% strength, +15% withdrawal chance, heals +6% neutral & enemy lands, +2 first strike chance (0.1% chance). [ 2% chance - need 20 exp. and Extraordinary (replace Extraordinary)]
Legendary Hero: +70% strength, +20% withdrawal chance, heals +8% neutral & enemy lands, +3 first strike chance (0.1% chance). [ 2% chance - need 28 exp. and Hero (replace Hero)]
Avatar: +100% strength, +25% withdrawal chance, heals +10% neutral & enemy lands, +4 first strike chance (0.1% chance). [ 2% chance - need 42 exp. and Legendary Hero (replace Legendary Hero)]
# Effects gained in Forts (and Fort I can be gained in cities that has both defenders and attackers).
Fort I: No penatly attacking over river, +15% withdrawal chance, +10% attack (Mathematics).
Fort II: Immune to first strike, +1 visibility range, +10% friendly heal rate (Optics).
Fort III: +1 first strike chance, +10% withdrawal chance (Steel).
Fort IV: +1 visibility range, +1 first strike chance, +5% withdrawal chance, +5% combat (Mass Media).
# Effects gained by stacks (Scout = Recon/Helicopter, Range = Archer/Gunpowder, Mobility = Mounted, Heavy = Melee/Armour, Siege = Siege).
Scout Aid I: +1 first strike chance, +2% withdrawal chance, +1% strength.
Scout Aid II: +2 first strike chance, +4% withdrawal chance, +2% strength.
Scout Aid III: +1 first strike chance, 1 first strike, +8% withdrawal chance, +4% strength.
Heavy Aid I: +5% strength, +3% city attack.
Heavy Aid II: +10% strength, +6% city attack.
Heavy Aid III: +15% strength, +10% city attack.
Ranged Aid I: +1 first strike chance, +4% city defence, +4% hill defence.
Ranged Aid II: +1 first strike chance, +1 first strike, +8% city defence, +8% hill defence.
Ranged Aid III: +2 first strike chance, +1 first strike, +12% city defence, +12% hill defence.
Mobility Aid I: +5% withdrawal chance, +2% strength, 2% attack.
Mobility Aid II: +10% withdrawal chance, +4% strength, 4% attack.
Mobility Aid III: +15% withdrawal chance, +6% strength, 6% attack.
Siege Aid I: +1 first strike chance, +4% city attack.
Siege Aid II: +2 first strike chance, +8% city attack.
Siege Aid III: +1 first strike chance, 1 first strike, +12% city attack.
#Fiendly unit needed - same tile for defence or adjestent tiles to the defender for an attack:
# Aid I: 1 unit 50%-99%, or 2 unit 25-49%, or 4 units 10-24%.
# Aid II: 1 unit 100%-199%, or 2 unit 50%-99%, or 4 units 25-49%.
# Aid III: 1 unit 200%>, 2 unit 100%-199%, or 4 units 50-99%.
#Too many units in same tile will made it crowded. Over 15 will add the crowded effect.
Crowded: +1 movement cost, -25% strength, -20% withdrawal chance, -3 first strike chance, -2 first strike.