korn469
Warlord
- Joined
- Aug 27, 2001
- Messages
- 175
The Blitz Mod v.21
Overview
This Mod introduces significant changes to Civ 4's combat balance. Those changes intend to dramatically increase the gap between advanced and obsolete units, increase the power of nuclear weapons, and encourage even greater use of combined arms tactics. Eventually this mod will progress beyond just simple changes in unit stats, and should encompass every area of the game. After I have finished this round of unit changes I am going to start tweaking the buildings, especially the cultural buildings. I'm going to encourage an even greater amount of specialization. However, I want to continue focusing on unit balance for now.
This is the third release, and I think I'm slowly finding most of the problems in the xml files, but I'm sure more still exist. If you spot something unusual or undocumented please report it. Also if civ 4 suddenly starts crashing after running this mod please tell me immediately. So far it seems fairly stable for me. Though in v.20 I had the promotions completely messed up, and i fixed that in this version. Also I greatly appreciate feedback, and I will certainly take all suggestions into consideration. I might not implement your suggestions, but I will always try to explain my reasoning if I don't.
This is still an early release, and lacks polish. I will continue to focus on adding new game play elements, polishing the rough edges, and playtesting it for balance. Keep checking back for new releases as this mod evolves.
Installation
Extract the contents of this zip file to your Civ4 mods folder. If you have an old version of the Blitz Mod delete that first. To play the mod, start civ4 as normal, select advanced options, then select load a mod. Civ4 will restart and load the mod. Everything should work like normal then. If you're running other mods, it's possible that it could cause problems with the Blitz mod.
Special Thanks
I would like to thank Zuul for allowing me to incorporate his Promotions and Traits mod into the Blitz mod.
To do list - 12/22/05
*finish changing the stats for the remaining unique units (I'm still thinking about this that's why it's not done yet)
*edit ICBM's stats
*start tweaking buildings/wonder stats (I'm going to start with the culture buildings)
*continue play testing for balance
*continue checking the change log to make sure it's correct against the xml files, and to ensure that it reflects all of the changes made to the units
*fix any bugs as they arise
Attention!
I have changed Praetorians so that they can now build roads and forts at half the speed of normal workers. I didn't add in worker AI, because I feared that this might make them too workerish (instead of a combat unit with a few nice perks). So please tell me if you notice the AI using them to build roads or not. Also if you notice the AI building anything besides roads or forts or if you can use them to build anything besides roads and forts please tell me that as well. I anticipate that this could cause problems so I wanted to give you a head's up.
Change Log
______________________________________
Units
Ancient Era
*Warrior 3.1 15 +20 Melee +10 CD
*Archer 5.1 25 +25 Melee, +20 CD 1 FS
*Spearman 5.1 25 +50 Mounted,
*Axeman 6.1 30 +35 Melee, +15 CA
*Chariot 6.2 35 +20 Archer, +20 Siege, 10% WD, FS Immune
*Horse Archer 7.2 40 50% WD 0-1 FS
*Galley 4.3 40/2
Ancient Era Unique Units
*Quechua 3.1 15 +20 Melee, +75 Archer, +10 City Defense, Guerilla1
*Immortal 6.2 25 +20 Archer, +20 Siege, 10% WD, Flanking1
*War Chariot 7.2 35 +20 Archer, +20 Siege, 10% WD, FS Immune, Combat1
*Keshik 7.3 40 50% WD 1 FS, March
Classic Era
*Catapult 9.1 50 +25 Melee, +25 CA 60.4 Collateral 15 BR {Mathematics}
*Swordsman 10.1 45 +40 Melee, +20 CA {Iron Working, Hunting}
*War Elephant 15.1 80 +30 Melee, +30 Mounted
Classic Era Unique Units
*Jaguar 10.1 45 +40 Melee +20 CA {Iron Working, Hunting} Doesn't Require resources, Woodsman1
*Praetorian 11.1 45 +40 Melee +20 CA {Iron Working, Hunting} City Raider1, Can builds roads and forts at half speed
Feudal Era
*Pikemen 12.1 45 +70 Mounted
*Crossbowmen 15.1 60 +30 Archer, +30 CD, 1-2 FS
*Macemen 16.1 65 +45 Melee, +25 CA
*Longbowman 18.1 75 +35 Melee, +25 CD, 1-2 FS
*Knight 20.2 90 +30 Archers, +25 Siege, 20% WD, FS immune
*Caravel 8.4 60/1 (Any unit and not just specials)
Gunpowder Era
*Musketman 24.1 80 +35 Mounted, +30 CD 1 FS
*Grenadier 28.1 90 +20 Gun, +60 CA
*Rifleman 32.1 100 +40 Mounted, +30 CD 2 FS
*Cavalry 35.2 120 +20 Gun, +35 Siege, 25% WD, FS Immune
*Cannon 34.1 120 +60 Gun, 40.5 Collateral {Gunpowder} 20 BR {iron or copper}
*Galleon 14.5 90/3
*Frigate 25.6 100 10 BR
*Ironclad 38.6 120 20 BR
Industrial Era
*Machine Gun 58.1 140 +50 Gun, +20 Mounted, 4 FS
*Infantry 60.2 140 +20 Gun, +20 CA, +40 CD 2 FS
*Marine 74.2 180 +40 Gun, +25 Armor, +20 CA Amphibious, FS Immune
*Tank 80.3 200 +25 Gun, +50 Siege, -25 CA, 25% WD, Blitz, FS Immune
*Artillery 78.2 200 +60 Gun +20 Siege, 75.6 Collateral 25 BR
*Transport 26.7 130/5
*Destroyer 72.10 150 See Submarines, +100 Attack Submarines, 35% Intercept, 15 BR
*Battleship 120.8 250, 35.3 Collateral, 25 BR +1 upkeep
*Carrier 65.8 220/5 +1 upkeep
*Submarine 80.7 175 Invisible, +100 Attack Carriers, +100 Attack Transports, 65% WD
*Fighter 72.[8.2] 180 +75 Air, +20 Armor, 90% Intercept, 10 BR
*Bomber 82.[12.1] 210 75.4 Collateral, 25 BR
Modern Era
*SAM Infantry 95.2 180 +100 Helicopter, 40% Intercept
*Mech Infantry 120.3 240 +25 Gun, +25 CA, +50 CD, 15% WD, Blitz/March FS immune +1 upkeep {oil}
*Modern Armor 125.4 250 +35 Gun, +60 Siege, -20 CA, 30% WD, Blitz, FS Immune +1 upkeep
*Gunship 110.5 220 +100 Armor, 30% WD +1 upkeep
*Jet Fighter 115.[12.3] 225 +35 Armor, 90% Intercept, 10 BR +1 upkeep
*Stealth Bomber 145.[20.1] 300 75.6 Collateral, Evasion 80% 30 BR +1 upkeep
*ICBM (cost reduced to 300) +1 upkeep
______________________________________
Global Changes
*Reduced upgrade cost. New formula is (10 + [2*hammer cost]) instead of (25 + [3*hammer cost]).
*Increased chance of fallout to 60% (it was 50%).
*Increased negative health modifer from fallout to -1 (it was -.5)
______________________________________
Promotions
*Combat IV: +45%
*Combat V: +60%
*Cover I: +20% Archers
*CoverII: +15% Archers (35% total)
*Formation I: +20% Mounted {Combat I}
*Formation II: +15% Mounted (35% total)
*Shock I: +20% Melee
*Shock II: +15% Melee (35% total)
*Ambush I: +20% Armored
*Ambush II: +15% Armored (35% total)
*Charge I: +20% Siege
*Charge II: +15% Siege (35% total)
*Pinch I: +20% Gunpowder {Combat II}
*Pinch II: +15% Gunpowder (35% total)
*Artic Combat I: +25% Snow/Tundra
*Artic Combat II: +25% Snow/Tundra, Double Movement Snow/Tundra {Artic Combat I} (50% total)
*Desert Combat I: +25% Desert
*Desert Combat II: +25% Desert, Double Movement Desert {Desert Combat I}
*Guerilla I: +25% Hills
*Guerilla II: +25% Hills, Double Movement Hills
*Woodsman I: +25% Forest/Jungle
*Woodsman II: +25% Forest/Jungle, Double Movement Forests/Jungle
*Medic II: +5% Healing, (15% total) +5% Healing adjacent tile
*Medic III: +10% Healing adjacent tile (15% total)
City Raider I: +20% CA
City Raider II: +15% CA (35% total)
City Raider III: +15% CA (50% total)
City Garrison I: +20% CD
City Garrison II: +15% CD (35% total)
City Garrison III: +15% CD (50% total)
Barrage I: +20% Collateral
Barrage II: +15% Collateral (35% total)
Barrage III: +15% Collateral (50% total)
*Drill I: 1 First Strikes
*Drill II: 1 First Strikes (2 total)
*Drill III: 1 First Strikes (2 total)
*Drill IV: removed
*Flanking I 15% Withal Chance
*Flanking II 10% Withdrawl Chance (25% total)
*March: changed to require either Combat IV or Medic III
______________________________________
Notes
*Unless otherwise noted unit resource requirements haven't changed.
*Air units can now damage units up to 75%.
*The change log should reflect all changes made to the Blitz mod with the exception of some undocumented modifications to unit class requirements for promotions. Please report any other undocumented changes because they are most likely bugs.
*I used the following abbreviations: FS-first strike, wd-withdrawal, br-bombard rate
*I used the following unit stat notation: strength.movement/transport capacity, cost, attack bonuses, withdrawl bonuses, special promotions, first strikes or first strike immunity,{changes to technology}, extra upkeep, {changes to resource requirements}
______________________________________
Enjoy!
Overview
This Mod introduces significant changes to Civ 4's combat balance. Those changes intend to dramatically increase the gap between advanced and obsolete units, increase the power of nuclear weapons, and encourage even greater use of combined arms tactics. Eventually this mod will progress beyond just simple changes in unit stats, and should encompass every area of the game. After I have finished this round of unit changes I am going to start tweaking the buildings, especially the cultural buildings. I'm going to encourage an even greater amount of specialization. However, I want to continue focusing on unit balance for now.
This is the third release, and I think I'm slowly finding most of the problems in the xml files, but I'm sure more still exist. If you spot something unusual or undocumented please report it. Also if civ 4 suddenly starts crashing after running this mod please tell me immediately. So far it seems fairly stable for me. Though in v.20 I had the promotions completely messed up, and i fixed that in this version. Also I greatly appreciate feedback, and I will certainly take all suggestions into consideration. I might not implement your suggestions, but I will always try to explain my reasoning if I don't.
This is still an early release, and lacks polish. I will continue to focus on adding new game play elements, polishing the rough edges, and playtesting it for balance. Keep checking back for new releases as this mod evolves.
Installation
Extract the contents of this zip file to your Civ4 mods folder. If you have an old version of the Blitz Mod delete that first. To play the mod, start civ4 as normal, select advanced options, then select load a mod. Civ4 will restart and load the mod. Everything should work like normal then. If you're running other mods, it's possible that it could cause problems with the Blitz mod.
Special Thanks
I would like to thank Zuul for allowing me to incorporate his Promotions and Traits mod into the Blitz mod.
To do list - 12/22/05
*finish changing the stats for the remaining unique units (I'm still thinking about this that's why it's not done yet)
*edit ICBM's stats
*start tweaking buildings/wonder stats (I'm going to start with the culture buildings)
*continue play testing for balance
*continue checking the change log to make sure it's correct against the xml files, and to ensure that it reflects all of the changes made to the units
*fix any bugs as they arise
Attention!
I have changed Praetorians so that they can now build roads and forts at half the speed of normal workers. I didn't add in worker AI, because I feared that this might make them too workerish (instead of a combat unit with a few nice perks). So please tell me if you notice the AI using them to build roads or not. Also if you notice the AI building anything besides roads or forts or if you can use them to build anything besides roads and forts please tell me that as well. I anticipate that this could cause problems so I wanted to give you a head's up.
Change Log
Spoiler :
______________________________________
Units
Ancient Era
*Warrior 3.1 15 +20 Melee +10 CD
*Archer 5.1 25 +25 Melee, +20 CD 1 FS
*Spearman 5.1 25 +50 Mounted,
*Axeman 6.1 30 +35 Melee, +15 CA
*Chariot 6.2 35 +20 Archer, +20 Siege, 10% WD, FS Immune
*Horse Archer 7.2 40 50% WD 0-1 FS
*Galley 4.3 40/2
Ancient Era Unique Units
*Quechua 3.1 15 +20 Melee, +75 Archer, +10 City Defense, Guerilla1
*Immortal 6.2 25 +20 Archer, +20 Siege, 10% WD, Flanking1
*War Chariot 7.2 35 +20 Archer, +20 Siege, 10% WD, FS Immune, Combat1
*Keshik 7.3 40 50% WD 1 FS, March
Classic Era
*Catapult 9.1 50 +25 Melee, +25 CA 60.4 Collateral 15 BR {Mathematics}
*Swordsman 10.1 45 +40 Melee, +20 CA {Iron Working, Hunting}
*War Elephant 15.1 80 +30 Melee, +30 Mounted
Classic Era Unique Units
*Jaguar 10.1 45 +40 Melee +20 CA {Iron Working, Hunting} Doesn't Require resources, Woodsman1
*Praetorian 11.1 45 +40 Melee +20 CA {Iron Working, Hunting} City Raider1, Can builds roads and forts at half speed
Feudal Era
*Pikemen 12.1 45 +70 Mounted
*Crossbowmen 15.1 60 +30 Archer, +30 CD, 1-2 FS
*Macemen 16.1 65 +45 Melee, +25 CA
*Longbowman 18.1 75 +35 Melee, +25 CD, 1-2 FS
*Knight 20.2 90 +30 Archers, +25 Siege, 20% WD, FS immune
*Caravel 8.4 60/1 (Any unit and not just specials)
Gunpowder Era
*Musketman 24.1 80 +35 Mounted, +30 CD 1 FS
*Grenadier 28.1 90 +20 Gun, +60 CA
*Rifleman 32.1 100 +40 Mounted, +30 CD 2 FS
*Cavalry 35.2 120 +20 Gun, +35 Siege, 25% WD, FS Immune
*Cannon 34.1 120 +60 Gun, 40.5 Collateral {Gunpowder} 20 BR {iron or copper}
*Galleon 14.5 90/3
*Frigate 25.6 100 10 BR
*Ironclad 38.6 120 20 BR
Industrial Era
*Machine Gun 58.1 140 +50 Gun, +20 Mounted, 4 FS
*Infantry 60.2 140 +20 Gun, +20 CA, +40 CD 2 FS
*Marine 74.2 180 +40 Gun, +25 Armor, +20 CA Amphibious, FS Immune
*Tank 80.3 200 +25 Gun, +50 Siege, -25 CA, 25% WD, Blitz, FS Immune
*Artillery 78.2 200 +60 Gun +20 Siege, 75.6 Collateral 25 BR
*Transport 26.7 130/5
*Destroyer 72.10 150 See Submarines, +100 Attack Submarines, 35% Intercept, 15 BR
*Battleship 120.8 250, 35.3 Collateral, 25 BR +1 upkeep
*Carrier 65.8 220/5 +1 upkeep
*Submarine 80.7 175 Invisible, +100 Attack Carriers, +100 Attack Transports, 65% WD
*Fighter 72.[8.2] 180 +75 Air, +20 Armor, 90% Intercept, 10 BR
*Bomber 82.[12.1] 210 75.4 Collateral, 25 BR
Modern Era
*SAM Infantry 95.2 180 +100 Helicopter, 40% Intercept
*Mech Infantry 120.3 240 +25 Gun, +25 CA, +50 CD, 15% WD, Blitz/March FS immune +1 upkeep {oil}
*Modern Armor 125.4 250 +35 Gun, +60 Siege, -20 CA, 30% WD, Blitz, FS Immune +1 upkeep
*Gunship 110.5 220 +100 Armor, 30% WD +1 upkeep
*Jet Fighter 115.[12.3] 225 +35 Armor, 90% Intercept, 10 BR +1 upkeep
*Stealth Bomber 145.[20.1] 300 75.6 Collateral, Evasion 80% 30 BR +1 upkeep
*ICBM (cost reduced to 300) +1 upkeep
______________________________________
Global Changes
*Reduced upgrade cost. New formula is (10 + [2*hammer cost]) instead of (25 + [3*hammer cost]).
*Increased chance of fallout to 60% (it was 50%).
*Increased negative health modifer from fallout to -1 (it was -.5)
______________________________________
Promotions
*Combat IV: +45%
*Combat V: +60%
*Cover I: +20% Archers
*CoverII: +15% Archers (35% total)
*Formation I: +20% Mounted {Combat I}
*Formation II: +15% Mounted (35% total)
*Shock I: +20% Melee
*Shock II: +15% Melee (35% total)
*Ambush I: +20% Armored
*Ambush II: +15% Armored (35% total)
*Charge I: +20% Siege
*Charge II: +15% Siege (35% total)
*Pinch I: +20% Gunpowder {Combat II}
*Pinch II: +15% Gunpowder (35% total)
*Artic Combat I: +25% Snow/Tundra
*Artic Combat II: +25% Snow/Tundra, Double Movement Snow/Tundra {Artic Combat I} (50% total)
*Desert Combat I: +25% Desert
*Desert Combat II: +25% Desert, Double Movement Desert {Desert Combat I}
*Guerilla I: +25% Hills
*Guerilla II: +25% Hills, Double Movement Hills
*Woodsman I: +25% Forest/Jungle
*Woodsman II: +25% Forest/Jungle, Double Movement Forests/Jungle
*Medic II: +5% Healing, (15% total) +5% Healing adjacent tile
*Medic III: +10% Healing adjacent tile (15% total)
City Raider I: +20% CA
City Raider II: +15% CA (35% total)
City Raider III: +15% CA (50% total)
City Garrison I: +20% CD
City Garrison II: +15% CD (35% total)
City Garrison III: +15% CD (50% total)
Barrage I: +20% Collateral
Barrage II: +15% Collateral (35% total)
Barrage III: +15% Collateral (50% total)
*Drill I: 1 First Strikes
*Drill II: 1 First Strikes (2 total)
*Drill III: 1 First Strikes (2 total)
*Drill IV: removed
*Flanking I 15% Withal Chance
*Flanking II 10% Withdrawl Chance (25% total)
*March: changed to require either Combat IV or Medic III
______________________________________
Notes
*Unless otherwise noted unit resource requirements haven't changed.
*Air units can now damage units up to 75%.
*The change log should reflect all changes made to the Blitz mod with the exception of some undocumented modifications to unit class requirements for promotions. Please report any other undocumented changes because they are most likely bugs.
*I used the following abbreviations: FS-first strike, wd-withdrawal, br-bombard rate
*I used the following unit stat notation: strength.movement/transport capacity, cost, attack bonuses, withdrawl bonuses, special promotions, first strikes or first strike immunity,{changes to technology}, extra upkeep, {changes to resource requirements}
______________________________________
Enjoy!