My Little XML Tweaks

WarKirby

Arty person
Joined
Jul 13, 2006
Messages
5,317
Location
Glasgow, Scotland
I thought it might be nice to release the modifications to FF that I'm playing now. No major new features or anything like that, just some minor tweaking. Some

things for logic, some for game balance, some things to make stuff fit lore better, some things that just seemed fun, and some to remove annoyances.

Download Link: WarKirbyMod v0.1

The full list of Changes
==================================================
Spoiler :

Units
------------
  • Longbowman Ranged Strength increased from 2 to 4
  • Luonnotars now start with Chaos III.
  • Paramanders can now use metal weapons. Base strength reduced from 7 to 6
  • Removed immune to cold and vulnerable to fire from Drifa the White Dragon
  • Baron Duin halfmorn now starts with Cannibalise, as per his lore entry
  • Moroi never become obsolete
  • Radiant guard get +1 str (to 5)
  • Radiant Guard lose +10% city attack bonus
  • Radiant Guard gain +25% city defence bonus added
  • Radiant Guard get free Guardsman promotion
  • Radiant Guard will never become obsolete


Promotions
-----------------------
  • Guerilla promotions tweaked. They have a reduced hill defense bonus, but gain some hill attack bonus too.
    -Guerilla I - 15% hill attack, 30% hill defence (down from 40% defence)
    -Guerilla II - 25% hill attack, 40% hill defence (down from 60% defence)
  • All werewolves can learn cannibalise after Combat II
  • Woodsman promo line now available to archery units.
  • Woodsman II now available to melee units
  • Archery I now gives +1 ranged strength.
  • Perfect Sight now gives +3 visibility range
  • Ljosalfar archers get +1 ranged combat from Dextrous trait
  • All dragons can now fly
  • All dragons get +3 extra movement, to make them more reasonable in comparison to ground units on roads.
  • Mounted, disciple, and archery units can now learn Scourge promotion (why was this so restricted?)
  • Disciple units can now learn twincast (same reqs as Arcane, Hero + Combat V)
  • Formation (anti mounted) promo, now only requires Combat I, not combat II
  • Guardsman now requires Combat II, and not Combat IV
  • Wall Defender promo now gives +1 visibility.

Techs
----------------------
  • Boywers cost lowered from 2400 - 1500
  • Elementalism/Necromancy/Alteration/Divination cost lowered 800-600
  • Precision reduced 6400 - 3200

Civs:
-------------------
  • Charadon of Doviello gains Charismatic trait
  • Mahala of Doviello gains Financial, Barbarian traits
  • Lanun now start with fishing tech





Installation

==============================
To use, just unzip into this directory: \Sid Meier's Civilisation IV\Beyond the Sword\Mods\Fall Further 050\Assets\XML

The xmls will go into the appropriate subfolder. However.
IT WILL OVERWRITE EXISTING FILES. I suggest making a backup of all affected files if you're unsure about these changes.

Affected files are:

\Units\CIV4UnitInfos.xml
\Units\CIV4PromotionInfos.xml
\Civilizations\CIV4CivilizationInfos.xml
\Civilizations\CIV4LeaderHeadInfos.xml
\TechnologiesCivilizations\CIV4TechInfos.xml

Explanations
==============================
Spoiler :
If you're wondering about some of these changes, I'd like to take the opportunity here, to explain the reasoning behind each one.

Units
------------

  • Longbowman ranged strength.

I've done this, because I noticed an oddity. The ranged strengths of archery units, go as follows.
  • Archer: 2
  • Longbowman: 2
  • Crossbowman: 5
  • Arquebusier: 5
  • Marksman: 6

As you might notice, it makes a significant jump from 2, to 4. And I find it particularly illogical, that longbowmen, which are clearly a superior unit, have the same talent at ranged attacks, as their shortbow using comrades. Therefore, I changed the value, to something in between. Giving longbowmen a nice increase, but still below the upper levels.

  • Luonnotars now start with Chaos III.

There's a thread over on the FFH board about luonnotars right now. There seems to be an opinion that they're underpowered, due to losing some ability in the past, and never being given anything to compensate.

Since Luonnotars are believers in The One, who reigns over all other gods, it seems appropriate that whatever power they have be as omniscient as possible, and not limited to any one sphere of influence. Although Chaos magic is it's own sphere, the Wonder spell casts effects randomly from any sphere, and is about as close as we can get to a multi-sphere spell. Since they require the same tech as Archmages, I didn't consider this to be too overpowering, but it will make them a force to be reckoned with.

  • Paramanders can now use metal weapons. Base strength reduced from 7 to 6

A common complaint, that I'm inclined to call a bug, because it makes no sense. Paramanders (str 7) are the upgrade to Soldiers of Kilmorph (str4). But SoK can use metal weapons, and paramanders cannot. This allowed SoK to be stronger than paramanders with mythril weapons. And yet, paramanders are a permanant upgrade. And they obsolete SoK. this made no sense.
Therefore, I have given them the ability to use weapons too, and reduced their strength by 1 to compensate. They will now be stronger than Soldiers of Kilmorph, with a max strength of 10, over 8. Unfortunately, they will still obsolete SoK. I intend to change that in the future.
  • Removed immune to cold and vulnerable to fire from Drifa the White Dragon

Drifa is immune to magic, therefore these promotions make no sense. Magic immunity may be weakened in the future, porting over a change from FFh. But if that change is made, I will be reverting it. I believe Immunity should mean Immunity. Therefore, these abilities do not, and never will (for me) have any use on drifa. Just removing extraneous junk essentially.

  • Baron Duin halfmorn now starts with Cannibalise, as per his lore entry

Read the baron's pedia entry. He's an evil general who ate his enemies in life. Now reincarnated as a werewolf, I feel he should keep this. So he now starts with cannibalize. the baron is a "Double win" mechanic, intended to help already-winning players win faster, so I feel making him stronger does no harm

  • Moroi never become obsolete

An annoyance I ran into playing calabim. Vampires make moroi obsolete. Since moroi have the powerful Burning Blood unique ability, and since their easy vampirism ability can be used to make vampire versions of other units (like knights) easilly, they still have a use. Therefore, they will now never obsolete, and always be buildable.


  • Radiant guard get +1 str (to 5)
  • Radiant Guard lose +10% city attack bonus
  • Radiant Guard gain +25% city defence bonus added
  • Radiant Guard get free Guardsman promotion
  • Radiant Guard will never become obsolete


A large number of changes to Radiant Guard. I was unsatisfied with this unit as a whole, being one of the weaker religious UUs.
Since Empyrean is a religion of Truth, knowledge, and thought, where Order is a religion of Action, I decided that they should be more defensive. Therefore, I took away the city attack bonus, but gave them city defence instead. I've also increased their base strength by 1, to help them be better overall. They're still weaker than champions, but clearly stronger than axemen.

Since Empyrean is THE anti-stealth religion, it seemed like a missing link, to give them an easily acessible Guardsman unit to defend against asassins, and Radiant guard fit this role perfectly. The small city defence bonus that it gives, is also useful to farther encourage using them defensively. I may consider changing their base strength to 4/5 (boosting only defence) if these changes have made them too powerful.

Lastly, they will never obsolete. being replaced by rathas is annoying and illogical, because they have an entirely different unitcombat, and fulfil a different role.
[/LIST]


Promotions
-----------------------
  • Guerilla promotions tweaked. They have a reduced hill defense bonus, but gain some hill attack bonus too.
-Guerilla I - 15% hill attack, 30% hill defence (down from 40% defence)
-Guerilla II - 25% hill attack, 40% hill defence (down from 60% defence)

I felt the Guerilla promotion was both overpowered in one respect, and too limited in another. There was also a niche to be filled, in that there's no hill-attack bonus promotions. I've therefore given it a hill attack bonus, and reduced the defence bonus. I feel being able to get +100% defence from just two promotions, is a bit much, so it's reduced to a total of 70%. I might tweak the woodsman promos similarly.

  • All werewolves can learn cannibalise after Combat II

Just a minor thing. Wolves are carnivores, so it seems logical that they should be able to eat people.

  • Woodsman promo line now available to archery units.
  • Woodsman II now available to melee units

Just opening things up more. The lack of woodsman for archery line caused an unbalance between ljos/svart, that I feel the need to correct. Melee units can also now use Woodsman II, which was previously limited to only recon and beast.

  • Perfect Sight now gives +3 visibility range

I found the lack of visibility-boosting promos beyond sentry II, to be disappointing. so I've powered up Perfect Sight to make it more worthwhile. +3 may seem like a large number, but visibility stops mattering so much beyond a point, because your line of sight will usually be obscured by hills and peaks. not even 99999 visibility lets you see through those.

  • Ljosalfar archers get +1 ranged combat from Dextrous trait

This was Vehem's idea. He mentioned that the Ljosalfar dexterous trait might be better off increasing ranged attack power, instead of direct attack. I agree with it.
He wasn't sure about it, but I am, so I've preemptively changed it anyways. Perhaps we'll see this in a future version of FF. I didn't remove the +1 strength. Since you can't attack and ranged attack in the same turn, I don't think having both brings much great benefit, and melee units are still better for direct combat anyways.

  • All dragons can now fly

Really frustrating thing I found. dragons, despite having those massive wings, can't fly. I couldn't really get the team to go along with this change, so I've just done it myself. All dragons can now cross any terrain.

  • All dragons get +3 extra movement

A side effect of making them flying though, is that they can't use roads. So I've given them some more movement points to remedy this. +3 might be overpowered, but we're talking about dragons here. I'd be pretty worried if they're NOT overpowered.


  • Mounted, disciple, and archery units can now learn Scourge promotion

Why was this so restricted?
Discovered this while wondering why I couldn't promote Rosier to Scourge. This probably stopped Eidolons from learning it too, which just doesn't seem right.

  • Disciple units can now learn twincast (same reqs as Arcane, Hero + Combat V)

This is one of those fun changes. I found it frustrating that Chalid couldn't leanr Twincast. So now he can.

  • Formation (anti mounted) promo, now only requires Combat I, not combat II

This one is for consistency. Shock and Cover, the other specialist promos, are available from Combat I. but formation requires Combat II. This didn't make sense to me, so I've moved formation back a bit with the others, making it easier to aqquire, and hopefully making the hippus less of a gamebreaker if you start beside them.

  • Guardsman now requires Combat II, and not Combat IV

I found the Combat IV requirement for learning Guardsman, to be pretty odd. Generally, it's the less talented people that get left behind on guard duty, while the elite troops fight at the frontline. I also feel guardsman isn't a very useful promo, when it's so hard to get. Combat II doesn't mean everyone can have it, but it will allow it to be learned at lv4 for most races, which is within the free xp limit for a training yard, thusly you can train guardsmen at home.

  • Wall Defender promo now gives +1 visibility.

You're standing on top of a high wall, so you can see farther. Seems pretty logical to me.


Techs
----------------------
  • Boywers cost lowered from 2400 - 1500

I found this thread to be quite enlightening.
http://forums.civfanatics.com/showthread.php?t=309319

Archers are generally underpowered in Erebus. One reason I've been very vocal about the ranged attack mechanic. Although the melee tech line is more expensive than archery, it brings other things along the way, like forges, new ships, etc. Whereas everything beyond archery along the archery line, is pretty much a self contained tech. Existing only for tself. Sure, Bowyers is needed for machinery, but that's a long time in the future. It's not uncommon in many games, to get blasting powder before bowyers. And never even use a single longbowman at all. I feel this needs to be remedied. The most obvious thing I can see, is that the Bowyers tech just isn't worth the cost, for what it offers. Adding more stuff to it is a bit beyond my scope at the moment, so I've opted to make it significantly cheaper. Thusly, people should aqquire longbowmen a lot earlier, and actually make some use of them.

  • Elementalism/Necromancy/Alteration/Divination cost lowered 800-600

Just a minor tweak. I remember being stuck in a desert as bannor, and desperately trying to research elementalism so I could make a water node and start making my desert useful. It feels like these techs were made more expensive in FF, than base FFH. And I'm not sure I agree with that. This is, for now, a moderate reduction. Perhaps will reduce farther later.

  • Precision reduced 6400 - 3200

Precision has a thread about it in the FFH forum now. It's not generally regarded as very useful. No doubt the high cost has something to do with that. I've halved the cost, hopefully to make it more acessible, and see more marksmen around.

Civs:
-------------------
  • Charadon of Doviello gains Charismatic trait
  • Mahala of Doviello gains Financial, Barbarian traits

I've always felt the doviello are fundamentally broken, because of their traits. And nobody seemed to be doing anything about it.

Charadon firstly. He only had aggressive/barbarian. Barbarian isn't generally a "real" trait. I consider it like Ingenuity. A very minor thing that usually should go along with two proper traits. Charadon has a habit of failing horribly most of the time I see him. So I've given him charismatic, which should suit his aggressive theme, and make him a better opponent.

Mahala, has always irked me, because she lacks the barbarian trait. I just don't like one leader having that, and the other not. So I felt she needed that.
Aside from that, I've given her Financial. Mostly based on a few stories I've read here and there. She seems to be more open to trade with outsiders, and is generally wiser. I thought financial/barbarian would be an interesting trait combo.


  • Lanun now start with fishing tech

A seagoing people not being able to fish right from the off, just felt wrong. Fishing is the tech required to work water tiles, and it felt silly for them to not start with that.
 
looks nice. It always bothered me how Boyers took ages to research and gave nothing but longbows.

Aggressive Barbarian Charismatic is going to be a scary combination for Charadon, but I usually see him just sitting around with 3 horrible tundra cities anyway so that will be an improvement.
 
Aggressive Barbarian Charismatic is going to be a scary combination for Charadon, but I usually see him just sitting around with 3 horrible tundra cities anyway so that will be an improvement.

A...B...C
It's easy as 1...2...3

The alphabet similarity was entirely accidental :)

I find, it's not really that scary in practice. Consider that Daracaat has Aggressive/Barbarian/Defender, as well as str 6 axemen. Charadon was seeming pretty tame by comparison. I'm not quite sure if this evens the odds, but it should at least make the doviello perform better overall

Amazingly well documented for "just a couple tweaks" there :) I am afraid you might be turning into a full modder! ;) Beware, soon you will never play anymore :p


Thank you :)
I actually spent more time typing and formatting that post, than I did with making these changes. It's easy to see why you guys haven't gotten around to doing much FF documentation. Writing semantic text just takes so long...

Oh, can you comment on the longbowman's ranged strength? Is the aircombat value of 2 intended? It seems illogically low, and it's identical to the archers, when you would generally expect an increase.
 
I think it would be a better idea to put Feral Bond and the Baron further down the tech line, preferrably after Commune with Nature. As it is, you can get the Baron too early, and he's way overpowered for his tech era IMO.
 
I may roll some of these simple tweaks into Fall Flat - the reason I read these forums so much is that people will pick up on things I've missed = Charadon's terrible traits being one of them, as well as the cost around the Archery line (which nobody does seem to use!)

I've also made similar changes to Dexterous based on the fact that if I was going to use Archers in a major combat action, I'd rather have the buff to Ranged Strength than anything else. So you're not the only one who feels that one :)

I've given the same thought to Parmanders already - actually, Crusaders too - now most disciple-combat units at that tier pick up metal weapons. I increased the cost though, because they can all do neat things Champions cannot. It also makes Stygian Guards less overpowering at that level.

I'll defiantly be watching this thread for ideas to steal - I mean to see what wonderful changes you've made! :lol::borg:
 
Did you try this as a module? I didn't spot anything I know wouldn't work, and it's much easier to maintain/try out if it does.
 
people will pick up on things I've missed = Charadon's terrible traits being one of them, as well as the cost around the Archery line (which nobody does seem to use!)

Don't forget Mahala's traits, too. Before my tweaking, she had raiders/ingenuity, which is about the saddest trait combination I've ever seen. Didn't even have barbarian

Did you try this as a module? I didn't spot anything I know wouldn't work, and it's much easier to maintain/try out if it does.


I have no idea what you're talking about. Does that answer your question? :lol:
It took me about an hour to convet these changes to the new patch, so if there's a way to make maintenance easier, I'm all for it. Care to teach?
 
He means a modular mod I think. You know, the

Code:
; Modular XML Loading
ModularLoading = 0

thing in the Fall Further 050.ini file.
 
Does look an interesting set. Is the Archery1 an additional +1 to Ranged Strength, or the same one that's included already (as of the last patch)? +1 for Dexterous will be in the next patch, and the Woodsmen promotions will be enabled for any unit if they have Elven or Dark Elven races. The Longbow was an oversight - the unique versions had been increased, but the Longbow itself hadn't.

Wall defender visibility is a nice idea - does it get much use though, or does it need to be combined with the sentry promotions?

Not sure Mahala should be a Barbarian (as she isn't particularly Barbaric) but I can understand the wanting to boost her somehow. Also not sure the Lanun need to start with Fishing, though it makes thematic sense. Their early game is already very fast once they reach fishing, might be too fast with this (I'd be tempted to drop a point of commerce from each level of the Pirate coves to compensate).

====

How does the Archery tech-line compare now in total cost to the Melee line?

Melee
Warriors to Axemen => 725 :science:
Axeman to Champions => 2800 :science:
Champions to Phalanx => 8000 :science: + Engineering (3300 :science:)

Total to Phalanx: 14825 :science:

Archery
Warriors to Archers => 485 :science:
Archers to Longbows => 2225 :science: (was 3125 :science:)
Longbows to Marksmen => 3200 + Military Strategy (2100 :science:) (was 6400 :science:)

Total to Marksmen: 8010 :science: (was 12110 :science:)

======

Do the extra benefits of the melee line justify 6815 :science: ? I know there are a number of techs reliant on the metal line and that the metals can enhance units other than the melee units - but the Archery line isn't as weak as it used to be in base FfH (having gained easier access in the tech tree, ranged attacks and defensive strikes since the time it was considered weak)...
 
Does look an interesting set. Is the Archery1 an additional +1 to Ranged Strength, or the same one that's included already (as of the last patch)?

It's the same one. After reading that you were adding that in the next patch, I pre-emptively modded it in myself. But that change is already there in FF, and this is compatible with the latest patch, so in this case that's just an error,. I meant to remove that from the notes. Will do so.


Wall defender visibility is a nice idea - does it get much use though, or does it need to be combined with the sentry promotions?

On it's own, it's not a great deal of use. It mainly has use in guarding newly captured cities with little or no culture. But I meant it to really be synergistic with Sentry, so it has little real benefit without sentry, in a city with reasonable culture.

I was also thinking adding +1 ranged strength to the Wall defender, to encourage using it defensively. do you think this might be too much?

Not sure Mahala should be a Barbarian (as she isn't particularly Barbaric) but I can understand the wanting to boost her somehow.

true, perhaps, but the doviello are pretty barbaric, and whether she's like that personally or not, she still leads a pack of feral beast-men. But aside from that, the main point is that it just felt wrong for one leader to have Barbarian, and one not have it.

How does the Archery tech-line compare now in total cost to the Melee line?

Melee
Warriors to Axemen => 725 :science:
Axeman to Champions => 2800 :science:
Champions to Phalanx => 8000 :science: + Engineering (3300 :science:)

Total to Phalanx: 14825 :science:

Archery
Warriors to Archers => 485 :science:
Archers to Longbows => 2225 :science: (was 3125 :science:)
Longbows to Marksmen => 3200 + Military Strategy (2100 :science:) (was 6400 :science:)

Total to Marksmen: 8010 :science: (was 12110 :science:)

======

Do the extra benefits of the melee line justify 6815 :science: ? I know there are a number of techs reliant on the metal line and that the metals can enhance units other than the melee units - but the Archery line isn't as weak as it used to be in base FfH (having gained easier access in the tech tree, ranged attacks and defensive strikes since the time it was considered weak)...

I don't quite agree with the line of thinking here.
An important point to remember, is that marksmen are.. well... marksmen. They attack the weakest unit in a stack, and so they generally fill a different role to normal archers, I don't think comparing them to phalanxes is fair. They also have a level req of 6, and requireother units to be upgraded into them. so they're hard to replace if lost. Marksmen don't get the natural hill/city defence bonuses that other archery units have, and are generally suited for offense. Crosssbows are fairer comparisons role wise, I would say. They're the most natural progression of the archery line, being that they're an upgrade to Longbowmen in every way. Both Arquebusiers and Marksmen are stronger than longbowmen in some ways, but weaker in others, and have more situational uses, rather than as a direct defensive unit. What is the tech cost to reach machinery?

I don't think longbows are powerful enough to justify requiring more research than champions. They're 5/7 str, if I recall. (without weapons), though they'll usually have 6/8 from bronze weaps at least. Champions are a base of 6 str, and since the tech required for them also allows iron weapons, the odds are pretty good that they'll have 8 str. Which makes them almost equal to longbows on the defense, but with 33% more offensive capability. The thread about proactive defending that I linked in the OP, although written for FFH, is quite informitive in defensive tactics. Going on the offense allows you to fight the battle on your terms, and it brings a lot more xp for winning. Champions may not have the hill/city defense bonuses that longbowmen do, but at str8, they're not exactly an easy target to beat when they're defending, especially in a decent fortified position. And they have the superior attack strength too, making them a much more flexible and useful unit on the whole.

And as mentioned, the metal line brings forges, bronze, iron, and mythril. Aside from the metal making most melee units stronger, it also powers up some mounted units, and is actually required to make some ships and mounted units. It also offers a lot more possibilities. There's not just phalanxes to consider, but also Immortals and Berserkers Which require metal to reach their full potential.

I think the metal line offers much more, for the research, than archery line does. Machinery is a very good tech for things other than crossbowmen, which is why I've opted (for now) not to adjust that, but I really felt there was something wrong with precision. 6400 research for a single (4 limited) unit, that offers nothing else for the tech, didn't seem worth the beakers.
 
I have no idea what you're talking about. Does that answer your question? :lol:
It took me about an hour to convet these changes to the new patch, so if there's a way to make maintenance easier, I'm all for it.

There's more information if you follow the links in my sig. But, for example, when changing Longbowmen's ranged attack from 2 to 4 via a module you'd:

1) Make a "WarKirbys" folder under Assets/Modules
2) Copy UnitInfos and the Unit schema file there.
3) Add "WarKirbys_" to the beginning of each file.
4) Delete everything in UnitInfos other than the very beginning, the very end, and the entry for Longbowmen. (see spoiler below)
5) Change the schema reference (see spoiler below - bolded)
6) Make your change.
7) Turn on Modularloading as Honor describes.

A patch that changes Longbowmen would require a change in your Longbowmen entry to keep up. And any change to the Schema file would require use of the new schema file and perhaps and adjustment to your UnitInfos file. Other than that patches won't "break" anything. And anyone wanting to try your mod won't need to replace any files - they'll just drop them into their Modules folder. (I've had modules survive from one FfH2 phase to the next.)

In the example below I didn't include the Longbowman UUs, btw. You'd probably include them in the same file. But you could have a separate files, even separate folders if you want. That'd allow people to easily pick and chose among your changes. (I doubt it'd be worth it now, but if you keep expanding your mod it could come in handy.)

Spoiler :

Code:
<?xml version="1.0"?>
<!-- Created with the FfH editor by Kael -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Unit Infos -->
<Civ4UnitInfos xmlns="x-schema:[b]Warkirbys_CIV4UnitSchema.xml"[/b]>
	<UnitInfos>
		<UnitInfo>		<!-- Longbowman -->
			<Class>UNITCLASS_LONGBOWMAN</Class>
			<Type>UNIT_LONGBOWMAN</Type>
			<Combat>UNITCOMBAT_ARCHER</Combat>
			<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_LONGBOWMAN</Description>
			<Civilopedia>TXT_KEY_UNIT_LONGBOWMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_LONGBOWMAN_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CROSSBOWMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MARKSMAN</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_ARQUEBUS</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_BOWYERS</PrereqTech>
			<iCost>120</iCost>
			<iMoves>1</iMoves>
			<iAirRange>1</iAirRange>
			<iCombat>5</iCombat>
			<iAirCombat>4</iAirCombat>
			<iAirCombatLimit>40</iAirCombatLimit>
			<iFirstStrikes>1</iFirstStrikes>
			<iCityDefense>25</iCityDefense>
			<iHillsDefense>25</iHillsDefense>
			<iConscription>3</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>7</iAsset>
			<iPower>15</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LONGBOWMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_RANGED</FormationType>
            <bNeverObsolete>1</bNeverObsolete>
			<iCombatDefense>6</iCombatDefense>
			<iDefensiveStrikeChance>30</iDefensiveStrikeChance>
			<iDefensiveStrikeDamage>15</iDefensiveStrikeDamage>
			<iTier>3</iTier>
			<iWeaponTierMax>2</iWeaponTierMax>
			<PrereqBuildingClass>BUILDINGCLASS_FLETCHER</PrereqBuildingClass>
		</UnitInfo>
	</UnitInfos>
</Civ4UnitInfos>
 
I see the same problem with the Archery line, though. What I'd really like to see is more stuff coming out of the Achery line for more civs.

All I can think of off the top of my head are Flurrys and some of the horse archer replacements.
Oh, and Shadow-archers for Esus.
 
Also not sure the Lanun need to start with Fishing, though it makes thematic sense. Their early game is already very fast once they reach fishing, might be too fast with this (I'd be tempted to drop a point of commerce from each level of the Pirate coves to compensate).

The lanun are definitely overpowered (at least under hannah), but I'd say it has more to do with the rather ridiculous financial trait, than anything like this.
 
I was also thinking adding +1 ranged strength to the Wall defender, to encourage using it defensively. do you think this might be too much?

I toyed with that one myself - it does seem a fair option. I had initially discarded it because the +1 will be applied to any unit with Wall Defender, not just those that already had Ranged Strength, but now pretty much every Archery unit has Ranged Strength and those are the only units that can get Wall Defender anyway.

I don't quite agree with the line of thinking here.
An important point to remember, is that marksmen are.. well... marksmen. They attack the weakest unit in a stack, and so they generally fill a different role to normal archers, I don't think comparing them to phalanxes is fair. They also have a level req of 6, and requireother units to be upgraded into them. so they're hard to replace if lost. Marksmen don't get the natural hill/city defence bonuses that other archery units have, and are generally suited for offense. Crosssbows are fairer comparisons role wise, I would say. They're the most natural progression of the archery line, being that they're an upgrade to Longbowmen in every way. Both Arquebusiers and Marksmen are stronger than longbowmen in some ways, but weaker in others, and have more situational uses, rather than as a direct defensive unit. What is the tech cost to reach machinery?

That's a fair point. Machinery is Bowyers (2710:science: [new cost]), Engineering (3300:science:) and then it's own cost (3200:science:) for 9210:science: total.

1200:science: more than Marksmen, 5615:science: less than Phalanxes.

[FF specifically, it's worth noting that Elves have Crossbowmen and Marksmen combined in the Flurry - a Blitzing Marksman with 12 strength attack/defend, Strength 8 ranged attack with 2 tiles range. Available at Precision]

WarKirby said:
I think the metal line offers much more, for the research, than archery line does. Machinery is a very good tech for things other than crossbowmen, which is why I've opted (for now) not to adjust that, but I really felt there was something wrong with precision. 6400 research for a single (4 limited) unit, that offers nothing else for the tech, didn't seem worth the beakers.

I'd agree it's high at 6400, but it's probably low at 3200. 4000 or 4800 seems reasonable. Marksmen aren't bad units on the whole - with 2 tile ranged attack at high base strength/cap (8 / 50% respectively. Combined with the fact that the unit is required to be at least level 6, they're a nice upgrade for experienced ranged attackers. Crossbows make a better upgrade for city defending archers though.

The lanun are definitely overpowered (at least under hannah), but I'd say it has more to do with the rather ridiculous financial trait, than anything like this.

That'd be the other option I guess - dropping that trait for something else. Even with Falamar there's an issue though - the main reason it's a problem is the extra food they get which allows them to work sea tiles and still grow early game, or even produce extra food when they get a lighthouse. Having Fishing lets them do that from the start as well as create Pirate Coves straight away, which effectively gives them the equivalent of a town within the very early stages of the game (fishing boats don't even use food to create, so you can start building one on Turn 1). Thematically it's all very appropriate - just also very potent...
 
It could be interesting to make Mahala have peace with the animals instead of the Orcs. Would make the two leaders quite different.

I don't think it would have much point.

The animals are stuck outside your borders. They only ever pose a problem when you don't spam enough warriors to accompany your settlers.

Barbarians rampage through your territory, kill your workers, pillage your cottages and mines, etc.

Yes it would make them different, in the sense that one leader would be useful, and one would not be useful. I don't think it would make mahala more fun to play. Animals are just too insignificant a part of the game, for an animal-peace trait to be much to bother about
 
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