lefuet
Warlord
- Joined
- Nov 17, 2014
- Messages
- 102
changed shock to be more aggressive (also open terrain more dangerous):
changed drill to be more defensive (also rough terrain safer and harder to conquer):
changed mounted:
Spears:
Scouts:
Ships:
upgrade paths:
AMPHIBIOUS (wanted early embarkation option, also selectable for scouts 2nd promotion)
AMPHIBIOUS_2
DEFENSIVE_EMBARKATION
DEFENSIVE_EMBARKATION_2 Navy Seal
PARADROP
PARADROP_2 Paradropper élite
EXTENDED_PARADROP
EXTENDED_PARADROP_2 XCOM élite
I'm using Lekmod and changing Sid Meier's Civilization V/Assets/DLC/LEKMOD_v34.7/Override/CIV5Units.xml file
to have more fun in my single player games
some of my other changes (not balanced and I'm still testing and changing):
barbxp.settlercapture.circumn+3
RIVER_ATTACK_MODIFIER -20 -> -30, MAX_FORTIFY_TURNS 2->5
subs: rival_territory, coast -30% defense, ice 2x moves, ignore terrain cost (for ice)
cover2 +67% (only helps infantry and not against cities and air?)
alwaysheal +5hp
(trad+lib+hon+piet)_finisher+
shrine+20pressure.t+50.gt+200, prophetsstrongerbutdecay, grandtemple+1spread
BELIEF_DESERT_FOLKLORE+,BELIEF_DANCE_AURORA+,BELIEF_MESSENGER_GODS+,
IMPROVEMENT TRADING_POST +1food CUSTOMS_HOUSE +2food, merchant +2food, engineer 2->3production, specialist +1gold
hardwood_woodenships +50% prod_bonus
most_national_wonders_improve_base_bldg yields
heroic and national epics +1 greatwriterpoint, heroic epic +30land +20water +10air xp per gw
national epics +10 GlobalGreatPeopleRateModifier, gardens 2x GreatPeopleRateModifier
grand temples need not be holy cities
ironworks global iron +1p and +4 iron
stables +1horse, circus maximus +2horses
national wonders (except oxford, palace and guilds) can be build 3 times, guilds3slots
barb+, barbspawnspeed +100%, barbcamp +100% defense, honor++
caravansaryrange100, (great+)lighthouse50range seatrade,tradecost-, traderoutesbytech+, lake+
tradeunits 70% cheaper, MoveAfterPurchase>true
palaces traderange+ Greatpeoplerate+ FoodKept>5
adjacent mountain IMPROVEMENT_HOLY_SITE +3faith +1culture +1food
Improvement_RiverSideYields IMPROVEMENT_CUSTOMS_HOUSE +2food +2gold
farm wheat +1food, Farms Tech..YieldChanges 1->2 food
BUILD_REPAIR 350 -> 200
culturebomb: fort 1neutral, citadel 1all 2neutral no2adjacent OutsideBorders, motte? 1all OutsideBorders
CHILE_FISHING_BOATS and CHILE_DOCK in adacent friendly
FEATURE_ICE passable but costs 5 moves
techcost 20,35,55,68 -> 6,12,36,68
scouts no maintenance, cannot capture city (lost with upgrade)
some/many GreatPeople can be captured
marathon as fast as epic except research
BUILDING_HEROIC_EPIC MELEE needs 120%production produces 2x
BUILDING_MILITARY_ACADEMY GUN needs 120%production produces 2x
BUILDING_PENTAGON PARADROPPER needs 120%production produces 2x
BUILDING_KREMLIN ARMOR needs 50->100%production produces 2x
BUILDING_HARBORs NAVALMELEE needs 150%production produces 2x
techs: classical techs can also be found in goody huts
barb++, some amphib units get amphib2
UnitPromotions_YieldFromKills: scouting? +100%science each, survivalism? and PROMOTION_INSTA_HEAL? +100%faith each, coastal_raider +33%gold each
SHOCK_1-3 Open: +20% Attack +10% Defense , +5% vs Wounded , +3hp if Kills
SHOCK_4 Open: +40% Attack (100) +20% Defense (50), +10% vs Wounded (25), +6hp if Kills (15)
SHOCK_4 -> can choose (unlocks) PROMOTION_RESTLESSNESS (+1 Move +1 Attack)
changed drill to be more defensive (also rough terrain safer and harder to conquer):
DRILL_1-3 Rough: +10% Attack +20% Defense , +10% vs Fortified , +3hp Heal
DRILL_4 Rough: +20% Attack (50) +40% Defense (100), +20% vs Fortified (50), +6hp Heal (15)
DRILL_4 -> can choose(unlocks) PROMOTION_INVULNERABIILITY (+30% Defense +20hp Heal)
changed mounted:
CITY_PENALTY -67% vs City and Fortified, +50% in Open, -33% in Rough, +33% vs Archer and Recon
SMALL_CITY_PENALTY -25% vs City and Fortified, +50% in Open, -25% in Rough, +33% vs Archer and Recon
Spears:
ANTI_MOUNTED_WEAK/I/II +33/50/100% vs mounted, +40% in Open, -20% in Rough
Scouts:
SCOUTING_3 +1 Move, can move after attacking, ignore ZOC
SURVIVALISM_3 +5hp (15) Heal every turn
Ships:
MOBILITY_NAVAL(+2moves) only ships
PROMOTION_COASTAL_RAIDER_1,2,3 +15,15,20% vs City 33% Gold, +15,15,20hp if Kills
upgrade paths:
MELEE SPEARMAN -> PIKEMAN ->
MOUNTED LANCER ->
GUN ANTI_TANK_RIFLE -> ANTI_TANK_GUN ->
HELICOPTER HELICOPTER_GUNSHIP
RECON SCOUT -> EXPLORER ->
HELICOPTER AIRSHIP -> HELICOPTER_GUNSHIP
GUN EXPEDITIONARY_FORCE(ARCHAEOLOGY) -> MARINE(ELECTRONICS) can choose recon promotions
PARADROPPER PARATROOPER(ballistics) -> XCOM_SQUAD can choose ALTITUDE_TRAINING, (PROMOTION_SKI_INFANTRY?)
AMPHIBIOUS (wanted early embarkation option, also selectable for scouts 2nd promotion)
-0% attacking from Sea or River, 2x move in Marsh,
Embark, Naval: +1 Move , +5% Rough, +2hp Heal
AMPHIBIOUS_2
Embark, Naval: +1 Move +1 View +100% Defense, +5% Rough, +3hp Heal
DEFENSIVE_EMBARKATION
Embark, Naval: +2 Move +2 View +200% Defense, +20% Rough, +20% vs Fortified, +20% vs City, +5hp Heal
DEFENSIVE_EMBARKATION_2 Navy Seal
Embark Allwater, Naval: +3 Move +2 View +200% Defense, +20% Rough, +30% vs Fortified, +30% vs City, +10hp Heal
PARADROP
Paradrop(9) , move after attacking, +10% OutsideFriendly, +10% in Hills, +10hp if Kills, FreePillageMoves, LostWithUpgrade
PARADROP_2 Paradropper élite
Paradrop(12), move after attacking, +20% OutsideFriendly, +10% in Hills, +20hp if Kills, FreePillageMoves, LostWithUpgrade
EXTENDED_PARADROP
Paradrop(40), move after attacking, +30% OutsideFriendly, +20% in Hills, +30hp if Kills, FreePillageMoves, ignore ZOC
EXTENDED_PARADROP_2 XCOM élite
Paradrop(48), move after attacking, +30% OutsideFriendly, +20% in Hills, +30hp if Kills, FreePillageMoves, ignore ZOC
I'm using Lekmod and changing Sid Meier's Civilization V/Assets/DLC/LEKMOD_v34.7/Override/CIV5Units.xml file
to have more fun in my single player games
some of my other changes (not balanced and I'm still testing and changing):
barbxp.settlercapture.circumn+3
RIVER_ATTACK_MODIFIER -20 -> -30, MAX_FORTIFY_TURNS 2->5
subs: rival_territory, coast -30% defense, ice 2x moves, ignore terrain cost (for ice)
cover2 +67% (only helps infantry and not against cities and air?)
alwaysheal +5hp
(trad+lib+hon+piet)_finisher+
shrine+20pressure.t+50.gt+200, prophetsstrongerbutdecay, grandtemple+1spread
BELIEF_DESERT_FOLKLORE+,BELIEF_DANCE_AURORA+,BELIEF_MESSENGER_GODS+,
IMPROVEMENT TRADING_POST +1food CUSTOMS_HOUSE +2food, merchant +2food, engineer 2->3production, specialist +1gold
hardwood_woodenships +50% prod_bonus
most_national_wonders_improve_base_bldg yields
heroic and national epics +1 greatwriterpoint, heroic epic +30land +20water +10air xp per gw
national epics +10 GlobalGreatPeopleRateModifier, gardens 2x GreatPeopleRateModifier
grand temples need not be holy cities
ironworks global iron +1p and +4 iron
stables +1horse, circus maximus +2horses
national wonders (except oxford, palace and guilds) can be build 3 times, guilds3slots
barb+, barbspawnspeed +100%, barbcamp +100% defense, honor++
caravansaryrange100, (great+)lighthouse50range seatrade,tradecost-, traderoutesbytech+, lake+
tradeunits 70% cheaper, MoveAfterPurchase>true
palaces traderange+ Greatpeoplerate+ FoodKept>5
adjacent mountain IMPROVEMENT_HOLY_SITE +3faith +1culture +1food
Improvement_RiverSideYields IMPROVEMENT_CUSTOMS_HOUSE +2food +2gold
farm wheat +1food, Farms Tech..YieldChanges 1->2 food
BUILD_REPAIR 350 -> 200
culturebomb: fort 1neutral, citadel 1all 2neutral no2adjacent OutsideBorders, motte? 1all OutsideBorders
CHILE_FISHING_BOATS and CHILE_DOCK in adacent friendly
FEATURE_ICE passable but costs 5 moves
techcost 20,35,55,68 -> 6,12,36,68
scouts no maintenance, cannot capture city (lost with upgrade)
some/many GreatPeople can be captured
marathon as fast as epic except research
BUILDING_HEROIC_EPIC MELEE needs 120%production produces 2x
BUILDING_MILITARY_ACADEMY GUN needs 120%production produces 2x
BUILDING_PENTAGON PARADROPPER needs 120%production produces 2x
BUILDING_KREMLIN ARMOR needs 50->100%production produces 2x
BUILDING_HARBORs NAVALMELEE needs 150%production produces 2x
techs: classical techs can also be found in goody huts
barb++, some amphib units get amphib2
UnitPromotions_YieldFromKills: scouting? +100%science each, survivalism? and PROMOTION_INSTA_HEAL? +100%faith each, coastal_raider +33%gold each