Im currently working on a new mod, I just want to have your input. As it is right now, I have mostly tweaked the unit statistics and added some new units.
I also intend on getting a lot of new techs in the tech tree, together with Wonders etc Im using Marlas large world map as default.
Im going for a whole new concept for using units in war and Im going to have a full range of units of the following ages.
Early Ancient, Late Ancient, Early Medieval, Late Medieval, Renaissance, Late Renaissance, Early Industrial, Late Industrial, Early Modern, Late Modern.
Each age will get at least one basic unit, one or two advanced unit, and one offensive unit. The basic unit will have an equal attack and defence value, each advanced unit will be slightly better (about 25% higher value) and cost twice as much to build, each offensive unit will be really powerful and be at least 50% better and cost three times as the basic unit.
Example for Late Ancient units:
Phalanx: A 3, D 3, M 1, HP 2, Cost 1
Light Archer: A 2, D 3, M 1, HP 2, (B 4, F 2 lethal) Require Wood, Cost 2
Swordsman: A 4, D 3, M 1, HP 3, Require Iron, Cost 2
Horseman: A 4, D 2, M 3, HP 2, (B 4, F 1 non lethal) Require Horses, Cost 3
Heavy Horseman: A 5, D 3, M 2, HP 3, Require Iron & Horses, Cost 4
Catapult: A 0, D 1, M 1, HP 1, (B 6, F 3 non lethal) Require Wood, Cost 3
Example for Early Medieval units:
Spearman: A 4, D 4, M 1, HP 3, Cost 2
Archer: A 2, D 4, M 1, HP 3, (B 6, F 2 Lethal) Require Wood, Cost 4
Heavy Footman: A 5, D 4, M 1, HP 4, Require Iron, Cost 4
Light Cavalry: A 5, D 3, M 3, HP 3(B 6, F 1 non lethal) Require Horses, Cost 4
Knight: A 6, D 4, M 2, HP 4, Require Iron & Horses, Cost 6
Trebuchett: A 0, D 1, M 1, HP 1, (B 8, F 4 non lethal) Require Wood, Cost 6
You will have to adapt a totally new form of warfare, offensive operation will take a lot more planning than before, I will also raise the defence values for certain terrain and cities a little.
My biggest problem is finding units to go with all my new units, currently there are no unique units, but I plan to incorporate a few in the later stages of the mod.
I also intend on getting a lot of new techs in the tech tree, together with Wonders etc Im using Marlas large world map as default.
Im going for a whole new concept for using units in war and Im going to have a full range of units of the following ages.
Early Ancient, Late Ancient, Early Medieval, Late Medieval, Renaissance, Late Renaissance, Early Industrial, Late Industrial, Early Modern, Late Modern.
Each age will get at least one basic unit, one or two advanced unit, and one offensive unit. The basic unit will have an equal attack and defence value, each advanced unit will be slightly better (about 25% higher value) and cost twice as much to build, each offensive unit will be really powerful and be at least 50% better and cost three times as the basic unit.
Example for Late Ancient units:
Phalanx: A 3, D 3, M 1, HP 2, Cost 1
Light Archer: A 2, D 3, M 1, HP 2, (B 4, F 2 lethal) Require Wood, Cost 2
Swordsman: A 4, D 3, M 1, HP 3, Require Iron, Cost 2
Horseman: A 4, D 2, M 3, HP 2, (B 4, F 1 non lethal) Require Horses, Cost 3
Heavy Horseman: A 5, D 3, M 2, HP 3, Require Iron & Horses, Cost 4
Catapult: A 0, D 1, M 1, HP 1, (B 6, F 3 non lethal) Require Wood, Cost 3
Example for Early Medieval units:
Spearman: A 4, D 4, M 1, HP 3, Cost 2
Archer: A 2, D 4, M 1, HP 3, (B 6, F 2 Lethal) Require Wood, Cost 4
Heavy Footman: A 5, D 4, M 1, HP 4, Require Iron, Cost 4
Light Cavalry: A 5, D 3, M 3, HP 3(B 6, F 1 non lethal) Require Horses, Cost 4
Knight: A 6, D 4, M 2, HP 4, Require Iron & Horses, Cost 6
Trebuchett: A 0, D 1, M 1, HP 1, (B 8, F 4 non lethal) Require Wood, Cost 6
You will have to adapt a totally new form of warfare, offensive operation will take a lot more planning than before, I will also raise the defence values for certain terrain and cities a little.
My biggest problem is finding units to go with all my new units, currently there are no unique units, but I plan to incorporate a few in the later stages of the mod.