Pineappledan Tweaks for VP

I don’t see why not. They have 23 CS, 1 more than a longsword. They have enough combat mojo to work on the front line, but they work great as flankers too
 
I don’t see why not. They have 23 CS, 1 more than a longsword. They have enough combat mojo to work on the front line, but they work great as flankers too
They are not terrible on the frontline, but not optimal. Spain had knights and tercios available. Their combat strength is a bit higher than conquistadors but mostly they have better promotions to attack units. Just with shock or drill 3 they have +30% CS.
The conqs also rarely attacked my front line, just some ranged units when I forgot about their ignore terrain cost and left them exposed.

Me having landsknechts with cover 2 and formation 2 did not help making attacks easier for them.

Anyways, I think the optimal use for conquistadors is flank attacks in rough terrain and sitting next to a city and attacking every turn while having survivalism 3. Attacking a city while being embarked underneath an armada might also be worthwhile. You could cycle a few conqs around for this and use the fast healing of the scout line. For fighting on the frontline, tercios seem a better choice. Also, a conq heavy composition should be weaker on the long run as units upgrade.

It certainly is a hard unit for the AI to use optimally. It can't just be used like another unit line.
 
Last edited:
Trailblazer III conquistadors also have +30% CS, when attacking into or defending in foreign territory (which should be where they exist). They're mostly missing leaf promotions, although the unique promotions are meant to buffer that.
 
My bad then, I thought trailblazer only gives defensive bonuses. With offensive and defensive bonus in foreign lands, they should be fine.

I guess the conquistador also counts a horse unit- so the landsknecht gets another 66% against them from formation 2. Just a tough unit to face for conquistadors.

As a side note (not regarding balance, just historic feel): what about adding a bonus where conquistadors get gold on city attack or more gold on city capture? That was their main goal after all.
 
Last edited:
As a side note (not regarding balance, just historic feel): what about adding a bonus where conquistadors get gold on city attack or more gold on city capture? That was their main goal after all.
The UA does that. You get gold for every city tile you conquer
 
So, some more feedback on the conquistador. I tried it with IGE, not in a full game though.

All together, I find the knight version better for winning wars than the explorer version. Higher CS, available earlier, better unit line on the long run and more available combat promotions.
What the explorer version does well is use in rough terrain and city attack with survivalism 3. Compared to the other unit that gets vanguard (the seabeggar), it has much lower CS (23 vs 42). So it won't do nearly as much damage to cities. And both of them are up against castles.
Another upside is that it can cross oceans, so the settling ability can get used more often.

And it is not a knight replacement, making Spain and Byzantium more unique.
 
Does this submod still make sense with the latest VP (1.4.2)? This may be a stupid question, I just haven't followed VP for almost a year.
 
  • Military units gifted to City-States generate 1 :c5influence:Influence for Germany each turn
  • Note: Influence from unit gifting only works if you move the units to the CS and gift it. It does not work if you gift the unit by teleporting it from your own territory.

Does AI "know" how to use this ability? I guess not. :scan:
 
nnnnope! it's lua, the AI doesn't know it exists. As of 1.4, it works with teleporting gifts though
 
nnnnope! it's lua, the AI doesn't know it exists. As of 1.4, it works with teleporting gifts though

One thing that is nice though is that I've seen the AI gift units to CStates a lot more lately, so that might accidentaly make the German UA give something back.
 
New update posted:
Code:
 - Added slinger unit to starting tech. moved Archer and Composite Bowman back. See OP
 - Mongolia now has full power double attack again. reduced Tribute bonus to +50%
 - New Conquistador unit formations, courtesy of Rekk
 - text and bug fixes
There is a bug with the Slinger's SV icon that crashes the game. I have disabled it for now, but it was holding up the release. I am aware of the issue.
 
Last edited:
Update incoming
Code:
 - Slinger SV is working now
 - lowered Babylon Bowman to 100 faith cost (same as base archer)
 - updated Archer text
 
fixed unit upgrades for Incan and Babylonian UUs.
Increased Zeppelin moves to 3
 
Something was wrong with the art file, but I don’t know what, and it was causing a CTD
 
Back
Top Bottom