Tekamthi
Emperor
- Joined
- Aug 12, 2016
- Messages
- 1,844
This mod is now divided into components. All components can be used independently if desired; mix and match with other mods, build-your-own recon overhaul etc. Updated to VP 4.17+; earlier versions may not work with some components.
General aim here is to connect recon mobility to terrain in a varied, thematic, and balanced way. As of VP 4.17+ versions of these components, the "Recon Pay" naming scheme is a little outdated: With the recommended configuration, recon will now ignore many terrain costs, AND get double move around water features -- but it plays very similarly as it used to in its previous iteration, and I have already renamed my recon mods too much
Other recon adjustment modmods posted to these forums tend to redesign the recon tree significantly from mainbranch VP status quo. This mod tries to avoid that, using VP's community-decided tree structure as the baseline for adjustment; even with all components loaded, the resulting recon tree should feel familiar to unmodded VP players.
Resource use: Core and Recommended components are db-only. Extra's may use lua
AI compatibility: Core and Recommended components confer very little advantage to human. Extra's may favor human to varying degrees.
NOTE: The scope of this mod project is recon movement ONLY. For other recon-related things, please see Exploration Heritage (XP-related recon mod) and Counter-Reconnaissance (ability-related recon mod). Otherwise, feedback and suggestions are welcome & encouraged: All recon movement-related ideas are fair game, from the mundane to the exotic.
Core Mod Components
Recommended Mod Components
eXtra/experimental mod components
General aim here is to connect recon mobility to terrain in a varied, thematic, and balanced way. As of VP 4.17+ versions of these components, the "Recon Pay" naming scheme is a little outdated: With the recommended configuration, recon will now ignore many terrain costs, AND get double move around water features -- but it plays very similarly as it used to in its previous iteration, and I have already renamed my recon mods too much

Other recon adjustment modmods posted to these forums tend to redesign the recon tree significantly from mainbranch VP status quo. This mod tries to avoid that, using VP's community-decided tree structure as the baseline for adjustment; even with all components loaded, the resulting recon tree should feel familiar to unmodded VP players.
Resource use: Core and Recommended components are db-only. Extra's may use lua
AI compatibility: Core and Recommended components confer very little advantage to human. Extra's may favor human to varying degrees.
NOTE: The scope of this mod project is recon movement ONLY. For other recon-related things, please see Exploration Heritage (XP-related recon mod) and Counter-Reconnaissance (ability-related recon mod). Otherwise, feedback and suggestions are welcome & encouraged: All recon movement-related ideas are fair game, from the mundane to the exotic.
Core Mod Components
Spoiler Core Mod Components :
Component Name | Database Changes | Intended Gameplay Effect | CustomModOptions | Lua | Inspired By |
0. Recon Pay Terrain Cost |
|
| none | none | VP 4.10 update |
1. Exploration Balancer | Adds a 2-stage movement balance promo to pathfinder:
|
| none | none | n/a |
Recommended Mod Components
Spoiler Recommended Mod Components :
Component Name | Database Changes | Intended Gameplay Effect | CustomModOptions | Lua | Inspired By |
1. Fast Coast |
|
| none | none | @hokath suggestion |
2. Fast Rivers |
|
| none | none | Recon Terrain Specialization mod |
eXtra/experimental mod components
Spoiler Extra Mod Components :
Component Name | Database Changes | Intended Gameplay Effect | CustomModOptions | Lua | Inspired By |
1. Arctician |
| physics is one tech tier before explorer is available, allowing a brief window where arctic ice exploration might allow a slightly earlier ocean crossing | PROMOTIONS_CROSS_ICE | none | @Anarcomu congress round 6 proposal |
2. Free ZoC | removes 'Ignore ZoC' from TB branch and gives it free to all recon | This is a better recon-defining ability than ignore terrain cost, but maybe too much now that the latter is gone from base VP | none | none | n/a |
3. Trees Obstruct Mounted & Armor |
|
| PROMOTIONS_HALF_MOVE | none | @DoveCDog congress round 6 proposal |
4. Change Port | All pre-paratrooper recon can change port ie teleport from one coastal city to another (like great admiral could in vanilla) |
| GLOBAL_SEPARATE_GREAT_ADMIRAL | none | n/a |
5. Horse Thieves |
|
| EVENTS_TILE_IMPROVEMENTS EVENTS_RED_COMBAT | quite a bit, including UnitSetXY, but mostly boolean checks, and most end after a single promo check (ie. if the unit doesn't have horse thieves promo then no further lua runs) | whoward's Mounted Units mod |
6. Fast Coastal |
|
| EVENTS_TILE_IMPROVEMENTS |
| Recon Terrain Specialization mod |
Attachments
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Recon Pay (Xtra1) Arctician (v 1).civ5mod1.5 KB · Views: 65
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Recon Pay (Xtra4) Change Port (v 2).civ5mod1.2 KB · Views: 57
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Recon Pay (Core0) Terrain Cost (v 6).civ5mod1.3 KB · Views: 34
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Recon Pay (Xtra5) Horse Thieves (v 1).civ5mod3.2 KB · Views: 22
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Recon Pay (Xtra3) Trees Obstruct Mounted Armor (v 5).civ5mod2 KB · Views: 16
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Recon Pay (Core1) Exploration Balancer (v 3).civ5mod1.9 KB · Views: 20
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Recon Pay (Recommended1) Fast Coast (v 2).civ5mod1.3 KB · Views: 24
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Recon Pay (Recommended2) Fast Rivers (v 5).civ5mod1.8 KB · Views: 18
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Recon Pay (Xtra2) Free ZoC (v 3).civ5mod1.7 KB · Views: 11
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Recon Pay (Xtra6) Fast Coastal (v 5).civ5mod2.4 KB · Views: 11
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