download it :
http://www.civfanatics.net/uploads11/RR.zip (1.2 Mo)
http://www.badongo.com/file/562944 (1.2 Mo)
this mod change completly the way the fights go :
First : all units (except animals) have 100 % chance to withdraw from combat. so a unit can only be kill if it is attacked
Second : the moves of most units have been increased. light infentry move by 2 and heavy infentry by 1 (no new unit though), mounted units by 3 or 4
Third : when a siege type unit attacks if the defencer is not a siege unit the attacker is not damaged. when a ranged unit attack, it is damaged only if the defender is another ranged unit or a siege unit.
note that all units are still damaged when they defend.
and that a unit not being damaged doesn't mean it always wins the fight. it's a normal fight. but at the end the range unit withdraw if it loose the fight and get his health back (to the level before the attack) in any case.
Of course I have tried to modify the strengh of all units in consequence but it will definitly need some tuning.
here is the idea :
the phalanx (instead of spearman) is slow and powerfull outside of cities. the axeman is fast and cheap. the swordsman is good to attack cities and fast. the archer is fast and weak except to defend cities. and to domage units. don't forget it doesn't receive damage when it attacks a close combat unit.
a phalanx is the stronger outside of cities. but units can harrass it : attack and then retreat so that the phalanx cannot attack the next turn. so even if the swordsman has little chance to win the fight he has no chance to die. while the phalanx has a chance to.
mouted archer can easily harrass heavy infentry (phalanx) while it cannot harrass light infentry which have 2 moves.
so you can see mobility is as important as strengh when you have 100 % chance to withdraw from combat.
mounted units are not very strong, well knight as not bad but in general mounted units are not as strong as foot and will have to compensate with their mobility. for example combining phalanx and mounted units should be very usefull to fight swordsmen.
here are some details about the beginning of the game :
the phalanx is slow ( 1 move ) but strong : 6
moreover the phalanx is not adapted to fight in cities. (supposedly)
so they have -50 % in attack and defence of cities
they are already veeeeery strong so we need to compensate
axeman : power 3, move 2, + 50 % vs melee units
archer : power 1, move 2, 5 first attacks + 200 % defend cities
oh and mounted archer are now archer combat type, as is cavalery. (except cosaks)
What needs to be done :
- debuging the probable bugs
- balancing units
- thinking of a cool modern age (I modified modern units too ... but well ... it's not as funny and strategic as the beginning is : all units are range units at the end...)
- modifying the artificial intelligence (if I or anyone else ever has the courage to do so)
Possibilities :
- new units, new tech, including other mods (but no more than a few)
I'm open to any sugestion, have fun trying it !
ps : I modified the C++ code to do the part about archers not being damaged when they atttack close combat units.
the source of the modified file is included in the mod. and modifications can be found easily by searching MODIFICATION in it
ps2 : help would be most welcome !
ps3 : after finishing this mod I would like to work on a fantasy mod using those concept but it's a lot of work when
you have to make new units, civilizations ... so I decided to first try those concept on a more simple mod.
I would like a fantasy mod with few units and civilization/races. but civilizations with all units completly different from each others and building and technologies too.
so that each civilization is strong against some and weak against other.
ps4 : if people are motivated on making a mod based on the song of ice and fire, or the wheel of time. I'm willing to help !
ps5 : if anyone wants a mod with just siege units that are not damaged when they attack ask me I can do it in 10 mn
my email is nevare.stark@gmail.com
http://www.civfanatics.net/uploads11/RR.zip (1.2 Mo)
http://www.badongo.com/file/562944 (1.2 Mo)
this mod change completly the way the fights go :
First : all units (except animals) have 100 % chance to withdraw from combat. so a unit can only be kill if it is attacked
Second : the moves of most units have been increased. light infentry move by 2 and heavy infentry by 1 (no new unit though), mounted units by 3 or 4
Third : when a siege type unit attacks if the defencer is not a siege unit the attacker is not damaged. when a ranged unit attack, it is damaged only if the defender is another ranged unit or a siege unit.
note that all units are still damaged when they defend.
and that a unit not being damaged doesn't mean it always wins the fight. it's a normal fight. but at the end the range unit withdraw if it loose the fight and get his health back (to the level before the attack) in any case.
Of course I have tried to modify the strengh of all units in consequence but it will definitly need some tuning.
here is the idea :
the phalanx (instead of spearman) is slow and powerfull outside of cities. the axeman is fast and cheap. the swordsman is good to attack cities and fast. the archer is fast and weak except to defend cities. and to domage units. don't forget it doesn't receive damage when it attacks a close combat unit.
a phalanx is the stronger outside of cities. but units can harrass it : attack and then retreat so that the phalanx cannot attack the next turn. so even if the swordsman has little chance to win the fight he has no chance to die. while the phalanx has a chance to.
mouted archer can easily harrass heavy infentry (phalanx) while it cannot harrass light infentry which have 2 moves.
so you can see mobility is as important as strengh when you have 100 % chance to withdraw from combat.
mounted units are not very strong, well knight as not bad but in general mounted units are not as strong as foot and will have to compensate with their mobility. for example combining phalanx and mounted units should be very usefull to fight swordsmen.
here are some details about the beginning of the game :
the phalanx is slow ( 1 move ) but strong : 6
moreover the phalanx is not adapted to fight in cities. (supposedly)
so they have -50 % in attack and defence of cities
they are already veeeeery strong so we need to compensate

axeman : power 3, move 2, + 50 % vs melee units
archer : power 1, move 2, 5 first attacks + 200 % defend cities
oh and mounted archer are now archer combat type, as is cavalery. (except cosaks)
What needs to be done :
- debuging the probable bugs
- balancing units
- thinking of a cool modern age (I modified modern units too ... but well ... it's not as funny and strategic as the beginning is : all units are range units at the end...)
- modifying the artificial intelligence (if I or anyone else ever has the courage to do so)
Possibilities :
- new units, new tech, including other mods (but no more than a few)
I'm open to any sugestion, have fun trying it !
ps : I modified the C++ code to do the part about archers not being damaged when they atttack close combat units.
the source of the modified file is included in the mod. and modifications can be found easily by searching MODIFICATION in it
ps2 : help would be most welcome !
ps3 : after finishing this mod I would like to work on a fantasy mod using those concept but it's a lot of work when
you have to make new units, civilizations ... so I decided to first try those concept on a more simple mod.
I would like a fantasy mod with few units and civilization/races. but civilizations with all units completly different from each others and building and technologies too.
so that each civilization is strong against some and weak against other.
ps4 : if people are motivated on making a mod based on the song of ice and fire, or the wheel of time. I'm willing to help !
ps5 : if anyone wants a mod with just siege units that are not damaged when they attack ask me I can do it in 10 mn
my email is nevare.stark@gmail.com