A long time ago just after civ4 came out I made the Medieval Weapons Mod to try to make the technologies medieval units were availible with more historically accurate. As a part of doing this and after playing several games of single and multiplayer I realized that there was also a need for a general balance pass with the default units in the game.
Recently I've had a couple of people private message me about some of the ideas in that mod regarding unit balancing, etc.
So in an effort to promote discussion I updated my old mod to work with the 1.61 patch and trimmed it down to just the unit changes themselves, so as to maximize compatibility with other mods and be as modular as possible.
This mod attempts to do 3 things:
1. Balance the originial standard units, so that things like axemen overpowering everything, swordsmen being useless, grenadiers obsoleting pikemen and muskateers only shortly after they appear, etc are less of a problem.
2. Examine the general flow of tech requirements so that units come at times that make sense and are historically accurate, and the tech tree genrally flows better. Examples are making the cannon appear earlier, and removing the machinery requirement from macemen. Offensive medieval units are generally more dependent on metal casting and feudalism, while defensive units are on tech paths accessible to civs not focusing on so much of a military (sort of the opposite from how it is in the original.
3. Retune UUs so that none are overpowering but all are powerful, and so that they make more sense historically.
Here are the changes:
Axeman: Base strength to 4 - bonus vs melee increased to 85% ( same attack value vs melee units, lower strength vs cavalry and archers)
Chariot: +25% vs. melee, +5 cost (acts as a counter to axemen, still roundly beaten by spearmen and generally inferior to horse archers. Gives a combat role to a unit that previously was just a throwaway pillager)
Archer: Bonus to city defense to 66% (slight bump to encourage people to defend with archers instead of just axemen and spearmen and encourage use of swordsmen in capturing cities)
Macemen: available at feudalism, require metal casting instead of machinery bonus reduced to 25% vs melee (general logic tweak, offensive units should come with military techs and defensive ones with civil techs if possible to encourage choice between military and civil techs. Bonus vs melee reduced slightly as part of pikeman tweak.)
Knights - Now require civil service, horseback riding, feudalism, metal casting. (came too late in the base game with guilds, logic tweak to techs required)
Longbowmen - Now availible with civil service. +25% vs Mounted units (Again, defensive units with civil techs. Mounted bonus is to keep the earlier knights in line a bit, balancing them out so they aren't super city takers)
Pikemen - Now available with guilds. Require metal casting. Strength changed to 8, price increased to 70, bonus vs cavalry reduced to 75%. (a bit of a boost, pikes historically were more general purpose troops and less specialized anti-cav. Still beat knights, lose to macemen.)
Cannon - now availble with gunpowder, metal casting and engineering. Strength reduced to 8. (Cannons were WAY too late in the tech tree.)
Grenadier - req. Replacable parts (these were supposed to be a rifleman counter but were dominating the battlefield, comes a bit later to give musketmen, knights, and pikes more of a chance)
Unique Unit Changes:
Jaguar: Old axeman (5 str, lower bonus vs melee), Woodsman 1, can be built with Stone or marble in addition to copper or iron (These guys are now what the old axeman was, a strong general purpose unit. No longer resourceless so they can now be balanced appropriately, but less resource dependent than normal swordsmen or axemen)
War Chariot: +25% vs melee, +5 cost, no longer upgrades to horse archer (same changes as general chariot, now superior to HA in some situations so no reason to force people to upgrade)
Camel archer: replaces Horse Archer, no resource, 25% combat withdrawal, +10% vs mounted units (Was too late in the tech tree, switched positions with Keshik)
Immortal: Replaces Horse Archer, +25% vs archers 10% combat withdrawal (Original unit was a fantasy unit, now represents parthian horsemen. Better at city taking than normal HA's but still counterable by spears, I think this is balanced)
Praetorian: base strength 6, +25% vs melee, +10% vs cities (I split the original praetorian in two. This is the general combat side. Now just a normal swordsman as far as cost and strength, but good in melee, and so less counterable by axemen)
Quecha: replaces swordsman. base strength 6, +25% vs archers, Stone or Marble acceptable in addition to Iron (the other side of the old praetorian. Also a bit less resource intensive than standard swordsmen)
Keshik: Replaces knight with 1 first strike and ignores terrain (again, swapped with camel archer)
Redcoat - strength reduced to 14 (slightly toned down compared to vanilla)
Cossack - strength reduced to 16 (slightly toned down compared to vanilla)
Recently I've had a couple of people private message me about some of the ideas in that mod regarding unit balancing, etc.
So in an effort to promote discussion I updated my old mod to work with the 1.61 patch and trimmed it down to just the unit changes themselves, so as to maximize compatibility with other mods and be as modular as possible.
This mod attempts to do 3 things:
1. Balance the originial standard units, so that things like axemen overpowering everything, swordsmen being useless, grenadiers obsoleting pikemen and muskateers only shortly after they appear, etc are less of a problem.
2. Examine the general flow of tech requirements so that units come at times that make sense and are historically accurate, and the tech tree genrally flows better. Examples are making the cannon appear earlier, and removing the machinery requirement from macemen. Offensive medieval units are generally more dependent on metal casting and feudalism, while defensive units are on tech paths accessible to civs not focusing on so much of a military (sort of the opposite from how it is in the original.
3. Retune UUs so that none are overpowering but all are powerful, and so that they make more sense historically.
Here are the changes:
Axeman: Base strength to 4 - bonus vs melee increased to 85% ( same attack value vs melee units, lower strength vs cavalry and archers)
Chariot: +25% vs. melee, +5 cost (acts as a counter to axemen, still roundly beaten by spearmen and generally inferior to horse archers. Gives a combat role to a unit that previously was just a throwaway pillager)
Archer: Bonus to city defense to 66% (slight bump to encourage people to defend with archers instead of just axemen and spearmen and encourage use of swordsmen in capturing cities)
Macemen: available at feudalism, require metal casting instead of machinery bonus reduced to 25% vs melee (general logic tweak, offensive units should come with military techs and defensive ones with civil techs if possible to encourage choice between military and civil techs. Bonus vs melee reduced slightly as part of pikeman tweak.)
Knights - Now require civil service, horseback riding, feudalism, metal casting. (came too late in the base game with guilds, logic tweak to techs required)
Longbowmen - Now availible with civil service. +25% vs Mounted units (Again, defensive units with civil techs. Mounted bonus is to keep the earlier knights in line a bit, balancing them out so they aren't super city takers)
Pikemen - Now available with guilds. Require metal casting. Strength changed to 8, price increased to 70, bonus vs cavalry reduced to 75%. (a bit of a boost, pikes historically were more general purpose troops and less specialized anti-cav. Still beat knights, lose to macemen.)
Cannon - now availble with gunpowder, metal casting and engineering. Strength reduced to 8. (Cannons were WAY too late in the tech tree.)
Grenadier - req. Replacable parts (these were supposed to be a rifleman counter but were dominating the battlefield, comes a bit later to give musketmen, knights, and pikes more of a chance)
Unique Unit Changes:
Jaguar: Old axeman (5 str, lower bonus vs melee), Woodsman 1, can be built with Stone or marble in addition to copper or iron (These guys are now what the old axeman was, a strong general purpose unit. No longer resourceless so they can now be balanced appropriately, but less resource dependent than normal swordsmen or axemen)
War Chariot: +25% vs melee, +5 cost, no longer upgrades to horse archer (same changes as general chariot, now superior to HA in some situations so no reason to force people to upgrade)
Camel archer: replaces Horse Archer, no resource, 25% combat withdrawal, +10% vs mounted units (Was too late in the tech tree, switched positions with Keshik)
Immortal: Replaces Horse Archer, +25% vs archers 10% combat withdrawal (Original unit was a fantasy unit, now represents parthian horsemen. Better at city taking than normal HA's but still counterable by spears, I think this is balanced)
Praetorian: base strength 6, +25% vs melee, +10% vs cities (I split the original praetorian in two. This is the general combat side. Now just a normal swordsman as far as cost and strength, but good in melee, and so less counterable by axemen)
Quecha: replaces swordsman. base strength 6, +25% vs archers, Stone or Marble acceptable in addition to Iron (the other side of the old praetorian. Also a bit less resource intensive than standard swordsmen)
Keshik: Replaces knight with 1 first strike and ignores terrain (again, swapped with camel archer)
Redcoat - strength reduced to 14 (slightly toned down compared to vanilla)
Cossack - strength reduced to 16 (slightly toned down compared to vanilla)