ComradeKristov
Warlord
I have some ideas to make combat more interesting and balanced. I have modded my own game not for this mod but vanilla BNW. If anyone is interested I could make a mod mod for unit combat.
Early land units
Mounted- +50% vs heavy +100% vs ranged +200% vs siege -100% vs cities cause units to withdrawal if attacked. May move after attacking.
Heavy (swordsman)- +50% vs ranged +200% vs city
Ranged- cannot fire on naval +100% vs anti mounted -33% vs cities can move after attacking
Anti mounted- +200% vs mounted
Siege- +250% vs city -50% vs naval
Late land units
The same as early land units except tanks take over for mounted and they ignore zoc. Anti air land units can bombard like artillery with 500% vs helicopter.
Sea units
Heavy +100% vs ranged & cities
Ranged +100% vs anti heavy -33% vs cities
Anti heavy ranged- +200% when attacking +50% vs heavy may withdrawal may not attack cities
Also I would like to change the promotion system. I think the current promotion system is really boring and lacks any depth or strategy.
Combat (all units)
1 10% strength 10% more XP from combat
2 10% strength 10% more XP from combat
3 13% strength 13% more XP from combat
Shock (heavy, mounted, & heavy sea)
1 20% attack
2 25% attack
3 30% attack
Cover (heavy, ranged)
1 50% ranged defense
2 50% ranged defense 50% vs ranged units
Plunder (heavy, heavy sea)
1 33% attack vs city gain 33% gold from city
2 33% attack vs city may pillage w/o taking a move point
3 34% attack vs city may use enemy roads
Amphibious no perquisites (heavy, anti mounted)
March req combat 2 (all units) called naval supply for sea units
Blitz req march and combat 3 (all units)
Mobility (mounted)
1 +1 move +5% flanking bonus
2 +1 move ignores terrain
3 +1 move first strike
Survivalist (scout)
1 +50% defense heals 10 points out of your territory
2 +50% defense heals 15 points more
3 may retreat heals 25 points more may use enemy roads
Visibility (scout)
1 +2 visibility
2 +2 visibility +1 movement
Range (ranged, ranged sea, siege) req combat 2
1 +1 range
2 +1 range may shoot over terrain
There are some more promotions I just can't remember the names. These are just some ideas.
Early land units
Mounted- +50% vs heavy +100% vs ranged +200% vs siege -100% vs cities cause units to withdrawal if attacked. May move after attacking.
Heavy (swordsman)- +50% vs ranged +200% vs city
Ranged- cannot fire on naval +100% vs anti mounted -33% vs cities can move after attacking
Anti mounted- +200% vs mounted
Siege- +250% vs city -50% vs naval
Late land units
The same as early land units except tanks take over for mounted and they ignore zoc. Anti air land units can bombard like artillery with 500% vs helicopter.
Sea units
Heavy +100% vs ranged & cities
Ranged +100% vs anti heavy -33% vs cities
Anti heavy ranged- +200% when attacking +50% vs heavy may withdrawal may not attack cities
Also I would like to change the promotion system. I think the current promotion system is really boring and lacks any depth or strategy.
Combat (all units)
1 10% strength 10% more XP from combat
2 10% strength 10% more XP from combat
3 13% strength 13% more XP from combat
Shock (heavy, mounted, & heavy sea)
1 20% attack
2 25% attack
3 30% attack
Cover (heavy, ranged)
1 50% ranged defense
2 50% ranged defense 50% vs ranged units
Plunder (heavy, heavy sea)
1 33% attack vs city gain 33% gold from city
2 33% attack vs city may pillage w/o taking a move point
3 34% attack vs city may use enemy roads
Amphibious no perquisites (heavy, anti mounted)
March req combat 2 (all units) called naval supply for sea units
Blitz req march and combat 3 (all units)
Mobility (mounted)
1 +1 move +5% flanking bonus
2 +1 move ignores terrain
3 +1 move first strike
Survivalist (scout)
1 +50% defense heals 10 points out of your territory
2 +50% defense heals 15 points more
3 may retreat heals 25 points more may use enemy roads
Visibility (scout)
1 +2 visibility
2 +2 visibility +1 movement
Range (ranged, ranged sea, siege) req combat 2
1 +1 range
2 +1 range may shoot over terrain
There are some more promotions I just can't remember the names. These are just some ideas.