Unit Tree Image

Lancers gets no defensive bonuses, if they go into battle without fear they'll get blasted to bits. Tercios just aren't necessary, they are better off as super-strong uniques that you can get from city-states.

Gazebo set a beautiful balance (stalemate) between Mounted Units and Anti-Mounted Units.
I felt regret for losing this balance in the Renaissance Era.

But this is just a thought and Tercio-tweak is not essential.
So I stop whining.
Thank you for your reply.:)
 
Gazebo set a beautiful balance (stalemate) between Mounted Units and Anti-Mounted Units.
I felt regret for losing this balance in the Renaissance Era.

But this is just a thought and Tercio-tweak is not essential.
So I stop whining.
Thank you for your reply.:)

It's not that it's a bad idea. I'm just not sold at the whole anti mounted unit thing at all. I'd personally like the spearmen and pikemen to be cheap versions of the swordsmen and longswordsmen, not have them perform a specific counter-role. Mostly because I believe counter-roles aren't necessary. The existing roles already do counter eachother.
And that's why I don't think adding a musket-man alternative that counters mounted units. Musket-men are already cheap.

The fact that the Tercio-formation was used everywhere in europe over a huge period of time is still valid. And having them represented wouldn't be wrong, but I just don't feel like that would be necessary or that it would even add anything to the game, game-playvise.
 
Gazebo set a beautiful balance (stalemate) between Mounted Units and Anti-Mounted Units.
I felt regret for losing this balance in the Renaissance Era.

But this is just a thought and Tercio-tweak is not essential.
So I stop whining.
Thank you for your reply.:)
How about giving some your troops the anti-mounted promotion instead when promoting them? I think it is available to melee troops on promotion 3 or something. Could be lowered to level 2 for more variety in promotions at lower levels.
 
Yeah, thanks. Actualy, I found these icons and I have new version ready from a longer time, but needed more to polish and upload it. Now, as I have some spare time, I will upload final version soon.
 
OK, new version uploaded!

I updated changes from last patches (these that were announced and some of these that weren't).
I will try to keep this updated but it would be easier for us to keep track on changes and react if Gazebo says what he change in units and tech tree. For example all upgrade costs were lowered (which is nice by the way) and few techs were swapped causing some problems. Maybe I've read changelogs uncarefully but I don't think so... Anyway:

Unit tree gets better and nicer but there are still few things to do. As we got rid of most of bugs, it's time to fix "Tech requirements" problem.
1. Tech requirement Tank-ModernArmor, Fighter-JetFighter.
Fix: Swap Internet and Lasers techs. It won't affect other units and in my opinion, it will be more realistic. Internet will require Telecommunication instead of Advanced Ballistic. The only problem is that Globalization won't require Internet which is bad. So I'd swich Globalization and Nuclear Fusion as well. Everything will be enough realistic and millitary tech (Nuclear Fusion) will be on bottom what is good.
Elegant fix for 2 problems at once.
2. Tech requirement Infantry-MechInfantry, Paratrooper-XCOM
Fix: Swap Infantry and Paratrooper in tech tree. This would fix 2 problems at once. Downside is that Infantry should be more common that paratroopers which is now, at athomic teory. I have no better idea how to fix it.
3. Tech requirement Archer-CompositeBowman
Fix: I wouldn't go engineering without trapping but I can imagine situation when this could make sense (rushing for certain buildings, no forests to hunt). Anyway, I don't see elegant solution for this. We could make Mathematics require Military Theory but I don't know if it makes much sense.
 
OK, new version uploaded!

I updated changes from last patches (these that were announced and some of these that weren't).
I will try to keep this updated but it would be easier for us to keep track on changes and react if Gazebo says what he change in units and tech tree. For example all upgrade costs were lowered (which is nice by the way) and few techs were swapped causing some problems. Maybe I've read changelogs uncarefully but I don't think so... Anyway:

Unit tree gets better and nicer but there are still few things to do. As we got rid of most of bugs, it's time to fix "Tech requirements" problem.
1. Tech requirement Tank-ModernArmor, Fighter-JetFighter.
Fix: Swap Internet and Lasers techs. It won't affect other units and in my opinion, it will be more realistic. Internet will require Telecommunication instead of Advanced Ballistic. The only problem is that Globalization won't require Internet which is bad. So I'd swich Globalization and Nuclear Fusion as well. Everything will be enough realistic and millitary tech (Nuclear Fusion) will be on bottom what is good.
Elegant fix for 2 problems at once.
2. Tech requirement Infantry-MechInfantry, Paratrooper-XCOM
Fix: Swap Infantry and Paratrooper in tech tree. This would fix 2 problems at once. Downside is that Infantry should be more common that paratroopers which is now, at athomic teory. I have no better idea how to fix it.
3. Tech requirement Archer-CompositeBowman
Fix: I wouldn't go engineering without trapping but I can imagine situation when this could make sense (rushing for certain buildings, no forests to hunt). Anyway, I don't see elegant solution for this. We could make Mathematics require Military Theory but I don't know if it makes much sense.

Done and done. To fix #3 i flipped Currency and Engineering and gave Engineering 3 prereq ties (instead of 1) to Theology, Physics and Chivalry.

G
 
Very helpful, thanks Finarvi! The image in the OP is still mostly correct, right?

Good to hear it :) Yes, it's still mostly correct but I plan to update it soon (not 'soon' in terms of great G but still).

Most changes were made to costs etc.. And yes, UA thing is outdated, I think I'm going to remove this one.

EDIT: Working on new version! It will take longer because first I wan't to report and fix most of new bugs that I found.
 
VERSION 3.0 UPLOADED! (finally)

I encourage you to look at the first page. There were lots of in-game and visual changes.

I lack arts of few units and can't find them in mod's folders... help?
 
ab0d6667362c45b997289112c419cdf6.png


In its usual spot of CBP Art Asset Folder.
 
Finaly, updated tree in my first post to last version of CPP! Take a look at first post.

One thing that I couldn't do is to find Vessel's art. Could someone tell me where it's hidden?
 
Finaly, updated tree in my first post to last version of CPP! Take a look at first post.

One thing that I couldn't do is to find Vessel's art. Could someone tell me where it's hidden?

The tree say that the fist Tank (mounted melee Line) need Coal.
I may be wrong but I think it is Oil and not Coal which is needed in VP.
 
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