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Unity Mod

Mentos

Prince
Joined
Sep 29, 2010
Messages
377
Unity Mod
- Many gameplay changes for more plausibility and fun

New Units
- Outrider, a Classic Era Mounted Scout Unit
- Longship, a Danish Classic Naval Unit, capable of entering oceans and faster than the Trireme, which it replaces
- Harbinger, a Medieval Era Mounted Scout Unit
- Huscarl, an English Medieval Era Melee Unit with Bonus vs Mounted (50), replacing the Longswordsman (if DLC04 "Denmark - The Vikings" installed)
- Galleon, an early Renaissance Naval Unit (if DLC02 "Spain & Inca" installed)
- Sapper, an early Renaissance Musketman and Worker Unit with Siege promotion and ability to construct routes and forts (Build animation missing)
- Seaman, an early Renaissance Musketman Unit with Amphibious and Embarked Defense promotion
- Ship of the Line, a Renaissance Naval Unit
- Man-o-War, an English Renaissance Naval Unit with 20% Combat Bonus when adjacent to a friendly military unit and stronger than the Ship of the Line, which it replaces
- Skirmisher, a Renaissance Era Mounted Scout Unit
- Mariner, a Renaissance Rifleman Unit with Amphibious and Embarked Defense promotion
- Pioneer, a Renaissance Rifleman and Worker Unit with Siege promotion and ability to construct routes and forts (Build animation missing)
- Mounted Infantry, a Industrial Era Mounted Scout Unit
- Combat Engineer, an Industrial Infantry and Worker Unit with Siege promotion and ability to construct routes and forts (Build animation missing)
- Marine, an Industrial Infantry Unit with Amphibious and Embarked Defense promotion
- Commando, a Modern Era Infantry and Scout Unit with paradrop ability
- Mechanized Combat Engineer, a Modern Infantry and Worker Unit with Siege promotion and ability to construct routes and forts (Build animation missing)
- Mechanized Marine, a Modern Infantry Unit with Amphibious and Embarked Defense promotion
- Scout Helicopter, a Modern Era Helicopter Scout Unit
- Jet Bomber, a Modern Bomber Unit with Evasion (50) ability

AI
- Equalized Prince difficulty grade and duplicated it to Chieftain because the AI tends to use this grade at least for default Happiness even if you change its default handicap
- AttitudeChange set to 0 on every difficulty grade (2 to -1)
- Increased priority to build Barracks/Krepost, Armory, and Military Academy
- Reduced random shakiness of units
- Leader behavior tweaks
- Settlement priority tweaks
- Improved opinion for friendly acts: returned civilian, DoF, DoF with friend, liberated capital/city

Barbarians
- Barbarians! mod included with following Barbarian units available:
- Melee: Warrior ("Brute"), Spearman ("Pillager"), Swordsman ("Plunderer"), Pikeman ("Mercenary"), Longswordsman ("Outlaw")
- Archery: Archer ("Hunter"), Chariot Archer ("Harasser"), Crossbowman ("Poacher")
- Mounted: Horseman ("Marauder"), Knight ("Robber"), Lancer ("Highwayman"), Cavalry ("Bandit")
- Gunpowder: Musketman ("Brigand"), Rifleman ("Agitator"), Infantry ("Partisan"), Mechanized Infantry ("Rebel"), Commando ("Guerrilla")
- Naval: Galley ("Pirate"), Trireme ("Slaver"), Caravel ("Corsair"), Frigate ("Privateer"), Submarine ("Smuggler")
- Unique icon for Barbarian Naval units if DLC02 "Spain and Inca" installed
- Unique Barbarian Frigate "Privateer" model and portrait if DLC02 "Spain and Inca" installed
- Barbarian units received "Berserker": Restores 5 Hit Points if defeats a Unit. Restores 1 less Hit Point per turn
- Barbarian City Attack Modifier increased from -25 to 30
- Default combat bonus vs Barbarians removed on every difficulty grade (75-0%, AI: 45-60%)
- Maximum Barbarian units from camp nearby increased from 2 to 4
- Minimum distance between camps and capitals increased from 4 to 7
- Minimum distance between camps decreased from 7 to 4
- Odds of new Barbarian camp spawning decreased
- Availability of Barbarian units to one technology tier later delayed
- Barbarian/City State priority to build Naval and Ranged units decreased
- Barbarian priority to plunder, and damage and capture cities increased
- Experience cap of fighting Barbarians increased from 30 (Level 3) to 100 (Level 5)

Buildings
- Stone Works moved from Calender to Masonry
- Windmill, Factory, Hydro Plant, Solar Plant, and Nuclear Plant require a Workshop/Longhouse in the same city
- Adopted most (national) wonder tweaks from Native Wonders mod, except the national restriction, extra requirements, and the disabled City State mission to build wonders. Includes many free buildings in the same city
- Public culture buildings and Garden additionally provide 1 Happiness (Citizen limit, Burial Tomb still 2) while Monastery always provides 1 and National Epic and Hermitage always provides 2 Happiness

Cities
- City HP: 30 (25)
- Base City HP healed by turn: 1 (2, Capital +1, and everything improving Defense increases heal rate)

City States
- May not build nuclear units, capital ships, and Stealth Bomber

Combat Modifiers
- NonCombat Unit Ranged Damage: 5 (4)
- Naval Combat Defender Strength Modifier: 100% (40)
- Great General Extra Bonus (China): +10 (15)
- Honor Policy Barbarian Combat Bonus: +20 if TBC mod not installed (25)
- Fortify Modifier per max. 2 turns: +20% (+25)
- Flat Land: +0% Defense (-10)
- Hill: +20% Defense (+25)
- Barbarian Encampment: +25% Defense
- Forest: +20% Defense (+25)
- Jungle: +20% Defense (+25)
- Mountain: +20% Defense, Movement 3 (0, 1)
- Oasis: +0% Defense, Movement 1 (-10, 1)
- Desert: -10% Defense, Movement 1 (0, 1)
- Flood Plains: -10% Defense, Movement 1 (-10, 1)
- Tundra: -10% Defense, Movement 1 (0, 1)
- Marsh: -20% Defense, Movement 3 (-15, 3)
- Snow: -20% Defense, Movement 2 (0, 1)
- Ice: -20% Defense, Movement 3 (0, 1)
- Fallout: -20% Defense (-15)

Combat & Range Combat strength
- Naval Combat Defender Strength Multiplier: 100 (40)
- "Embarked Defense": 20 (5)
- Outrider: 7
- Harbinger: 12
- Skirmisher: 17
- Mounted Infantry: 24
- Scout Helicopter: 34
- Jet Bomber: 60
- Commando: 40 and received "Skirmish I" (30% Attack Bonus, +30% chance to withdraw)
- Paratrooper: 40 (40) and received "Combat I" (20% Combat Bonus)
- Marine: 36 and received "Amphibious" and "Embarked Defense" (no combat penalty for attacking from sea or river, 10% Combat Bonus, can defend while embarked)
- Mechanized Marine: 50 (50) and received "Amphibious" and "Embarked Defense" (no combat penalty for attacking from sea or river, 10% Combat Bonus, can defend while embarked)
- Pioneer: 36 and received "Siege" and the ability to build roads, railroads, and forts (30% Combat Bonus vs Cities, 20% Combat Bonus vs Fortified Units, 10% Combat Bonus)
- Mechanized Pioneer: 50 (50) and received "Siege" and the ability to build roads, railroads, and forts (30% Combat Bonus vs Cities, 20% Combat Bonus vs Fortified Units, 10% Combat Bonus
- Anti-Aircraft Gun: 32/26 (32/-)
- Anti-Tank Gun: 32/26 (32/-)
- Helicopter Gunship: 50/40 (50/-)
- Mobile SAM: 23/46 (40/-)
- Galleon: 20/10
- Frigate: 30/15 (30/15)
- Ship of the Line: 34/17 (30/17)
- Man-o-War: 36/19
- Ironclad: 40/20 (35/18)
- Destroyer: 40/20 (35/22)
- Submarine: 30/60 (25/60)
- Battleship: 70/35 (60/32)
- Carrier: 50 (30)
- Nuclear Submarine: 40/80 (30/70)
- Missile Cruiser: 60/25 (60/25)

Cost
- Unit Maintenance changed to Base Maintenance 1, Naval/Capital-Ship/Mechanized/Air-Transport/Robot/Uranium +1, Great Person/Scout/Settler/Unmanned/One-Shot -1
- Naresuan's Elephant: 150 (120)
- Minuteman: 120 (150)
- Anti-Aircraft: 320 (375)
- Battleship and Carrier: 425 (375)
- Missile Cruiser, Stealth Bomber, and Giant Death Robot: 500 (425)
- Atomic Bomb and Nuclear Missile can't be purchased
- SS Stasis Chamber/Engine/Cockpit: 1500 (750)
- SS Booster: 1000 (500)

Resource Requirements
- Swordsman, Legion, and Longswordsman units: 1 Iron
- Seaman, Sapper: 1 Iron
- Marine, Pioneer: 1 Iron
- Mechanized Infantry: -
- Mechanized Marine and Pioneer: 1 Iron
- Chariot Archer: 1 Horse
- War Chariot, War Elephant: -
- Mounted Scout units: 1 Horse
- Horseman units: 1 Horse
- Knight, Mandekalu Cavalry, Keshik, Conquistator: 1 Horse
- Camel Archer, Naresuan's Elephant: -
- Lancer and Cavalry units: 1 Horse
- Tank units: 1 Oil
- Modern Armor: 1 Oil
- Giant Death Robot: 1 Iron, 1 Aluminum, 1 Uranium
- Anti-Tank Gun: -
- Helicopter Scout: 1 Oil
- Helicopter Gunship: 1 Oil, 1 Aluminum
- Anti-Aircraft Gun: -
- Mobile SAM: 1 Oil
- Catapult, Ballista, Trebuchet, Cannon, Artillery: -
- Rocket Artillery: 1 Oil
- Frigate, Destroyer: -
- Submarine: -
- Nuclear Submarine: 1 Uranium
- Galleon, Ship of the Line units: 1 Iron
- Ironclad: 1 Iron, 1 Coal
- Battleship, Carrier: 1 Iron, 1 Oil
- Missile Cruiser: 1 Iron, 1 Oil
- Fighter and Bomber units: 1 Oil
- Jet Fighter and Jet Bomber: 1 Oil, 1 Aluminum
- Stealth Bomber: 1 Oil, 2 Aluminum
- Atomic Bomb: 1 Uranium
- Guided Missile: -
- Nuclear Missile: 2 Uranium

Range
- Note that the "Range" promotion is removed that all Range differences stay the same
- Anti-Aircraft/Tank Gun and Helicopter Gunship: 3
- Mobile SAM: 4
- Catapult, Ballista, Trebuchet, and Cannon: 3 (2), to make all Siege Weapons safely attack cities
- Longbowman: 3, instead of "Range" promotion
- Ironclad: 3 (2)
- Destroyer: 3 (2)
- Artillery: 4 (3)
- Battleship: 4 (3)
- Rocket Artillery: 4 (3)

Movement
- River Extra Movement: 5 (10)
- Embarked units: 3, +1 with Navigation and Electricity (2, +1 with Astronomy and Steam Power)
- Berserker: 2 (3)
- Norwegian Ski Infantry Double Move in flat Tundra removed
- Great Persons, except General and Khan: 3 (2)
- Great General: 5 (2)
- Chariot units received "Can Move After Attacking"
- War Chariot: 4 (5) and received "Withdraw Before Melee"
- War Elephant 3 (2) and Naresuan's Elephant received a 10% Combat Bonus and ignores terrain cost in Forest and Jungle
- Horseman: 5 (4)
- Knight and Camel Archer: 4 (3)
- Mandekalu Cavalry: 5 (3)
- Lancer: 5 (4)
- Cavalry: 4 (3)
- Commando and Paratrooper can parachute up to 10 tiles away (5)
- Commando ignores terrain cost
- Armor units received "City and Rough Terrain Penalty (50)": 50% Attack Penalty vs Cities and in Rough Terrain. Entering Rough Terrain consumes all Movement
- Panzer: 5 (6) and received "City and Rough Terrain Penalty (50)
- Mechanized Infantry: 6 (3)
- Mobile SAM: 6 (4) and received "Rough Terrain Penalty"
- Rocket Artillery: 6 (3) and received "Rough Terrain Penalty"
- Modern Armor: 6 (5)
- Giant Death Robot: 6 (3)
- Helicopter Gunship: 8 (6)
- Work Boat: 3 (4)
- Galley: 3 (3)
- Trireme: 3 (4)
- Caravel: 4 (6)
- Galleon: 4
- Frigate: 5 (5)
- Ship of the Line and Man-o-War: 5 (5)
- Ironclad: 5 (4) and "Cannot Enter Ocean" removed
- Destroyer: 7 (8)
- Submarine: 5 (5)
- Battleship: 6 (4)
- Carrier: 6 (5)
- Nuclear Submarine: 6 (6)
- Missile Cruiser: 7 (7)
- Zero: 10 (8)
- Nuclear Missile: 20 (12)

Visibility
- Embarked units: 2 (0)
- Tank units and Modern Armor received "Sight Penalty"
- Caravel received "Extra Sight I" (II)
- Destroyer received "Extra Sight II" (III)
- Galleon, Frigate, Ship of the Line, Man-o-War, Ironclad, Carrier, Battleship, and Scout Helicopter received "Extra Sight I"
- Missile Cruiser received "Extra Sight II"
- Submarine, Nuclear Submarine, and Destroyer "Can See Submarines" removed
- All submarines can only be seen when adjacent to them or with "Scouting" promotion (Recon units only)
- Recon units, Anti-Aircraft and Anti-Tank Gun, Mobile SAM, and Helicopter Gunship received "Is Invisible" (Camouflage or Pop-up Tactics)
- Invisible units can only be seen when adjacent to them or with "Scouting" promotion (Recon units only)
- All invisible units received "Unable to Capture Cities and Units" because of a capture bug

Obsolete & Upgrades
- All previous (unique) unit attributes lost with upgrade
- Scout -> Outrider -> Harbinger -> Skirmisher -> Mounted Infantry -> Scout Helicopter
- Warrior -> Swordsman -> Longswordsman -> ...
- Horseman -> Knight -> ...
- Lancer units -> Tank units -> Modern Armor
- Anti-Tank Gun -> Helicopter Gunship
- Trireme -> Caravel -> Frigate -> Destroyer
- Galleon -> Ship of the Line -> Ironclad -> Battleship -> Missile Cruiser
- Fighter -> Jet Fighter
- Bomber -> Jet Bomber (won't become obsolete) -> Stealth Bomber

Technology
- Many prerequisite-tweaks to Technology Tree for slower and plausible advancement
- Aztecs' Jaguar replaces the Swordsman, instead of Warrior, without iron requirement
- Bronze Working reveals Iron
- Moved Destroyer and Submarine to Battleship
- Moved Bomber to Fighter
- Moved Anti-Tank Gun to Tank
- Caravel can be build one tech tier earlier with Compass in Medieval era (exploration). Embarked ocean crossing still comes one tier later with Astronomy (colonization)
- +10% WorkerSpeedModifier with following Technology: Masonry, Construction, Engineering, Metallurgy, Steam Power, Electronics, Nanotechnology

Attributes
- Settler won't become Worker when captured
- Settler and Worker can be captured while embarked if no defense available
- Spearman units received "Bonus vs Mounted (50)" while Pikeman units received "Bonus vs Mounted (50/100)": 50% Combat Bonus vs Mounted or 50% Attack and 100% Defense Bonus vs Mounted
- All Siege, Anti-Aircraft, and Anti-Tank units received "Unable to Capture Cities and Units"
- "Can Move After Attacking" includes a 10% Combat Bonus versus Melee
- "Ignore Terrain Cost" includes Ice and Mountain passability
- "Hovering Unit" includes "Can Move After Attacking" and +200% Defense vs Siege and Bomber units
- "Great Generals I/II" spawn rate reduced from 100/200 to 50/100
- Jaguar received "Jungle Warrior (50)" instead of "Combat Bonus in Jungle (50)": 50% Combat Bonus and ignores terrain cost in Jungle
- Mohawk Warrior received "Ignore Terrain Cost" but lost the Jungle bonus
- Berserker received "Berserker": Restores 5 Hit Points if defeats a Unit. Restores 1 Less Hit Point per turn
- Recon units received "Survivalism": +25% Defense in rough terrain, +60% chance to withdraw, +1 Heal outside friendly territory, can always enter rival territory, can use enemy roads and railroads
- "No Terrain Defensive Bonus" of Helicopter units removed (Pop-Up Tactics)
- "Ranged Attack Penalty (50)" of (Jet) Fighter units and Mobile SAM received an additional 50% Attack Bonus versus Helicopter units
- Keshik and Slinger received "Penalty Attacking Cities (25)"
- Samurai starts with "Combat I" instead of "Shock I"
- Lancer units received "Bonus vs Mounted (50)"
- Mobile SAM and Helicopter Gunship received "Indirect Fire"
- Panzer received "Quick Study" earning experience 50% faster
- "Bonus vs Tanks (100)" received an additional 50% Combat Bonus versus Scout Helicopter and mechanized infantry units. 50% Attack Bonus vs Helicopter Gunship, Mobile SAM, and Rocket Artillery
- Man-o-War received "Line of Battle": 20% Combat Bonus when adjacent to a friendly military unit
- Ironclad, Destroyer, Submarine, Carrier, Battleship, Nuclear Submarine, and Missile Cruiser received "Armored Ship": 50% Attack Bonus vs Wooden Ships. 50% Defense Bonus vs Cities, Wooden Ships, and Land Units
- Galleon, Ship of the Line, Man-o-War, Ironclad, Carrier, Battleship, and Missile Cruiser received "Capital Ship": 50% Combat Bonus vs Cities, Non-Capital and Non-Submarine Ships
- "Bonus vs Submarines (x)" changed to "Attack Bonus vs Submarines (x)"
- Submarine and Nuclear Submarine received "Submerged": 200% Defense Bonus vs Surface Attacks. Normal Defense vs Domain Air, Helicopter Gunship, Destroyer, and Nuclear Submarine
- Carrier and Missile Cruiser received "Can Carry 4 Cargo" instead of "Can Carry 3 Cargo"
- Added +1 Heal Bonus to "Can Carry x Cargo" attributes to make stationed aircrafts restore faster

Promotions
- Promotion system streamlined and enhanced to make it more AI-friendly
- Open/Rough Terrain promotions changed to "Combat" with a general 20% Combat Bonus (Attack & Defense vs Units & Cities)
- At least one specialized promotion of the highest tier must be picked before a general promotion can be gained which further unlocks a higher tier of specialized promotions
- Recon and Archery units learn "Skirmish" with 30% Attack Bonus and +30% chance to withdraw (Attack vs Units & Cities, Withdrawal from Melee Attacks)
- All specialized promotions include a 10% Combat Bonus as general experience bonus (Attack & Defense vs Units & Cities)
- All promotions with Combat Bonus versus specific targets set to 30%, therefore 40% Bonus vs specific target due to the additional 10% Combat Bonus
- "Instant Heal", "Indirect Fire", "Volley", "Cover", "Formation", "Range", and 2nd/3rd grade specialized promotions removed
- "Blitz" gives 1 extra attack instead of as many as Movement points available
- "Charge" additionally gives 20% Attack Bonus versus Fortified Units what nullifies one fortification level (2 max)
- "Siege" (ground & air version) additionally gives 20% Attack Bonus versus Fortified Units what nullifies one fortification level (2 max)
- "Scouting" of Recon units additionally gives "Can see invisible units"
- "Supply" of Naval units heals only 1 Damage/turn instead of 2 and won't increase Movement by 1 anymore what was undocumented
- "Ambush" is always available and includes a bonus versus Mounted next to all mechanized units
- Naval units can receive "Repair" after "Supply" and "Combat II" to repair on the move
- New "Mountaineer" promotion with ignore terrain cost in Hill and Snow with additional Ice and Mountain passability
- Note that Mountains can't have any working movement modifier, because the game ignores such and treats mountains as the flat terrain beneath
- New "Stealth" promotion for Recon and AA/AT units with same function as "Charge"
- Anti-Aircraft/Tank Gun units receive the same promotions as Helicopter Gunship

Civilizations
- Free Worker at Ancient Era game start to speed-up early progress
- Better Japanese City Names mod (by usi) included
- Better Polynesian City Names mod (by Pouakai) included

Civilization Traits
- America: All civilian land units ignore terrain cost, 25% discount when purchasing tiles, Coal Resources provide double quantity
- Arabia: "Trade Caravans" (TBC: "Desert Power"), Oil Resources provide double quantity, all military land units have a +10% Combat Strength bonus in Desert and Oasis
- Aztecs: "Sacrificial Captives", receive free Great Artist when you discover Civil Service, all military land units have a +10% Combat Bonus in Jungle
- China: "Art of War", receive free Great Scientist when you discover Machinery, free Aluminum Resources provide double quantity
- Egypt: "Monument Builder", receive free Great Engineer when you discover Masonry, all military land units have a 10% Combat Bonus in Flood Plains and Marsh
- England: Receive free Great Merchant when you discover Navigation, Food and Culture from friendly City-States increased by 25%, All military naval units receive "Mobility" (incl. 10% Combat Bonus)
- France: "Ancien Régime", receive free Great Artist when you discover Acoustics
- Greece: "Hellenic League", free Great Scientist when you discover Mathematics
- Germany: Barbarian units always join side and give 25 Gold upon defeating inside an encampment, -25% Unit Maintenance, all military land units have a 10% Combat Bonus in Forest
- India: Receive free Great Artist when you discover Theology, -25% Unhappiness from Population, all military land units have a 10% Combat Bonus in Flood Plains and Marsh
- Iroquois: "The Great Warpath", all military land units have a 10% Combat Bonus in Forest
- Japan: "Bushido", free Great Artist when you discover Printing Press
- Ottomans: "Barbary Corsair", earn Great People 15% faster
- Persia: "Achaemenid Legacy", receive free Great Artist when you discover Education
- Rome: "The Glory of Rome", receive free Great General when you discover Iron Working
- Russia: "Siberian Riches", all military land units have a 10% Combat Bonus in Tundra and Snow
- Siam: "Father Governs Children", receive free Great Merchant when you discover Banking, all military land units have a 10% Combat Bonus in Jungle
- Songhai: "River Warlord", all military land units have a 10% Combat Bonus in Flood Plains and Marsh
- Babylon: "Ingenuity", all military land units have a 10% Combat Bonus in Flood Plains and Marsh
- Mongols: "Mongol Terror", Horse Resources provide double quantity
- Inca: "Great Andean Road", all military land units have a 10% Combat Bonus in Hill and Mountain
- Spain: "Seven Cities of Gold", receive free Great General when you discover Astronomy
- Denmark: "Viking Fury", all military naval units have a 50% Attack Bonus versus Cities

Civilization Start Locations (original settings)
- America avoids Desert, Jungle, and Tundra (River)
- Arabia seeks Desert (Desert)
- The Aztecs seek Jungle (Jungle)
- China avoids Tundra ()
- Egypt seeks Desert (no Forest or Jungle)
- England seeks Coast (Coast)
- France avoids Desert, Jungle, and Tundra ()
- Germany avoids Desert, Jungle, and Tundra ()
- Greece avoids Desert, Jungle, and Tundra ()
- India avoids Tundra (Grassland)
- The Iroquois seek Forest (Forest)
- Japan avoids Desert and Tundra ()
- The Ottomans seek Coast (Coast)
- Persia avoids Jungle and Tundra ()
- Rome avoids Desert, Jungle, and Tundra ()
- Russia avoids Desert and Jungle (Tundra)
- Siam seeks Jungle (no Forest)
- Songhai seeks Plains (no Tundra)
- Babylon avoids Jungle and Tundra ()
- The Inca seek Hills (Hills)
- Spain seeks Coast (Coast)
- Mongolia seeks Plains (Plains)
- Polynesia seeks Coast (Coast)
- Denmark seeks Coast (Coast)

Compatibility
- Mods included: Barbarians!, Native Terrain, Better Japanese City Names, Better Polynesian City Names
- Mods compatible in installation order: CSD, CiVUP, BMF or TBM, *UM*, Native Wonders, R.E.D.
- Mods recommended: CivWillard, CiVUP, Building Made Fun configured using CiVUP
- Languages compatible: English
- Install and activate Unity Mod after any other gameplay mod except noted otherwise
- Unity Mod can't be added to or removed from a game session


v2
- AI: Settlement priority tweaks
- AI: Improved opinion for friendly acts: returned civilian, DoF, DoF with friend, liberated capital/city
- AI: Leader diplomacy tweaks
- Cost: Naresuan's Elephant: 150 (120)
- Technology: Aztecs' Jaguar replaces the Swordsman, instead of Warrior, without iron requirement
- Attributes: Fixed and changed "Jungle Warrior" from 25% to 50% Combat Bonus in Jungle, removed Forest Dweller from Jaguar
- Civilizations: Free Worker at Ancient Era game start to speed-up early progress
- Civilizations: Included usi's "Better Japanese City Names" and Pouakai's "Better Polynesian City Names" mod
- Civilizations Traits: Aztecs: Receive free Great Artist when you discover Civil Service
- Civilizations Traits: China: Receive free Great Scientist when you discover Machinery
- Civilizations Traits: Egypt: Receive free Great Engineer when you discover Masonry
- Civilizations Traits: France: Receive free Great Artist when you discover Acoustics
- Civilizations Traits: Greece: Receive free Great Scientist when you discover Mathematics
- Civilizations Traits: India: Receive free Great Artist when you discover Theology
- Civilizations Traits: Japan: Receive free Great Artist when you discover Printing Press
- Civilizations Traits: Persia: Receive free Great Artist when you discover Education
- Civilizations Traits: Rome: Receive free Great General when you discover Iron Working
- Civilizations Traits: Siam: Receive free Great Merchant when you discover Banking
- Civilizations Traits: Spain: Receive free Great General when you discover Astronomy
- Compatibility tweaks

Download

Installation
1. Copy/Move the unpacked *. civ5mod file into C:\<username>\Documents\My Games\Sid Meier's Civilization 5\MODS
2. Run Civilization V, go to Mods/Browse Mods and click the Install Mods button in the Installed tab
3. Enable the mod by clicking the round button on the right
4. Start a Single Player game back in the Mods menu

Supported mods won't work together?
Try following method while running the game
:
1. Run the game and go to the Browse Mods menu
2. Install any mods
3. Alt-Tab out of the running game and filebrowse to the C:\<username>\Documents\My Games\Sid Meier's Civilization 5\MODS folder
4. Move every mod folder, or only those where mod loading order is important, inside into an empty folder, e.g. \Sid Meier's Civilization 5\Patch or better into a newly created \Sid Meier's Civilization 5\Backup folder. Best to move out each mod's folder one by one, otherwise the mod list isn't always updated
5. Tab back into the game and check if the mod list in the Browse Mods menu is empty
6. Tab out and move every mod folder from \Backup back to \MODS but only one by one in the proper activation order and not all at same time!
7. Tab back into the game and activate all mods in the proper order
 
v2
- Fix: Settler could be captured by Civilizations but vanished when captured by Barbarians
- New: Settler and Worker can be captured while embarked if no defense available
- New: Workboat can be captured

Download


PS: Looks like Minor Civs, the City States, make Settlers (and maybe Workboats) vanish when captured too but I leave that as a feature. It's a bit weird with the capture setting because Barbarians normally can capture Settlers too without desintegrating them.
 
v3
- Anti-Tank Gun, Helicopter Gunship, Tank, Panzer, Modern Armor, and Mech received the "Naval Penalty"
- Submarine, Nuclear Submarine, and Destroyer "See Invisible Submarine" removed. All submarines can only be seen when adjactent to them
- Scout and Paratrooper received "Is Invisible (Camouflage)" and can only be seen when adjacent to them
- Scout becomes obsolete with "Radar" (Paratrooper) technology
- Paratrooper can parachute up to 10 tiles away (TBC Mod)
- Game text updated
- Note that you can add but not remove the mod from a game session now

Download
 
v4
- Scout and Paratrooper received "Can Enter Rival Territory"
- Added support of Barbarian Paratrooper of Barbarians! Mod v4

Download
 
I&#8217;ve already prepared a new version where Anti-Aircraft and Anti-Tank Guns received the "Is Invisible (Camouflaged)" promotion.
I still like to wait though if I don&#8217;t come to another idea just right after the last release what happened before.

I think the added Long Range Capability is a nice feature, but the AI can&#8217;t handle it so well maybe. It always favors the weaker ranged over the more powerful melee attack. Sure, it&#8217;s safer but the AI also looses aggressiveness this way.
Fortified units can easier survive a bombardment and gain more and more experience that way. The AI really needs to bring a lot of units and has to focus on single targets what it not always does.

I&#8217;m thinking about removing the Ranged Attack on all tanks and mechs but I'm still undecided. It still feels right at defensive units like Anti-Tank Guns and maybe Helicopter Gunships.

The rest of the features work fine so far.
If you amass too many invisible scouts or paratroopers in rival territory, the AI will notice it sooner or later and give you a diplomatic call.

By the way, if you play with TBC and like to build Scouts longer than Horseback Riding, then you have to edit the TBC file BC - Upgrades.xml and set the ObsoleteTech entry from UNITCLASS_SCOUT to TECH_RADAR.
Yeah, Thal&#8217;s XML-Fu is stronger than my SQL one if you have to activate Unit-Tweaks after his TBC mod to make everything work together.
 
A little issue - even if I can not see enemy scouts, I can:
- hear them moving in ma range of sight
- see in witch direction they are moving away from my sight

EDIT

Also, my invisible scout met Bismarcs invisible scout (2 tiles away) and we get know each otcher (you know "Im nomen ein grosse...")
 
I basically turned Scouts and Paratroopers into submarines now using the same hardcoded procedure. There is nothing I can do more.
I think, it's plausibe to spot units on the move easier than stationary ones anyway.

About diplomacy: Yes, it's possible that there is some cheating involved when you meet other nations.
I can't tell it exactly, but I imagine it's a simple distance/sight-range check if you meet a new nation, no matter if you can actually detect the other unit or not.

This invisibility isn't that foolproof anyway, at least for human players, because you can see on the hex-grid where hidden units are.
However, it's working nonetheless because enemy AI cities/units won't attack with ranged attacks if you spy in range. You can only attack such invisible units if you have an adjacent spotter.

This insivibility makes Scouts much more useful now, especially if you don't need permission to scout in rival territory on a heavily colonized continent. You can also effectively avoid annoying Barbarians this way.
In war times, you can nicely use them to sabotage/pillage improved terrain. Just be careful the AI won't do the same with your terrain!
 
Yeah - those issues do not bother me very much, I just whanted you to be aware of them and do with them whatever you want ;)
 
I have been looking high and low for a mod that adds range attack to modern units. In addition your “Camouflage and Infiltration” system adds the spy game back into the Civ series in a really cool way. I can’t wait to start using this mod.:goodjob:

I think you should take the idea further though and add a range attack to all units that carry projectile weapons from rifle men on up. It just sucks to upgrade your crossbowmen and loose the range attack. Also I was wondering if you considered increasing the range of catapults and cannons to 3. I think having siege weapons that are outside the range of cities adds a strategic element. After all the purpose of a siege weapon is to weaken a fortified enemy position or force them to come out and meet you.
 
I'm not sure that giving a range attack to riflemen and other gun units makes sense :

For crossbowmen or bowmen it is realistic : they have to be able to shoot at melee units without a counterattack, especially if they are shielded behind a wall.

Now the gun units are strong enough (or should be) to decimate any melee unit that they choose to attack.

Musketmen may not be strong enough to avoid a counterattack but muskets took time to recharge and were not very effective at a long range.

Now take riflemen and better gun units :
Most of the time when you shoot at your ennemy your are in sight range and he can shoot back.
You may have a surprise effect but it will not be enough to avoid suffering some loses.

If those units get a range attack it should be a weak attack, to use in guerilla warfare at best.
 
Yep, I also love these sneaking units. Embarked camouflaged units are also invisible, but you can still see movements on the water. Oh well, who cares.

I also think it&#8217;s not a bad idea that all early siege weapons start with Range 3 to separate them more from bow-types. We don&#8217;t need hyper-realism in this game but a little more consistency with melee and ranged units. With Range 3, melee units usually need 2 turns to attack arty. More time for the dumb AI to react (maybe).

I agree that the upgrade from bow-types to Rifleman isn&#8217;t that great, but we have to accept it. An upgrade to Machinegunner and Mortarman would have been prettier. This Range 2 gap has been filled by Tanks/Heli/AT later with this mod which play the role of Archer and Knight as combo.

Like mentioned before, the AI can&#8217;t handle Melee+Ranged unit types well. While the human player knows when to assault or shoot, the AI will always favour ranged.
That&#8217;s why I&#8217;m still undecided if long range combat is that great for tanks/mechs which normally have a powerful melee attack. You can&#8217;t really make the ranged combat values of tanks as strong as artillery either, otherwise arty becomes too useless. We have to consider that the AI is usually fighting with inexperienced units.
I won&#8217;t touch the promotion system to keep the mod compatible to other balance mods. The added long range attack will hence stay weak because mainly the melee combat strength is upgradeable.
 
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v6
- Ranged Attack removed from all tanks and Mech again to make them easier for the AI to handle
- Anti-Tank Gun and Helicopter Gunship received "No Melee Attack"
- Catapult, Ballista, Trebuchet, and Cannon Range increased from 2 to 3


It was no easy decision with the Ranged Attack removal. The AI simply can’t handle two attack types effectively. The promotion system isn’t also supporting two attack types, so I think these units work vanilla-like better.

The anti-units ATG and Helicopter still keep their Ranged Attack. At least the TBC promotion system supports both defensive-wise very well. Imagine the ATG’s longer range is like a first-strike ambush ability compared to tanks. I’ve added a "No Melee Attack" free promotion, so there is no issue about melee or ranged attack choice; only a Range 1-2 Ranged Attack, like Archers now.

The early siege units also received a Range of 3 to make all siege units perform the same "safe long ranged attack" role on the battlefield. The AI often garrisons siege units in cities, so there shouldn’t be much balance problems.
 
I&#8217;ve been playing your mod along with the City-State Diplomacy mod by Gazebo. Everything is working great. I really enjoy the &#8220;camouflage&#8221; mechanic. Sometimes I notice that one of my workers will stop work because a camouflaged unit is near by. I don&#8217;t think this is a problem I just think of it as him having heard something in the woods but didn&#8217;t get a glimpse of him.

I have been thinking about the AI&#8217;s problem with range units and I have a suggestion. You were giving units a 20% de-buff when attacking range and the AI was always using range attack even when strategically it shouldn&#8217;t. What if you went at it another way and made the units purely ranged units but gave them a buff when attacking. I have noticed that if you upgrade a horseman to keshik and he has a buff to attacking cities then the keshik can directly take the city. Standard keshik can&#8217;t since they are ranged. I&#8217;m not sure if the AI will handle this any better since I have never seen the AI do this but it is worth a try. You may have to decrease the strength of range units to balance all he buffs.

This is just an idea. I really like your vision of how the game should play and it is ashamed that the AI can&#8217;t handle it. I hope you will consider implementing all your changes for a multiplayer version of your mod if Faraxis ever implements mod support into multiplayer.
 
I bet the Workers would also stop when a Submarine passes along the coast nearby.
But sometimes, you don't pay attention and then suddenly a farm starts burning. That happened in a test game today. Then I know this added gimmick to land units is still utterly fun!

With the last version, there is only the Anti-Tank Gun and the Helicopter left with the added Ranged Attack only. I think it fits very well there. The Combat Strength value is higher than the Ranged one, but that shouldn't matter much. They are supposed to be defense units anyway.
Tanks in comparison have such a big Combat Strength that a balanced Ranged Attack was a waste of potential. The game isn't made for such weapon simulations; and especially not the AI.

I'm currently working on the promotion system that will also support these two units above better. I changed these silly Open/Rough Terrain promotions to simple Combat I/II/III promotions with +20% Combat Modifier, similar like in Civilization 4. Few units, like scouts and archers, can learn Skirmish I/II/III which improves only Attack by +30% and adds a +30% chance to withdraw when attacked by melee, like those Inca Slinger units.
I kicked out some unnecessary promotions, like formation and cover, and boosted all others that units will always become stronger by at least +10% per level and promotion.
All these changes add a little more plausibility that combat prowess improves somewhat with every experience level. Before, you possibly invested in a couple of specialized promotions that add range, movement, etc. but then in combat a level 5 unit can often be as weak as a level 2 unit. That&#8217;s nonsense.
These changes should help the AI which rather chooses blindly the promotions and doesn't pay much attention to terrain types anyway.

About your Keshik problem: Actually, you can always melee/assault with ranged units if you use the &#8220;Move Mode&#8221; option. But beware this only works well against weak opponents or when the city is already down to minimum health. This is possibly an unintended exploit of the game mechanic.
The Siege promotion surely always helps if the city still has more than 1 HP left. The promotion itself has nothing to do with being able to invade cities.

The AI is usually too overly careful when it tries to attack cities. It only works well if it brings lots of units, especially siege ones. It also seems to often change its plans and aborts whatever it has done in the last turn. No plan, no victory, sadly.
 
v7
- Promotion system revamped. See mod description

Download


Something to play for the weekend. You don't need to but it's recommended to start a new game because of the promotion system changes.
 
Hi Mentos, love your mod! So much more interesting and sensible than the default stuff. Thanks for your hard work.

One bug(?) I've noticed, though, is when a scout finds early advanced weapons and then gets upgraded over the milennia (archer, crossbow, rifleman, infantry, mechanized infantry), it becomes unable to capture a city. For instance, if I use one of these scouts that I've upgraded to infantry or mech infantry as the melee-capture unit to do the final city grab, it will enter the city, but it can't seem to capture it.

The city's health bar goes down to zero (not even a red sliver left, just an empy bar), yet it remains controlled by the enemy AI, and does not become 'captured'. On the next turn, it continues to stay in enemy hands, regains some health, and continues to fire at other nearby units of mine. The only way to finally capture the city, is to *exit* it with my upgraded scout unit, and attack and enter it with some other unit that is not an upgraded scout.

Annoying bug, and it makes upgraded scouts somewhat less useful than they would be otherwise. They can only be used in supporting roles and can never be a 'finisher' to invade cities with.

I've confirmed that this bug always occurs with paratroopers and early anti-aircraft that gets upgraded to mobile SAM's, as well. Neither of these types of units can successfully capture a city either, with your mod.

I've also watched (somewhat amused) as an allied City State attempted to capture a city belonging to my opponent, with one of its mobile SAM units... it repeatedly took the city with it, was unable to 'capture' it, and would exit and 'retake' it over and over, with no success. When it finally rushed the city with a regular mech infantry, it captured the city with no problem.

I'm guessing it must have something to do with the invisibility part? Maybe since the city can't *see* them, it doesn't know it's been captured? LOL! Anyway, thought I'd pass this on, in case you hadn't run into it yet.
 
Thanks, I'm glad you like it.

Heh, sounds funny indeed. The Mobile SAM has no Invisibility, so that can't really be. I'll have a closer look at this capture phenomenon.

There has been a lot of creating and ditching features with v8 since the last two weeks, that I still haven't finished something to release. I had hardly any time to play the game which also helps to discover bugs.

The Anti-Aircraft Gun received a Range-2 attack, like the AT Gun, additionally with "No Melee Attack" ability. This should maybe help to prevent any assault or capture actions.
I&#8217;m also going to give the Mobile SAM the "No Melee Attack".

I&#8217;ve also added a lot more vanilla friendly changes for those who don&#8217;t play with TBC mod. This also includes the Scout upgrade/goody-hut path which shouldn&#8217;t advance to Archer, etc.
Scout will only be upgradeable to Paratrooper. No upgrade by goody-hut.

The tricky promotion upgrade from Crossbow to Rifleman, which automatically produces some undesired promotions, will also be better. I&#8217;ve removed the "Range" promotion from Archer (and Siege) unit types, so everything should convert more smoothly.
With v7, the Archer&#8217;s Range-Skirmish is also turning into the Scout/Para&#8217;s Melee-Skirmish what was also not that great, because it could make too powerful gunpowder units. I&#8217;ve juggled the promotions around, so Archer-Skirmish will become Melee-Combat then when you upgrade to Rifleman.
I also remember an upgrade bug with AT-Gun to Helicopter with incompatible Repair promotions. This is also fixed in v8.
AA- and AT-units will be seperated from Gunpowder units, so they don't share incompatible promotions either.

By the way, about "Mountaineer" promotion: Mountains can't have any working movement modifier, because the game ignores such and treats mountains as the flat terrain beneath.
It looks a bit silly if infantry is racing over them but I can&#8217;t change it. In modern era, you can at least imagine the infantry is transported by helicopter.

More AI-friendly Combat Modifiers and many Movement changes will come, next to unit related changes of Civilization traits.


PS: All unit abilities will be deleted when upgrading in v8, so no invisible Mobile SAMs or Helicopters. I don't like this upgrade-procedure with unique units. There will be some compensation in Civilization traits which lasts through all eras.
 
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