v1.0.0 for RaR-WtP 2.8.2.* .zip and .7z are the same, just half the download size for 7z users # V's SubMod: Notes: - The dynamic version of the DLL as provided by Nightingale is required and included. - Vanilla files included, so you can easily revert to vanilla. - This submod is not save-game compatible with vanilla. >>*Overhauled naval promotions and added 2 new ones. There should be much less movement bonus and vision range spam. Max extra sight from promotions is +1. Intended to play with base sight increased (included). Some promotions were made unique to military/merchant/pirate ship types. See the attached image (but note that it's not 100% accurate). # @ CIV4PromotionInfos.xml ; XML_AUTO_UTF8_PromotionInfo.xml (images aren't usually of the final/current mod version) >> Overhauled Ships. # @ CIV4ArtDefines_Unit.xml ; CIV4UnitClassInfos.xml ; CIV4UnitInfos.xml ; XML_AUTO_UTF8_UnitInfo.xml ; XML_AUTO_UTF8_UnitClassInfo.xml ; CIV4UnitArtStyleTypeInfos.xml ; CIV4CivilizationInfos.xml (images aren't usually of the final/current mod version) - Ship sizes should be realistically plausible relative to each other. (no more Ship-of-the-Line sized caravels) - Nations now start with both a caravel and a carrack, or a variation of these. - Ship costs have been derived from the components and hammers required to make them, roughly assuming typical European market prices. Components required have been roughly derived from ship stats. - Note: ships can be expensive, VERY expensive. - Note: ships with multiple models are balanced to represent that many ships. - Note: pirate ships are abstractions and don't represent one specific ship type. List of ships: - First Rate Ship of the Line -# 220 Str, 3 Moves, 3 Cargo - Second Rate Ship of the Line # 180 Str, 3 Moves, 3 Cargo - Third Rate Ship of the Line -# 140 Str, 4 Moves, 2 Cargo - Fourth Rate Ship of the Line # 80 Str, 5 Moves, 1 Cargo - Fifth Rate Great Frigate # 60 Str, 6 Moves, Can escape # Unique unit to English and French Colonies - Fifth Rate Heavy Frigate # 50 Str, 6 Moves, Can escape - Fifth Rate Light Frigate # 37 Str, 7 Moves, Can escape - Sixth Rate Corvette -----# 26 Str, 8 Moves, Can escape - Brigantine # 21 Str, 10 Moves, 2 Cargo, Can escape - Sloop -----# 15 Str, 9 Moves, 1 Cargo, Can escape - Row-Galley # 12 Str, 3 Moves, 1 Cargo, Can escape, Can be transported, Coastal ship - Gundallow -# 9 Str, 2 Moves, Can escape, Can be transported, Coastal ship - Privateer -----# 36 Str, 5 Moves, 2 Cargo, Can escape - Pirate Frigate # 44 Str, 7 Moves, 1 Cargo, Can escape - Smuggling Ship # 8/16 Str, 7 Moves, 3/6 Cargo, Can escape - War Galleon --# 60 Str, 4 Moves, 2 Cargo - West Indiaman # 50 Str, 4 Moves, 6 Cargo - Merchantman --# 25 Str, 5 Moves, 5 Cargo - Fluyt --------# 15 Str, 7 Moves, 5 Cargo, Can escape, Can only Defend - Galleon ------# 30 Str, 5 Moves, 4 Cargo - Nau ----------# 30 Str, 4 Moves, 4 Cargo # Unique unit for Portugal, replaces Carrack - Carrack ------# 20 Str, 4 Moves, 3 Cargo - Fleet Caravel # 16 Str, 7 Moves, 2 Cargo, Can escape # Unique unit for Portugal and Spain - Caravel ------# 6 Str, 6 Moves, 1 Cargo, Can escape, Can only Defend, Can be transported - New ship model credits: https://forums.civfanatics.com/resources/eu-iv-european-sails.26568/ https://forums.civfanatics.com/resources/gunboat.28150/ & https://forums.civfanatics.com/threads/mighty-ships-et-al.655821/page-17#post-15996273 https://forums.civfanatics.com/resources/new-ship-model-seventy-four-ship-of-the-line.23095/ https://forums.civfanatics.com/resources/new-ship-model-ship-of-the-line.23065/ >> Doubled the number of unique historical pirate-ship captain names, swapped some (privateer<->p.frigate), and corrected a few with typos. # @ CIV4UnitInfos.xml >> Treasure can be carried by any ship with 4 slots (instead of requiring 6). # @ CIV4UnitInfos.xml >> Colonials now start with a combo of caravels and a carrack # @ CIV4CivilizationInfos.xml >>*Delayed pirate spawn (pirates have become more impactful as a secondary effect) # @ GlobalDefinesAlt.xml # MIN_ROUND_PIRATES BASE_CHANCE_PIRATES TIMER_PIRATES >>*Ships now have base vision range of 2 instead of 1 # https://forums.civfanatics.com/threads/increasing-range-of-vision-on-ocean.664715/ # @ CIV4TerrainInfos.xml (TERRAIN_OCEAN) * You can safely revert these to vanilla at any point. Find the mentioned files in the included backup folder. >> Land tweaks: - Mortar: Enabled defensive bonus (mortars can fire from behind cover) # @ CIV4UnitInfos.xml - Seasoned scout: free "Explorer I" and "Explorer II" promotions # UNIT_SCOUT @ CIV4UnitInfos.xml - Converted Native: Can enter peak # @ CIV4UnitInfos.xml - Scout & Pioneer profession no longer allows moving into peak # @ CIV4ProfessionInfos.xml # Note that "seasoned scout", "hardy pioneer", and "converted native" can do so regardless of profession. - Dragoon: # as mobile infantry and light cavalry as per pre-18th century uses (18th century would be pretty much what the cavalry unit already is) -- enable defensive bonus to dragoon, str -1, moves +1 # @ CIV4ProfessionInfos.xml -- removed hills combat maulus, increased withdrawal bonus, and increased attack vs artillery bonus # @ CIV4PromotionInfos.xml - Misc: -- Disabled land hunter promotion. Standard promotions are a much better long-term option, and the AI wasted their military units' promotions on it. # @ CIV4PromotionInfos.xml >> Known issues: - First Rate ship is currently disabled (still in world builder) as it crashes on move. The problem is in the .nif, which I don't know how to solve myself. - Some of the new ship models lack animations. I don't know how to make these, though some can be ported from other mods/submods ("#todo"). - Some founding fathers need to be updated.