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iron-and-blood's Issues

Ideas d' Vnjery

Units

//Temporal
/{
"name": "Samurai",
"unitType": "Sword",
"replaces": "Grenadier",
"uniqueTo": "Japan (Shogunate)",
"movement": 2,
"strength": 15,
"cost": 20,
"obsoleteTech": "Rifled Barrels",
"upgradesTo": "Rifled Infantry",
"uniques": ["[+5]% to [+25]% Strength against [Grenadier] units."],
"attackSound": "metalhit",
"civilopediaText": [
{"text": "It seems those times are at the end. But the Shogun still there means Japan still there."}
]
},/

{
"name": "Tanegashima Infantry",
"replaces": "Flintlock Infantry",
"unitType": "Infantry",
"uniqueTo": "Japan (Shogunate)",
"movement": 3,
"strength": 20,
"cost": 40,
"requiredTech": "Flintlocks",
"obsoleteTech": "Rifle Barrels",
"upgradesTo": "Rifled Infantry",
"uniques": ["Muzzleloader", "[+50]% Strength against [Flintlock Infantry] units", "Ignores terrain cost"],
"attackSound": "shot",
"civilopediaText": [
{"text": "Thanks to the west, we can have flintlocks. Good uses, and more importantly, good formations."}
]
},//
{
"name":"Redcoat",
"unitType":"Infantry",
"replaces":"Rifled Infantry",
"movement":2,
"strength":16,
"cost":25,
"uniqueTo":"United Kingdom",
"requiredTech":"Rifled Barrels",
"obsoleteTech":"Bold Action Rifles",
"upgradesTo":"Breeching Infantry",
"uniques":["Muzzleloader","Ignores terrain cost.","Can move through foreign lands without Open Borders.","Offsets Production penalties from Unhappiness when garrisoned."],
"attackSound": "shot",
},
{
"name":"Janissary",
"unitType":"Infantry",
"movement":3,
"strength":20,
"cost":35,
"uniqueTo":"The Ottomans",
"requiredTech":"Rifled Barrels",
"obsoleteTech":"Bold Action Rifles",
"upgradesTo":"Breeching Infantry",
"uniques":["Muzzleloader","Ignores terrain cost.","Can move through friendly lands without Open Borders.","Offsets Production penalties from Unhappiness when garrisoned."],
"attackSound": "shot",
},
{
"name": "Potsdam Giants",
"unitType": "Infantry",
"uniqueTo": "Prussia",
"replaces":"Rifled Infantry",
"movement": 2,
"strength": 30,
"cost": 25,
"requiredTech": "Rifled Barrels",
"obsoleteTech": "Bolt Action Rifles",
"upgradesTo": "Breeching Infantry",
"uniques": ["Muzzleloader"],
"attackSound": "shot",
"civilopediaText": [
{"text": "Oh hoh hoh, do you realize that they are huge!!! You gonna see their uses. You gonna see."}
]
},/
//Aerial
{
"name": "Biplane",
"unitType": "Plane",
"movement": 2,
"strength": 30,
"cost": 40,
"requiredTech": "Flight",
"uniques": ["Fighter"],
"attackSound": "shot",
"civilopediaText": [
{"text": "..."}
]
},
{
"name": "Bomber",
"unitType": "Plane",
"movement": 2,
"strength": 30,
"cost": 40,
"requiredTech": "Flight",
"uniques": ["Bomber"],
"attackSound": "shot",
"civilopediaText": [
{"text": "This will kaboom the battlefield!!! Ha Hah!!!"}
]
},
{
"name": "Airship",
"unitType": "Airship",
"movement": 2,
"strength": 30,
"cost": 40,
"requiredTech": "Flight",
"uniques": ["Airship"],
"attackSound": "shot",
"civilopediaText": [
{"text": "..."}
]
},
//Calvary
/
{
"name": "Calvary",
"unitType": "Calvary",
"requiredResource": "Horse",
"movement": 4,
"strength": 16,
"cost": 64,
"requiredTech": "Rifled Barrels",
"obsoleteTech": "Magazines",
"upgradesTo": "Landship",
"uniques": ["Can move after attacking."],
"attackSound": "shot",
"civilopediaText": [
{"text": "..."}
]
},
{
"name": "Cossack",
"replaces": "Calvary",
"unitType": "Calvary",
"requiredResource": "Horse",
"uniqueTo": "Russia",
"movement": 4,
"strength": 20,
"cost": 50,
"requiredTech": "Rifled Barrels",
"obsoleteTech": "Bold Action Rifles",
"upgradesTo": "Landship",
"uniques": ["Can move after attacking.","Ignores terrain cost","+10% Strength bonus when stacked with a [Great General]","Can build a [Sich] once"],
"attackSound": "shot",
"civilopediaText": [
{"text": "О-о-о-о! Мы хорошо послужим империи!"}
]
},
{
"name": "Gaucho",
"unitType": "Calvary",
"requiredResource": "Horse",
"uniqueTo": "Argentina",
"movement": 4,
"strength": 16,
"cost": 64,
"requiredTech": "Rifled Barrels",
"obsoleteTech": "Magazines",
"upgradesTo": "Landship",
"uniques": ["Can move after attacking.", "Can build [Pasture] faster than the Worker by 25%", "Can build [Farm] faster than the Worker by 25%"],
"attackSound": "shot",
"civilopediaText": [
{"text": "Horses are our specialty, we can hold gun while guard those Horses. Maybe we serve our homeland as well!"}
]
},
{
"name": "Batalhão do Imperador",
"unitType": "Calvary",
"requiredResource": "Horse",
"uniqueTo": "Brazil",
"movement": 4,
"strength": 15,
"cost": 50,
"requiredTech": "Enlightenment",
"obsoleteTech": "Bold Action Rifles",
"upgradesTo": "Landship",
"uniques": ["Can move after attacking.", "+15% Combat Strength when stacked with a [Great General]", "If a tile is currently occupied by a [Great General], a free [Batalhão do Imperador] will appear and stack with a [Great General]"],
"attackSound": "HorsemenAttackSound",
"civilopediaText": [
{"text": "For our emperor, for the great empire of Brazil!"}
]
},
{
"name": "Royal Dragoon",
"unitType": "Calvary",
"replaces": "Calvary",
"uniqueTo": "Canada",
"requiredResource": "Horse",
"movement": 5,
"strength": 25,
"cost": 54,
"requiredTech": "Rifled Barrels",
"obsoleteTech": "Magazines",
"upgradesTo": "Landship",
"uniques": ["Can move after attacking."],
"attackSound": "shot",
"civilopediaText": [
{"text": "..."}
]
},
{
"name": "Mountie",
"unitType": "Calvary",
"uniqueTo": "Canada",
"replaces": "Lancer",
"requiredResource": "Horse",
"movement": 4,
"strength": 20,
"cost": 40,
"requiredTech": "Enlightenment",
"upgradesTo": "Royal Dragoon",
"uniques": ["Can move after attacking.","Ignores terrain cost"],
"attackSound": "shot",
"civilopediaText": [
{"text": "..."}
]
},
//Automobile
{
"name": "Landship",
"unitType": "Automobile",
"movement": 6,
"strength": 50,
"cost": 150,
"requiredTech": "Magazines",
"upgradesTo": "Armoured Car",
"uniques": ["Muzzleloader","Can be retreat after attacking or being attacked"],
"attackSound": "shot",
"civilopediaText": [
{"text": "Oh dear, this might be worse than I thought!"}
]
},
{
"name": "Armoured Car",
"unitType": "Automobile",
"movement": 8,
"strength": 64,
"cost": 250,
"requiredTech": "International Relations",
"uniques": ["Muzzleloader", "Can retreat from attacking or being attacked"],
"attackSound": "shot",
"civilopediaText": [
{"text": "I have no words."}
]
},
//Lancer
{
"name": "Lancer",
"unitType": "Lancer",
"requiredResource": "Horse",
"movement": 3,
"strength": 30,
"cost": 35,
"requiredTech": "Enlightenment",
"obsoleteTech": "Breech-loading",
"upgradesTo": "Gatling Gunner",
"uniques": ["Have a combat penalty vs Cities", "No defense terrain bonuses", "Can move after attacking"],
"attackSound": "HorsemenAttackSound",
"civilopediaText": [
{"text": "The times have changed, you know what to do."}
]
},
{
"name": "Uhlan",
"unitType": "Lancer",
"requiredResource": "Horse",
"movement": 4,
"strength": 25,
"cost": 35,
"requiredTech": "Flintlocks",
"obsoleteTech": "Breech-loading",
"upgradesTo": "Gatling Gunner",
"uniques": ["Have a combat penalty vs Cities", "No defense terrain bonuses", "Can move after attacking"],
"attackSound": "HorsemenAttackSound",
"civilopediaText": [
{"text": "Ok, good for you! These Uhlans are more lighter than that heavy [Lancer]"}
]
},
{
"name": "Hartschier",
"unitType": "Lancer",
"replaces": "Uhlan",
"uniqueTo": "Bavaria",
"movement": 4,
"strength": 22,
"cost": 30,
"requiredTech": "Flintlocks",
"uniques": ["+50% Defense and +2 Gold whilst stationed on a Schloss", "+25% Defense bonus while on [Hill] tiles.", "Can move after attacking"],
"attackSound": "HorsemenAttackSound",
"civilopediaText": [
{"text": "We serve the King good, we serve the Kingdom good, Für Bayern!!!"}
]
},
{
"name": "Cherik Horsemen",
"unitType": "Lancer",
"uniqueTo": "Persia",
"replaces": "Lancer",
"requiredResource": "Horse",
"movement": 3,
"strength": 30,
"cost": 25,
"requiredTech": "Enlightenment",
"obsoleteTech": "Breech-loading",
"upgradesTo": "Gatling Gunner",
"uniques": ["Have a combat penalty vs Cities", "No defense terrain bonuses", "Can move after attacking", "Don't receives Exp", "[+10] Exp for every Pastures in a city", "While in production, Pastures in its training city yield +1 Production"],
"attackSound": "HorsemenAttackSound",
"civilopediaText": [
{"text": "The times have changed, you know what to do."}
]
},
//Militant Ships
{
"name": "Caravel",
"unitType": "Militant Ship",
"movement": 4,
"sight": 4,
"strength": 16,
"cost": 25,
"obsoleteTech": "Steel",
"upgradesTo": "Ironclad",
"uniques": ["Can withdraw before melee attacks","Can stacked with a [Great Admiral] for +5% Strength bonus", "Can stacked with a [Great Merchant] for +5% Sight bonus"],
"attackSound": "shot",
"civilopediaText": [
{"text": "Ahoy! This is the basic ships at the time!"}
]
},
{
"name": "Ironclad",
"unitType": "Militant Ship",
"requiredResource": "Coal",
"movement": 4,
"sight": 4,
"range": 3,
"strength": 30,
"cost": 45,
"requiredTech": "Steel",
"uniques": ["Can withdraw before melee attacks","Double movement in Coast tiles", "+33% Strength vs Cities"],
"attackSound": "shot",
"civilopediaText": [
{"text": "Thanks to Steel, we can go even further!"}
]
},
{
"name": "Royal Ship of the Line",
"unitType": "Militant Ship",
"replaces": "Caravel",
"uniqueTo": "United Kingdom",
"movement": 5,
"sight": 4,
"strength": 20,
"cost": 20,
"obsoleteTech": "Steel",
"upgradesTo": "Ironclad",
"uniques": ["Can withdraw before melee attacks","Can stacked with a [Great Admiral] for +5% Strength bonus", "Can stacked with a [Great Merchant] for +5% Sight bonus"],
"attackSound": "shot",
"civilopediaText": [
{"text": "This is the reason why Britannia rules the waves!"}
]
},
{
"name": "Canhoneira",
"unitType": "Militant Ship",
"replaces": "Ironclad",
"uniqueTo": "Brazil",
"requiredResource": "Steel",
"movement": 4,
"sight": 4,
"range": 5,
"strength": 30,
"cost": 45,
"requiredTech": "Steel",
"uniques": ["Can withdraw before melee attacks","Double movement in Coast tiles", "+33% Strength vs Cities", "Uses [Steel] rather than [Coal]", "+25% Combat Strength vs [Land] units and Cities", "-25% Combat Strength vs [Militant Ship] units"],
"attackSound": "shot",
"civilopediaText": [
{"text": "These ships are kinda strong against the army, not the navy... For Brazil, I guess!"}
]
},/
//Civilian Ship
{
"name": "Work Boats",
"unitType": "Civilian Ship",
"movement": 2,
"uniques": ["Can build [Water] improvements on tiles"],
"cost": 70,
},
{
"name": "Clippership",
"unitType": "Civilian Ship",
"movement": 4,
"sight": 4,
"cost": 25,
"obsoleteTech": "Steel",
"upgradesTo": "Ocean Liner"
"uniques": ["Can withdraw before melee attacks", "Can stacked with a [Great Merchant] for +5% Sight bonus"],
"attackSound": "shot",
"civilopediaText": [
{"text": "Ahoy! This is the basic ships at the time!"}
]
},
{
"name": "Ocean Liner",
"unitType": "Civilian Ship",
"requiredResource": "Steel",
"movement": 6,
"sight": 4,
"cost": 50,
"requiredTech": "Steel",
"uniques": ["Can stacked 2 [Land] units at the same time","Can stacked with a [Great Admiral] for +10% Sight bonus"],
"attackSound": "shot",
"civilopediaText": [
{"text": "Remember RMS Titanic? Now, there's only a matter of time before something like this could happen!"}
]
},
/
{
"name": "Lawyer",
"unitType": "Civilian",
"movement": 2,
"cost": 40,
"requiredTech": "Rights of Men",
"uniques": ["Can hurry adopting policies"],
"civilopediaText": [
{"text": "May all men have rights to be free, forever!"}
]
},
{
"name": "Governor",
"unitType": "Civilian",
"movement": 2,
"uniques": ["Can build a [Governate], which is a [Land] improvment that governs 2 cities."],
"cost": 1000,
},
{
"name": "Vizier",
"unitType": "Civilian",
"replaces": "Governor",
"upgradesTo": "Grand Vizier",
"uniqueTo": "The Ottomans",
"movement": 2,
"strength": 10,
"uniques": ["Can build a [Vilayet], which is a [Land] improvment that governs 2 cities.", "+15% Strength bonus for [Military] units within 3 tiles"],
"cost": 800,
"attackSound": "shot",
},
{
"name": "Daimyo",
"unitType": "Civilian",
"replaces": "Governor",
"uniqueTo": "Japan (Shogunate)",
"movement": 2,
"strength": 5,
"uniques": ["Can build a [Bakufu-han], which is a [Land] improvement that governs a region.", "Can expand the [Bakufu-han] improvement 10 times", "+25% Strength bonus for [Military] units within 3 tiles"],
"cost": 300,
},*/
{
"name": "Great Musician",
"unitType": "Civilian",
"uniques": ["Can start an [8]-turn golden age","Can create a Great Work of Music" ,"Great Person - [Culture]", "Unbuildable", "Uncapturable"],
"movement": 2
},
{
"name": "Great Director",
"unitType": "Civilian",
"uniques": ["Can start an [8]-turn golden age","Can create a Great Work of Movie" ,"Great Person - [Culture]", "Unbuildable", "Uncapturable", "Only available after discovered [Cinematography]"],
"movement": 2
},
{
"name": "Great Writer",
"unitType": "Civilian",
"uniques": ["Can start an [8]-turn golden age","Can create a Great Work of Literature" ,"Great Person - [Culture]", "Unbuildable", "Uncapturable"],
"movement": 2
},
{
"name": "Great Diplomat",
"unitType": "Civilian",
"uniques": ["Can start an [8]-turn golden age","Can create a Council with selected nations" ,"Great Person - [Diplomacy]", "Unbuildable", "Uncapturable","Only available after discovered International Relations"],
"movement": 2
},
{
"name": "Great Bürgermeister",
"replaces": "Great Diplomat",
"uniqueTo": "Lübeck",
"unitType": "Civilian",
"uniques": ["Can start an [8]-turn golden age","Can call for a Bürgerschaft with Hamburg, Lübeck and Bremen" ,"Great Person - [Diplomacy]", "Unbuildable", "Uncapturable", "Only available after discovered Rights of Man"],
"movement": 2
},
{
"name": "Great Admiral",
"unitType": "Civilian",
"uniques": ["Can start an [8]-turn golden age", "[+15]% Strength bonus for [Military] units within [2] Coast, Lake or Sea tiles",
"Great Person - [War]", "Unbuildable", "Uncapturable"],
"movement": 2
},
{
"name": "Grand Vizier",
"uniqueTo": "The Ottomans",
"unitType": "Civilian",
"uniques": ["Can start an [8]-turn golden age", "[+25]% Strength bonus for [Military] units within [2] tiles", "Can only be upgraded from [Vizier] once, unless there is no [Grand Vizier]",
"Great Person - [War]", "Uncapturable"],
"movement": 2,
"strength": 25,
"cost": 2500,
"attackSound": "shot",
},
{
"name": "Revolucionario",
"replaces": "Great General",
"uniqueTo": "Cuba",
"unitType": "Civilian",
"uniques": ["Can start an [8]-turn golden age", "[+20]% Strength bonus for [Military] units within [3] tiles",
"Great Person - [War]", "Unbuildable", "Uncapturable"],
"movement": 2
},

Buildings

//Neo-Classical  
    {
        "name": "University",
        "isNationalWonder": false,
        "production": 0,
        "science": 5,
        "gold": 2,
        "culture": 5,
	"tourism": 0,
        "cityStrength": 1,
        "cost": 25,
        "requiredTech":"Enlightenment",
        "uniques":["Increase the science in a city by 5%"]
    },
{
        "name": "Temple",
        "isNationalWonder": false,
        "production": 0,
        "science": 0,
        "gold": 0,
        "culture": 5,
	"faith": 5,
        "cityStrength": 1,
        "cost": 25,
        "uniques":["Increase the faith in a city by 5%"]
    },
{
        "name": "Bank",
        "isNationalWonder": false,
        "production": 0,
        "science": 0,
        "gold": 5,
        "culture": 0,
	"faith": 0,
        "cityStrength": 2,
        "cost": 25,
	"requiredTech": "Private Banks",
        "uniques":["Increase the gold in a city by 5%"]
    },{
        "name": "Trade Depot",
        "isNationalWonder": false,
        "production": 5,
        "science": 0,
        "gold": 10,
        "culture": 0,
	"faith": 0,
        "cityStrength": 1,
        "cost": 35,
	"requiredTech": "Private Banks",
        "uniques":["Increase the gold in a city by 10%, with an additional 10% production", "Must build on coastal cities"]
    },
{
        "name": "Uffizi",
        "isNationalWonder": false,
	"isWonder": true,
        "production": 0,
        "science": 0,
        "gold": 0,
        "culture": 5,
	"tourism": 5,
        "cityStrength": 1,
        "cost": 625,
        "requiredTech":"Enlightenment",
        "uniques":["Gives 3 free Great Work of Art slots, +5 Culture, +5 Tourism and a free [Great Artist]"]
    },
{
        "name": "Workshop",
	"requiredTech":"Guild-based Production",
        "isNationalWonder": false,
        "production": 2,
        "science": 0,
        "gold": 2,
        "culture": 0,
	"faith": 0,
        "cityStrength": 1,
        "cost": 30,
        "uniques":["Increase production in a city by +5%"]
    },

//Napoleonic Era
{
"name": "Barracks",
"isNationalWonder": false,
"production": 0,
"science": 0,
"gold": 0,
"culture": 0,
"faith": 0,
"cityStrength": 8,
"cost": 35,
"requiredTech":"Army Professionalization",
"uniques":["Increase the faith in a city by 5%"]
},
{
"name": "Stables",
"isNationalWonder": false,
"isWonder": false,
"production": 4,
"science": 0,
"gold": 0,
"culture": 0,
"tourism": 0,
"cityStrength": 5,
"cost": 625,
"requiredTech":"Army Professionalization",
"uniques":["Produces [Calvary] units, +4 production"]
},
{
"name": "Arch of Triumph",
"isNationalWonder": false,
"isWonder": true,
"production": 0,
"science": 0,
"gold": 3,
"culture": 5,
"tourism": 10,
"cityStrength": 1,
"cost": 625,
"requiredTech":"Army Professionalization",
"requiredResource": "Marble",
"uniques":["Gives a free [Great General], +3 Gold, +5 Culture and +10 Tourism"]
},
{
"name": "National Epic",
"isNationalWonder": true,
"isWonder": false,
"production": 0,
"science": 0,
"gold": 0,
"culture": 5,
"tourism": 10,
"cityStrength": 10,
"cost": 6250,
"requiredTech":"Patriotism",
"uniques":["Gives a free [Great General], +5 Culture and +10 Tourism"]
},
{
"name": "Heroic Epic",
"isNationalWonder": true,
"isWonder": false,
"production": 0,
"science": 0,
"gold": 0,
"culture": 5,
"tourism": 10,
"cityStrength": 25,
"cost": 1250,
"requiredTech":"Patriotism",
"uniques":["Gives a free [Great General] and a free [Great Work of Art] slot, +5 Culture and +10 Tourism"]
},
//Victorian Era
{
"name": "Eiffel Tower",
"isNationalWonder": false,
"isWonder": true,
"production": 0,
"science": 0,
"gold": 0,
"culture": 5,
"tourism": 10,
"cityStrength": 1,
"cost": 625,
"requiredTech":"Steel",
"requiredResource": "Steel",
"uniques":["Gives a free [Great Engineer], +5 Culture and +10 Tourism"]
},
{
"name": "Oxford University",
"isNationalWonder": false,
"isWonder": true,
"production": 0,
"science": 5,
"gold": 0,
"culture": 5,
"tourism": 10,
"cityStrength": 1,
"cost": 625,
"requiredTech":"Education System",
"requiredResource": "Marble",
"uniques":["Gives a free [Great Person] of choice, +50% Science for every [University] in your civilization,+5 Culture, +5 Science and +10 Tourism"]
},
// Religious buildings
{
"name": "Cathedral",
"faith": 1,
"culture": 4,
"uniques": [
"Unbuildable",
"Hidden when religion is disabled"
]
},
{
"name": "Mosque",
"culture": 1,
"faith": 3,
"happiness": 1,
"uniques": [
"Unbuildable",
"Hidden when religion is disabled"
]
},
{
"name": "Pagoda",
"culture": 1,
"happiness": 1,
"uniques": [
"Unbuildable",
"[10]% Food is carried over after population increases [in this city]",
"Hidden when religion is disabled"
]
},
{
"name": "Gurdwara",
"culture": 1,
"faith": 5,
"happiness": 1,
"uniques": [
"Unbuildable",
"Hidden when religion is disabled"
]
},
{
"name": "Synagogue",
"culture": 1,
"faith": 2,
"production": 1,
"uniques": [
"Unbuildable",
"[+15]% Production when constructing [All] buildings [in this city]",
"Hidden when religion is disabled"
]
},
{
"name": "Vihara",
"faith": 1,
"happiness": 1,
"uniques": [
"Unbuildable",
"[+15]% [Gold] [in this city]",
"Hidden when religion is disabled"
]
},
{
"name": "Mandir",
"uniques": [
"Unbuildable",
"[+1 Food, +1 Production] from [Luxury resource] tiles [in this city]",
"Hidden when religion is disabled"
]
},

Dialogs Progression list

  • Argentina
  • Austria
  • Bavaria
  • Brazil
  • Central America
  • Chile
  • Denmark
  • France
  • Gran Colombia
  • Haiti
  • Mexico
  • Paraguay
  • Peru-Bolivia
  • Prussia
  • Russia
  • Sardinia
  • Saxony
  • Spain
  • Sweden-Norway
  • Ottoman
  • USA
  • Two Sicilies
  • UK
  • Anhalt
  • Baden
  • Braunschweig
  • Bremen
  • Frankfurt am Main
  • Greece
  • Hamburg
  • Hannover
  • Hesse-Darmstadt
  • Holstein
  • Lippe-Detmold
  • Lübeck
  • Lucca
  • Luxembourg
  • Mecklenburg
  • Modena
  • Oldenburg
  • Parma
  • Portugal
  • Serbia
  • Switzerland
  • Papal States
  • Tuscany
  • Uruguay
  • Württemberg

Unit System

This is the current unit tree: Unit Tree

Infantry

So, right now, I'm thinking of have different types of infantry. There are the irregulars, weak and cheap units meant to do guerrilla war and defend the nation, absolutely useless in foreign land. There is the normal Infantry, which is supposed to be the bulk of the army, balanced, give a good punch and are affordable. There is the Light Infantry, perhaps it's quicker, but weaker, good for flanking support I'm thinking of having an elite unit, like in Vicky2's Guards, which are more costly, but would be better trained. I don't know if leaving them. The Mercenaries, I don't know if to leaving them in, or they would be too much of unit types... IDK. Because I also want to have Colonial troops... And then there are the rest of unit's, which I cataloged as 'Support'. Includes Grenadiers, machine guns, etc.

Cavalry and Siege

Cavalry is meant as a tiebreaker, like in real life. Light Cavalry is more for helping out irregulars or poor armies. While normal cavalry is meant to deal the finishing blows to the enemy. I'm thinking that Heavy Cavalry would be to make charges, tank a lot of damage, and make an opening in the enemy ranks, or something like that.

For cavalry units, we can have:

  • Dragoons can be very interesting, as they can transform to fight both mounted and dismounted, giving them different perks.
  • Hussars can be a kind of Light cavalry
  • Cuirassiers are the heavy Cavalry, used to deliver the decisive blows in infantry engagements.

I wrote Artillery and Heavy Artillery, but while writing this, I think it's too much.

So siege units will have a lot of range, and be the main counter to fortified cities and fortified units, but at the same time very nerfed, like few movements, little vision that would require and observer unit, etc. Very costly as well as this would be the most powerful unit in the mod.

I would like that they can be captured, with a chance, up to certain era, or certain policy that stops it, simulating the orders to destroy the pieces before falling in enemy hands.

Civilians

First, let's talk about the combat civilians. These are meant to boost the army slightly, to make your army more dynamic. - The Drummer gives morale to Infantry units, giving them a small attacking boost. - The Zapper would construct military improvements, like forts, trenches or roads, faster, and maybe even a bonus when attacking cities for infantry units. - I wrote a Captain, but it's useless, better to replace it with a field medic. The medic would grant survivability and extra healing for troops. - The Commander is like a watered down version of the Great General, boosting certain aspects of combat and for all units, but obviously less powerful than the General. In general, these units are not mandatory for war, but would definitely help you in it.

Of course there is the settler we all know and love. But the idea is for only the first cities settled before certain era will be considered a 'homeland' province, and the rest after certain era will be considered a colony.

The Martyr is the replacement of the Missionary, in-charge of spreading your ideology.

I'm yet to test it out, but I would love for all the resources to be hidden, and with a unit, the explorer (or something), it will reveal within an area a certain resource, after which it will be able to be worked. We'll see how it works out.


Great People

There will be more GG in the mod, as such, some of the GGs can be generated manually, instantly, while others consume GG points as normal. The first # are naturally generated, the last # will be spawnable artificially.

  • The General, pretty much the same as in the base game.
  • The Musician, can create musical pieces, which act as a wonder, giving score and stuff.
  • The Writer, the same as the Musician, but kinda different
  • The Painter, the same as his artistic brothers, but his spawning is accelerated by war.
  • The Businessman, replacement of the Merchant, who can boost resource production or tax collection
  • An Great Explorer, who can enter foreign borders, reveal resources on a greater radius, or explore a lot of the map
  • The Philosopher, basically the equivalent of the Great Prophet.
  • The Inventor, the replacement of the Great Scientist
  • The Architect is the equivalent of the Engineer, but can be trained with certain buildings
  • The Diplomat's purpose is to grant influence with minor nations (CS), and can create a golden age

Training and constructing

Naval

Unit Types already done:

  • Irregular
  • Light Infantry
  • Infantry
  • Elite
  • Support
  • Mercenaries
  • Light Cavalry
  • Cavalry
  • Elite/Heavy Cavalry
  • Artillery
  • Light Ships
  • Medium Ships
  • Large Ships
  • Common Civilians
  • Great People
  • Military Civilians

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