Making a modmod of 2.0.7.4 (currently being used in Pitboss 25) -> The mod that is, not my modmod lol
First off, very VERY much a work in progress.
UPDATE: Alpha Mod 0.0001 -> New list of Changes (new version isn't yet available for download, however)
Implemented
Anti-Tank increased to 18 str +50% vs Armor, moved to Rocketry
Machine Gun interception removed, Destroyer interception reduced to 15%
Fascism and Interventionism -> two separate (cheaper) techs. (Police State moved back to Fascism, req Rifling n Mil Trad)
Communism's GreatSpy + Intelligence Agency moved to Interventionism
Mt.Rushmore + Pentagon require Democracy AND Interventionism
Interventionism requires either Automatic Weapons or Communism
Automatic Weapons and Assembly Line -> two separate techs. (Paratroop,Marine,Inf +Machine Gun @ Automatic)
Factory and Coal Plant at Assembly Line, AsmblyLine req Steel + Corporation. Automatic Wpns no longer requires Corporation.
Keshik -> Knight UU (loses terrain ignore, gains Morale)
Keshik -> 10 str, 25% withdrawal (2 base move, +1 w/Morale), 90 hammers, +25% prod w/ Iron. Req Guilds/Archery/HBR, and horses
Keshik -> 9 str, 50% withdrawal, 1 first strike, 2 moves, 80 hammers. (Guilds/HBR + horses)
Impi (Pikeman UU) ---> 5 str, 2 move, free Pinch, +50% vs Gunpowder, +50% attack vs Rifleman/Grenadier, no war weariness (50 hammers)
Impi (continued) No resource requirement
Skirmisher -> Archer UU, 4 str 1-2 FS, +50% attack vs War Elephant
Skirmisher upgrades into Longbow 'and' Musketman (AKA, doesn't auto-obsolete @ Feudalism, req. Feud n Gunpowder)
Feitoria changed to +3 naval XP, now a Harbor UB, free Sentry promotion, 100% route bonus (instead of harbor's 50%)
Portuguese Carrack reduced cost from 60 hammers to 48 hammers. Can now build 5 Carracks with same hammers for 3 Galleons. (10 cargo vs 9 cargo)
Trading Post (viking) gives free Amphibious Promotion
ADD: Viking get two UUs instead of 1 UU/ 1 UB
Viking UU #1) longship replaces Tririme (3 str, 2 move, 2 cargo, 25% vs Naval units)-> Upgrades into Galleon
Viking UU #2) Berserker replaces Maceman (8 str, 1 move, +40% city attack, +50% vs melee)
Customs house +1 commerce on water tiles.
Space Elevator +50% w/Aluminum and +50% w/Uranium
Dogfighter promotion (+25% vs Air units) -> Available to Air units with Combat 1 promotion
Marine -> Automatic Wpns + Radio + Rifling
Infantry -> Automatic Wpns + Rifling
Paratrooper -> Automatic Wpns + Fascism + Flight (Oversight; needs to req rifling as well)
Machine Gun -> Automatic Wpns
Airship from 4 aircombat -> 8 aircombat
Planned
Great Wall -> No barbs, +100% local GG points, + free walls in every city
Space Elevator -> +100% Spaceship parts production
Chichen Itza -> +2 free priests
Russian UB -> Streltsy (Bank)+50% gold/ +50% land unit production
Coal Plant moving to Elecricity, no longer requires factory (plants no longer req factories)
Forge +15% prod w/ Power, Factory +35% prod w/ Power (factory -25 hammer cost, Coal Plant +25 hammer cost)
Minuteman removed, new American UU PIONEER -> 3 move Settler w/ Sentry + Mobility promotion, 4 strength, 'mounted', defend only.
Add -100% local War Weariness to Statue of Zeus
+2 melee XP @ Colosseum, +2 archer XP @ walls
+2 castle happiness w/ Vassalage Civic
Spanish Citadel gives +1 cargo to ships (new promo)
Add Poland (protective/Commonwealth) -> Winged Hussar (Curassier), Parade Grounds (Stable) -Free 'Formation' promo, +1 TR
Horselord Promotion (+25%vs mounted, +10% withdrawal) Poland Only
Winged Hussar -> 14 13 str, free combat 1, +1 FS, 25% withdrawal, 2 move (Mil Trad + Engineering)
Add Hungary (protective/Agrarian) -> Black Knight/Uhlan (Knight), Hapsburg Castle (+3 melee/archer/mounted XP)
Black Knight -> 10 str, +25% vs Melee, free Drill 1, two base movement (Guilds + Horsebackriding)
Add Austria (Imperialist/Diplomatic) -> Hapsburg Palace (Castle that doesn't Obsolete, +2 culture, +50% espionage) and Diplomat(Spy) -> a Spy w/o the 'secretive' promotion (aka 'more vision') and that has 2 base movement.
Diplomatic -> Double production of Spy/Courthouse/Castle/Palace/Forbidden Palace
Taj Mahal -> Moved to Divine Right
ArcD'Triomphe (National Wonder) -> Military Tradition, triggers Golden Age, +50% land unit production (no level requirement)
Heroic Epic (National Wonder) -> Literature, req. Barracks. +50% Military Production, +2 melee XP, +50% Great General Production also no level requirement.
Mercantilism -> Moved to Constitution
Brandenburg Gate (WONDER) -> Military Science, +150% Great General points, +3 gunpowder XP
Military Academy @ Military Tradition, West Point @ (Military Science w/ Nationalism)-> No level requirement
coordination +1 movement (gunpowder/siege only) ->normally bought after RADIO tech w/ Drill 4 or Combat 4
Mechanized Infantry/Mobile Artillery given 1 movement, and free 'coordination' promo.
American Mall : Market UB, +1 free merchant, +1 happy w/ Hit Movies/ Hit Music/ Hit Plays
German Assembly Plant -> +2 Armor/Air XP
German Kanon -> 90 hammers, +25% attack vs Rifle, +10% attack vs Grenadier
Riesengarde (Grenadier UU) -> 100 hammers, 13 strength, 1 move, +25% vs gunpowder (loses attack bonus) + Morale Promotion
Machine Gun able to attack -> lose 50% vs Gunpowder, gain +50% defense vs Infantry, +100% defense vs Machine Gun, gain extra FS (+2 FS)
Heavy Water Facility (bldng), Hadron Collider (Bldng), Particle Acceleration (tech) -> all connected to Nuclear tech
A-Bomb @ Fission(tech) 500 hammers, req Uranium... like a 'Bomber' but sacrifices w/ Damage + Fallout like a nuke.
Hadron Collider req 2 Heavy Water Facilities each. +University in the City.
Plutonium Enrichment Center req 2 Hadron Colliders. Plutonium Enrichment center provides 3 sources of Enriched Plutonium (resource)
Tac Nukes require Particle Acceleration (tech) + enriched plutonium (resource) 180 hammers, Dbl prod w/ Aluminum
ICBM req Particle Accelaration (tech) + enriched plutonium (resource) 300 hammers, Dbl prod w/ Aluminum
ie: Once ppl get Enriched plutonium they can get LOTS of nukes, but its expensive to set up Nuclear Program.
Carelessly selling extra sources of enriched plutonium can lead to MAYHEM
(ICBM 160 strength/ 100% max collateral, Tac Nuke 80 strength/ 80% max collateral ... and the classic 'A-Bomb' will be 120 strength/ 90% max collateral, lethal flanking attack vs Inf/Marine/Para/MechInf can upgrade into ICBM)
New Impi tweaks (5 str, +100% mounted, 50% gunpowder, 25% melee)
First off, very VERY much a work in progress.
UPDATE: Alpha Mod 0.0001 -> New list of Changes (new version isn't yet available for download, however)
Implemented
Anti-Tank increased to 18 str +50% vs Armor, moved to Rocketry
Machine Gun interception removed, Destroyer interception reduced to 15%
Fascism and Interventionism -> two separate (cheaper) techs. (Police State moved back to Fascism, req Rifling n Mil Trad)
Communism's GreatSpy + Intelligence Agency moved to Interventionism
Mt.Rushmore + Pentagon require Democracy AND Interventionism
Interventionism requires either Automatic Weapons or Communism
Automatic Weapons and Assembly Line -> two separate techs. (Paratroop,Marine,Inf +Machine Gun @ Automatic)
Factory and Coal Plant at Assembly Line, AsmblyLine req Steel + Corporation. Automatic Wpns no longer requires Corporation.
Keshik -> Knight UU (loses terrain ignore, gains Morale)
Keshik -> 10 str, 25% withdrawal (2 base move, +1 w/Morale), 90 hammers, +25% prod w/ Iron. Req Guilds/Archery/HBR, and horses
Keshik -> 9 str, 50% withdrawal, 1 first strike, 2 moves, 80 hammers. (Guilds/HBR + horses)
Impi (Pikeman UU) ---> 5 str, 2 move, free Pinch, +50% vs Gunpowder, +50% attack vs Rifleman/Grenadier, no war weariness (50 hammers)
Impi (continued) No resource requirement
Skirmisher -> Archer UU, 4 str 1-2 FS, +50% attack vs War Elephant
Skirmisher upgrades into Longbow 'and' Musketman (AKA, doesn't auto-obsolete @ Feudalism, req. Feud n Gunpowder)
Feitoria changed to +3 naval XP, now a Harbor UB, free Sentry promotion, 100% route bonus (instead of harbor's 50%)
Portuguese Carrack reduced cost from 60 hammers to 48 hammers. Can now build 5 Carracks with same hammers for 3 Galleons. (10 cargo vs 9 cargo)
Trading Post (viking) gives free Amphibious Promotion
ADD: Viking get two UUs instead of 1 UU/ 1 UB
Viking UU #1) longship replaces Tririme (3 str, 2 move, 2 cargo, 25% vs Naval units)-> Upgrades into Galleon
Viking UU #2) Berserker replaces Maceman (8 str, 1 move, +40% city attack, +50% vs melee)
Customs house +1 commerce on water tiles.
Space Elevator +50% w/Aluminum and +50% w/Uranium
Dogfighter promotion (+25% vs Air units) -> Available to Air units with Combat 1 promotion
Marine -> Automatic Wpns + Radio + Rifling
Infantry -> Automatic Wpns + Rifling
Paratrooper -> Automatic Wpns + Fascism + Flight (Oversight; needs to req rifling as well)
Machine Gun -> Automatic Wpns
Airship from 4 aircombat -> 8 aircombat
Planned
Great Wall -> No barbs, +100% local GG points, + free walls in every city
Space Elevator -> +100% Spaceship parts production
Chichen Itza -> +2 free priests
Russian UB -> Streltsy (Bank)+50% gold/ +50% land unit production
Coal Plant moving to Elecricity, no longer requires factory (plants no longer req factories)
Forge +15% prod w/ Power, Factory +35% prod w/ Power (factory -25 hammer cost, Coal Plant +25 hammer cost)
Minuteman removed, new American UU PIONEER -> 3 move Settler w/ Sentry + Mobility promotion, 4 strength, 'mounted', defend only.
Add -100% local War Weariness to Statue of Zeus
+2 melee XP @ Colosseum, +2 archer XP @ walls
+2 castle happiness w/ Vassalage Civic
Spanish Citadel gives +1 cargo to ships (new promo)
Add Poland (protective/Commonwealth) -> Winged Hussar (Curassier), Parade Grounds (Stable) -Free 'Formation' promo, +1 TR
Horselord Promotion (+25%vs mounted, +10% withdrawal) Poland Only
Winged Hussar -> 14 13 str, free combat 1, +1 FS, 25% withdrawal, 2 move (Mil Trad + Engineering)
Add Hungary (protective/Agrarian) -> Black Knight/Uhlan (Knight), Hapsburg Castle (+3 melee/archer/mounted XP)
Black Knight -> 10 str, +25% vs Melee, free Drill 1, two base movement (Guilds + Horsebackriding)
Add Austria (Imperialist/Diplomatic) -> Hapsburg Palace (Castle that doesn't Obsolete, +2 culture, +50% espionage) and Diplomat(Spy) -> a Spy w/o the 'secretive' promotion (aka 'more vision') and that has 2 base movement.
Diplomatic -> Double production of Spy/Courthouse/Castle/Palace/Forbidden Palace
Taj Mahal -> Moved to Divine Right
ArcD'Triomphe (National Wonder) -> Military Tradition, triggers Golden Age, +50% land unit production (no level requirement)
Heroic Epic (National Wonder) -> Literature, req. Barracks. +50% Military Production, +2 melee XP, +50% Great General Production also no level requirement.
Mercantilism -> Moved to Constitution
Brandenburg Gate (WONDER) -> Military Science, +150% Great General points, +3 gunpowder XP
Military Academy @ Military Tradition, West Point @ (Military Science w/ Nationalism)-> No level requirement
coordination +1 movement (gunpowder/siege only) ->normally bought after RADIO tech w/ Drill 4 or Combat 4
Mechanized Infantry/Mobile Artillery given 1 movement, and free 'coordination' promo.
American Mall : Market UB, +1 free merchant, +1 happy w/ Hit Movies/ Hit Music/ Hit Plays
German Assembly Plant -> +2 Armor/Air XP
German Kanon -> 90 hammers, +25% attack vs Rifle, +10% attack vs Grenadier
Riesengarde (Grenadier UU) -> 100 hammers, 13 strength, 1 move, +25% vs gunpowder (loses attack bonus) + Morale Promotion
Machine Gun able to attack -> lose 50% vs Gunpowder, gain +50% defense vs Infantry, +100% defense vs Machine Gun, gain extra FS (+2 FS)
Heavy Water Facility (bldng), Hadron Collider (Bldng), Particle Acceleration (tech) -> all connected to Nuclear tech
A-Bomb @ Fission(tech) 500 hammers, req Uranium... like a 'Bomber' but sacrifices w/ Damage + Fallout like a nuke.
Hadron Collider req 2 Heavy Water Facilities each. +University in the City.
Plutonium Enrichment Center req 2 Hadron Colliders. Plutonium Enrichment center provides 3 sources of Enriched Plutonium (resource)
Tac Nukes require Particle Acceleration (tech) + enriched plutonium (resource) 180 hammers, Dbl prod w/ Aluminum
ICBM req Particle Accelaration (tech) + enriched plutonium (resource) 300 hammers, Dbl prod w/ Aluminum
ie: Once ppl get Enriched plutonium they can get LOTS of nukes, but its expensive to set up Nuclear Program.
Carelessly selling extra sources of enriched plutonium can lead to MAYHEM
(ICBM 160 strength/ 100% max collateral, Tac Nuke 80 strength/ 80% max collateral ... and the classic 'A-Bomb' will be 120 strength/ 90% max collateral, lethal flanking attack vs Inf/Marine/Para/MechInf can upgrade into ICBM)
New Impi tweaks (5 str, +100% mounted, 50% gunpowder, 25% melee)