Old World

AG's Unit Mod for Old World

Released (updated ago). Ranked 21 of 41 with 48 (0 today) downloads

Published by amateurgamer88 (mod ID: 167254)

unit_mod.jpg

v0.6:

-Added 2 new units: Bowman and Armored Warrior

-Add 7 new improvements which gates 5 of the Heavy units and the 2 new units so they are available to only one nation

Note: The Tech tree is pretty messy. It says that you have access to units that you might not. I'll try to fix but I'm not sure what I can or cannot do at this moment.

v0.5:

-Changed Egyptian Light Chariot into Egyptian Chariot

-Buffed all the unique units of the nations (more HP and Strength)

v0.4:

-Added Light Cataphract and Heavy Cataphract

-Changed Cataphract, Ballista, Onager and Mangonel

-Buffed Armored Elephant slightly

-Moved Barding and Ballistics techs sooner and made cheaper with different prerequisite techs

-Siege units are stronger when attacking into Urban

-Infantry units are stronger when defending in Urban

-City base strength, scaling strength and HP buffed (not quite units but need to be addressed for balance reasons)

v0.3:

-Added Light Chariot, Heavy Chariot, Chariot Archer, Light Horseman, Heavy Horseman, Armored Elephant, Light Swordsman and Heavy Swordsman

-Changed War Elephant, Chariot, Horseman and Swordsman

-Changed Sarissa tech slightly (sooner, cheaper)

v0.2:

-Added Light Maceman, Heavy Maceman, Light Slinger, Heavy Slinger, Light Spearman, Heavy Spearman

-Maceman tankier and more Melee Strength vs. Infantry

v0.1:

-Added Trained Militia, Skirmisher, Elite Skirmisher, Light Axeman and Heavy Axeman

-Less health to Archer and Slinger units

-Warrior can now upgrade into the two new Axemen (Light and Heavy)

*More details below*

_____________________________________________________________________

  • Trained Militia:

    • HP: 20
    • Movement: 2
    • Fatigue Limit: 3
    • Vision: 4
    • Strength: 5
    • Has ZOC
    • Consumes: 3 Food/Year
    • Build: 40 Growth
    • Can not train or earn XP
    • Needs Tech: Manor
  • Skirmisher:

    • HP: 20
    • Movement: 2
    • Range: 2
    • Vision: 4
    • Strength: 5
    • Consumes: 3 Food/Year
    • Costs: 100 Food
    • Build: 80 Training
    • Strength vs. Polearm: +25%
    • Can upgrade into Elite Skirmisher
    • Needs Tech: Composite Bow
  • Elite Skirmisher:

    • HP: 25
    • Movement: 2
    • Range: 2
    • Vision: 4
    • Strength: 5
    • Consumes: 3 Food/Year and 1 Training/Year
    • Costs: 150 Food
    • Build: 100 Training
    • Strength vs. Polearm: +33%
    • Needs Tech: Bodkin Arrow
  • Light Axeman:

    • HP: 15
    • Movement: 3
    • Vision: 4
    • Strength: 4
    • Has ZOC
    • Consumes: 1 Iron/Year
    • Costs: 75 Iron
    • Build: 60 Training
    • Melee Strength vs. Polearm: +25%
    • Can upgrade into Light Maceman, Maceman or Swordsman
    • Needs Tech: Steel
  • Heavy Axeman:

    • HP: 25
    • Movement: 2
    • Vision: 4
    • Strength: 6
    • Has ZOC
    • Attacks Arc at 50%
    • Consumes: 3 Iron/Year and 1 Training/Year
    • Costs: 125 Iron
    • Build: 80 Training
    • Melee Strength vs. Polearm: +25%
    • Available to: Carthage
    • Can upgrade into Maceman, Heavy Maceman or Swordsman
    • Needs Tech: Steel
  • Light Maceman
    • HP: 20
    • Movement: 3
    • Vision: 4
    • Strength: 5
    • Has ZOC
    • Melee Strength vs Infantry: +25%
    • Consumes: 2 Iron/Year
    • Costs: 90 Iron
    • Build: 75 Training
    • Upgrades to Pikeman or Swordsman
    • Needs Tech: Battleline
  • Heavy Maceman
    • HP: 30
    • Movement: 2
    • Vision: 4
    • Strength: 7
    • Has ZOC
    • Melee Strength vs Infantry: +50%
    • Consumes: 3 Iron/Year and 1 Training/Year
    • Costs: 175 Iron
    • Build: 100 Training
    • Upgrades to Pikeman or Swordsman
    • Available to: Rome
    • Needs Tech: Battleline
  • Light Spearman
    • HP: 15
    • Movement: 3
    • Vision: 4
    • Strength: 4
    • Has ZOC
    • Melee Strength vs. Mounted: +25%
    • Consumes: 1 Iron/Year
    • Costs: 35 Iron, 35 Wood
    • Build: 60 Training
    • Upgrades to Pikeman or Swordsman
    • Needs Tech: Phalanx
  • Heavy Spearman
    • HP: 25
    • Movement: 2
    • Vision: 4
    • Strength: 7
    • Has ZOC
    • Attacks Forward at 50%
    • Melee Strength vs. Infantry: +50%
    • Consumes: 3 Iron/Year and 1 Training/Year
    • Costs: 75 Iron, 75 Wood
    • Build: 80 Training
    • Upgrades to Pikeman or Swordsman
    • Available to: Greece
    • Needs Tech: Phalanx
  • Light Slinger
    • HP: 15
    • Movement: 3
    • Vision: 4
    • Strength: 3
    • Range: 2
    • Consumes: 1 Food/Year
    • Costs: 25 Food
    • Build: 40 Training
    • Upgrades to Archer, Longbowman and Skirmisher
    • Needs Tech: Trapping
  • Heavy Slinger
    • HP: 20
    • Movement: 2
    • Vision: 4
    • Strength: 5
    • Range: 2
    • Consumes: 1 Food/Year and 1 Stone/Year
    • Costs: 35 Stone and 35 Food
    • Build: 60 Training
    • Upgrades to Longbowman and Skirmisher
    • Available to: Assyria
    • Needs Tech: Trapping
  • Light Chariot
    • HP: 15
    • Movement: 4
    • Vision: 4
    • Strength: 4
    • Starts with Rout
    • Consumes: 1 Food/Year
    • Costs: 30 Food, 30 Wood
    • Build: 60 Training
    • Upgrades to Light Horseman or Horseman
    • Needs Tech: Spoked Wheel
    • Requires: Horses
  • Heavy Chariot
    • HP: 25
    • Movement: 3
    • Vision: 4
    • Strength: 6
    • Ignores ZOC
    • Starts with Rout
    • Attack Strength vs Infantry: +25%
    • Consumes: 3 Food/Year and 1 Training/Year
    • Costs: 75 Food, 75 Wood
    • Build: 80 Training
    • Upgrades to Horseman or Heavy Horseman
    • Available to: Egypt
    • Needs Tech: Spoked Wheel
    • Requires: Horses
  • Chariot Archer
    • HP: 15
    • Movement: 3
    • Vision: 4
    • Strength: 5
    • Ignores ZOC
    • Range: 2
    • Consumes: 2 Food/Year
    • Costs: 50 Food, 25 Wood
    • Build: 80 Training
    • Upgrades to Horse Archer
    • Needs Tech: Composite Bow
    • Requires: Horses
  • Light Horseman
    • HP: 20
    • Movement: 4
    • Vision: 4
    • Strength: 5
    • Attack Strength vs. Siege: +25%
    • Starts with Rout
    • Ignores ZOC
    • Consumes: 2 Food/Year
    • Costs: 75 Food, 25 Iron
    • Build: 80 Training
    • Needs Tech: Stirrups
    • Requires: Horses
  • Heavy Horseman
    • HP: 30
    • Movement: 3
    • Vision: 4
    • Strength: 7
    • Ignores ZOC
    • Starts with Rout, Panic
    • Attack Strength vs. Siege: +75%
    • Attack Strength vs Infantry: +25%
    • Consumes: 4 Food/Year and 1 Training/Year
    • Costs: 125 Food, 75 Iron
    • Build: 100 Training
    • Needs Tech: Stirrups
    • Requires: Horses
  • Armored Elephant
    • HP: 50
    • Movement: 2
    • Vision: 4
    • Strength: 11
    • Ignores ZOC
    • Starts with Rout, Panic
    • Attacks Arc at 50%
    • Melee Strength vs Infantry: +50%
    • Consumes: 5 Food/Year and 2 Training/Year
    • Costs: 125 Food, 100 Iron
    • Build: 150 Training
    • Needs Tech: Martial Code
    • Requires Elephants
  • Light Swordsman
    • HP: 25
    • Movement: 3
    • Vision: 4
    • Strength: 7
    • Has ZOC
    • Attacks Arc at 25%
    • Melee Strength vs Infantry: +25%
    • Consumes: 3 Iron/Year and 1 Training/Year
    • Costs: 150 Iron
    • Build: 100 Training
    • Needs Tech: Unit Tactics
  • Heavy Swordsman
    • HP: 35
    • Movement: 2
    • Vision: 4
    • Strength: 9
    • Has ZOC
    • Attacks Arc at 50%
    • Melee Strength vs Infantry: +75%
    • Consumes: 5 Iron/Year and 2 Training/Year
    • Costs: 250 Iron
    • Build: 120 Training
    • Needs Tech: Unit Tactics
  • Light Cataphract
    • HP: 25
    • Movement: 4
    • Vision: 5
    • Strength: 9
    • Attacks Circle at 25%
    • Attack Strength vs. Siege: +25%
    • Ignores ZOC
    • Starts with Rout
    • Consumes: 3 Food/Year and 1 Training/Year
    • Costs: 75 Food, 75 Iron
    • Build: 120 Training
    • Needs Tech: Barding
    • Requires: Horses
  • Heavy Cataphract
    • HP: 35
    • Movement: 3
    • Vision: 4
    • Strength: 11
    • Attacks Circle at 25%
    • Ignores ZOC
    • Starts with Rout, Panic
    • Attack Strength vs. Siege: +75%
    • Attack Strength vs Infantry: +25%
    • Consumes: 5 Food/Year and 3 Training/Year
    • Costs: 125 Food, 125 Iron
    • Build: 160 Training
    • Upgrades to Horseman or Heavy Horseman
    • Needs Tech: Barding
    • Requires: Horses
  • Slinger Camp:
    • Urban Improvement
    • -1 Stone/Year
    • +2 Training
    • +5 XP/Year for Idle Ranged Units
    • Costs: 30 Wood, 4y (-1 Order/Year)
    • Unlocks: Heavy Slinger
    • Requires Tech: Trapping
    • Requires Urban, Lush, Temperate, or Arid
    • Available to: Assyria
    • Max: 1 per City
  • Warrior Camp:
    • Urban Improvement
    • -1 Iron/Year
    • +2 Training
    • +5 XP/Year for Idle Melee Units
    • Costs: 30 Wood, 4y (-1 Order/Year)
    • Unlocks: Armored Warrior
    • Requires Tech: Ironworking
    • Requires Urban, Lush, Temperate, or Arid
    • Available to: Persia
    • Max: 1 per City
  • Polearm Camp:
    • Urban Improvement
    • -2 Iron/Year
    • +4 Training
    • +5 XP/Year for Idle Melee Units
    • Costs: 40 Wood, 4y (-1 Order/Year)
    • Unlocks: Heavy Spearman
    • Requires Tech: Phalanx
    • Requires Urban, Lush, Temperate, or Arid
    • Available to: Greece
    • Max: 1 per City
  • Chariot Camp:
    • Urban Improvement
    • -2 Food/Year
    • +4 Training
    • +5 XP/Year for Idle Mounted Units
    • Costs: 40 Wood, 4y (-1 Order/Year)
    • Unlocks: Heavy Chariot
    • Requires Tech: Spoked Wheel
    • Requires Urban, Lush, Temperate, or Arid
    • Available to: Egypt
    • Max: 1 per City
  • Axeman Camp:
    • Urban Improvement
    • -2 Iron/Year
    • +4 Training
    • +5 XP/Year for Idle Melee Units
    • Costs: 40 Wood, 4y (-1 Order/Year)
    • Unlocks: Heavy Axeman
    • Requires Tech: Steel
    • Requires Urban, Lush, Temperate, or Arid
    • Available to: Carthage
    • Max: 1 per City
  • Archery Camp:
    • Urban Improvement
    • -2 Wood/Year
    • +4 Training
    • +5 XP/Year for Idle Ranged Units
    • Costs: 40 Wood, 4y (-1 Order/Year)
    • Unlocks: Bowman
    • Requires Tech: Composite Bow
    • Requires Urban, Lush, Temperate, or Arid
    • Available to: Babylonia
    • Max: 1 per City
  • Maceman Camp:
    • Urban Improvement
    • -3 Iron/Year
    • +6 Training
    • +5 XP/Year for Idle Melee Units
    • Costs: 40 Wood, 4y (-1 Order/Year)
    • Unlocks: Heavy Maceman
    • Requires Tech: Battleline
    • Requires Urban, Lush, Temperate, or Arid
    • Available to: Rome
    • Max: 1 per City
  • Armored Warrior:
    • Melee, Infantry
    • HP: 25
    • Movement: 2
    • Strength: 4
    • Has ZoC
    • Starts with: Shieldbearer
    • Consumes: 1 Iron
    • Cost: 60 Iron
    • Construction: 60 Training
    • Available to: Persia
    • Upgrades to Light Axeman, Axeman, Light Spearman, Spearman
  • Bowman:
    • Ranged, Infantry
    • HP: 20
    • Movement: 2
    • Strength: 6
    • Range: 4
    • Has ZoC
    • Starts with: Shieldbearer
    • Consumes: 3 Wood
    • Cost: 120 Wood
    • Construction: 100 Training
    • Available to: Babylonia
    • Upgrades to Crossbowman, Longbowman
  • Slinger:

    • HP: 15 (instead of 20)
  • Archer:

    • HP: 15 (instead of 20)
  • Warrior:

    • Can also upgrade into Light Axeman and Light Spearman
  • Axeman
    • upgrades into Light Maceman and Maceman
  • Chariot
    • Upgrades to Light Horseman, Horseman or Heavy Horseman
  • Maceman:
    • HP: 25 (instead of 20)
    • Melee Strength vs. Infantry: +33% (instead of 25%)
  • Horseman
    • HP: 25 (was 20)
  • War Elephant
    • HP: 40 (was 20)
    • Ignores ZOC
  • Swordsman
    • HP: 30 (was 20)
  • Sarissa Tech
    • Prerequisite only Manor
    • 1600 Science (instead of 3200)
  • Cataphract
    • HP: 30 (was 20)
  • Barding Tech
    • Prerequisite Stirrups and Torsion
    • 1600 Science (instead of 3200)
  • Ballista
    • Strength: 7 (instead of 5)
    • No more Attacks Forward (2) at 50%
    • Attack Strength vs. Mounted: +25%
    • Range: 4
  • Onager
    • Range: 2-5 (instead of 2-4)
    • Strength 7 (instead of 6)
    • No more Attacks Splash at 25%
    • Starts with Assault
    • No longer upgrades into Mangonel
  • Mangonel
    • Range: 2-6 (instead of 2-5)
  • Ballistics Tech
    • Needs Tech: Scholarship
    • 1600 Science (instead of 3200)
  • Siege
    • +100% into Urban (instead of 50%)
  • Infantry
    • Defending Urban: +50% (instead of 25%)
  • City
    • Base Strength: 10 (instead of 8)
    • Strength per Citizen: 6 (instead of 5)
    • HP: 40 (instead of 20)
  • Battering Ram
    • HP: 25 (instead of 20)
    • Strength: 7 (instead of 6)
  • Siege Tower
    • HP: 30 (instead of 20)
    • Strength: 10 (instead of 8)
  • Akkadian Archer
    • HP: 25 (instead of 20)
    • Strength: 7 (instead of 6)
  • Cimmerian Archer
    • HP: 30 (instead of 20)
    • Strength: 10 (instead of 8)
  • African Elephants
    • HP: 45 (instead of 20)
    • Strength: 7 (instead of 6)
  • Turreted Elephant
    • HP: 55 (instead of 20)
    • Strength: 10 (instead of 8)
  • Egyptian Chariot (formerly Light Chariot [Egypt only])
    • HP: 25 (instead of 20)
    • Strength: 7 (instead of 6)
  • Kushite Cavalry
    • HP: 30 (instead of 20)
    • Strength: 10 (instead of 8)
  • Hoplite
    • HP: 25 (instead of 20)
    • Strength: 7 (instead of 6)
  • Phalangite
    • HP: 35 (instead of 20)
    • Strength: 10 (instead of 8)
  • Palton Cavalry
    • HP: 25 (instead of 20)
    • Strength: 7 (instead of 6)
  • Cataphract Archer
    • HP: 30 (instead of 20)
    • Strength: 10 (instead of 8)
  • Hastatus
    • HP: 25 (instead of 20)
    • Strength: 7 (instead of 6)
  • Legionary
    • HP: 35 (instead of 20)
    • Strength: 10 (instead of 8)


Description:

Want more variety to your arsenal? More units are added through this mod to create a greater dynamics of how combat can work.

This mod is made by an amateur so please be patient with any bugs or issues. These will be tackled as soon as possible. Assets like art won't be added unless an artist is willing to help. You can message me in the Old World discord and find me @amateurgamer88#8868

Releases

FilenameSizeVersionAddedOptions
ag-s-unit-mod_132488468219964510.zip584.88kbv0.6

ag-s-unit-mod_132474235688129996.zip581.33kbv0.5

ag-s-unit-mod_132470411791295459.zip580.88kbv0.4

ag-s-unit-mod_132469081906901867.zip579.6kbv0.3

ag-s-unit-mod_132468284745446988.zip578.3kbv0.2

ag-s-unit-mod_132467714040598783.zip577.6kbv0.1

ag-s-unit-mod_132466977888193461.zip576.99kb0.1

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