Sid Meier's Civilization V

Sid Meier's Civilization V

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Complete Unit Rebalance
   
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21 Dec, 2014 @ 12:11pm
27 Dec, 2014 @ 9:51am
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Complete Unit Rebalance

Description
One of my main gripes with the game is how unbalanced the units are.

Catapults and Trebuchets are useless because Composite Bowmen and Crossbowmen are just too damn good. Why use warriors and longswordsman when you can just spam Pikemen?

***LOOK AT THE CHANGELOG FOR EVERY SPECIFIC CHANGE THAT I MADE***

The Re-balancing in a nutshell:
The archer line is hit with a 33% penalty against cities and a small 10% bonus against mounted units. Mounted units get a BIG buff in strength. The spearman line gets a big nerf in strength, but a huge 150% bonus against mounted. The warrior line gets a slight buff in strength and small reduction in production (the Workshop now gives 1 iron, also increasing their availability...to make up for the extra iron, Destroyers, Battleships, and Missile Cruisers now use 1 iron later on).
So generally:
Warriors beat Spearman and Archers
Mounted Units beat Warriors and Siege units and destroy archers if they reach them.
Spearman beat Mounted Units
Archers beat spearman and can weaken mounted units (if the mounted units don't reach them).

This type of balance changes continue all the way into anti-tank guns, tanks, helicopters, and mechs! =)

How the game changes:
It becomes increasingly valuable to have good troop composition. You'll find that pitting off the incorrect troops against each other can often end in disastrous results.
It's no longer a case of spamming pikemen/crossbowmen. Sure, you may build a bunch of the newly buffed knights, but pikemen will tear them apart, so you have to bring swordsmen/crossbows, which the enemy knights can tear apart, so bring your own pikemen, and think twice about foregoing siege units for xbows, cause the 33% penalty against cities could screw you up.

Tips:
-Mounted Units WILL destroy everything you love, make sure to have spearmen/pikemen ready to defend.
-The longswordsman can now be built into the rifling tech, so make use of it as a cheaper/weaker musketman.
-Iron is more valuable in the early game because spearmen/pikemen are now pretty much anti-mounted units only...swordsmen and lonswordsmen may have to do most of your grunt work.
-Horses are also more valuable if you want the raw power of the new mounted units (which you will).
-Keep archers behind your warriors if you find yourself without spearman/pikeman...the 10% bonus against mounted units could save your life.

FUTURE PLANS:
Maybe give a slight buff to catapults and trebuchets

RECOMMENDED MODS:
-Artificial Unintelligence Lite
-Focused AI
-Siege Units get Indirect Fire Promotion
Popular Discussions View All (1)
0
6 Mar, 2015 @ 8:14am
Description in the mod itself
roberto tomás
17 Comments
T.N.Tobin 12 Aug, 2023 @ 7:41am 
there not supposed to be balanced, in real life weapons are better then other weapons, its just fact
T.N.Tobin 12 Aug, 2023 @ 7:41am 
I barely use pikeman but sure whatever you say
Karma 22 Jul, 2020 @ 10:57pm 
@leewalser Early rifles are less accurate than bows.
DW 24 Nov, 2016 @ 5:12pm 
Very interesting mod. I needed a bit of experimenting before having fun with strategy and unit comp
Aronix 27 Jun, 2016 @ 4:28am 
Never used mounted units ever, except for an occasional cavalry to pick off a crossbowman, or if i was playing a civ with improved units, carthage, arabia, attilla, etc.
I hope this mod is what it looks like
leewalser 15 Aug, 2015 @ 2:19pm 
My biggest complaint about units in the game, isn't their relative strength but range.
Why do archers and crossbowmen get to effect targets that are far away but riflemen etc loose the ranged ability. Changing the unit's strength relative to different types of units can be a cure if the long range is now limited to seige weapons but if archers and crossbowmen can still shoot rifelmen from a distance it still seems weird.
I'd love to se a mod that fixes the range problem
Conekid 13 Aug, 2015 @ 10:02am 
Can you make Ranged units deal less damage to units that have missing health, up to a point where ranged units can no longer harm units with less than 50 health?
Iron Templar 26 Jul, 2015 @ 5:30pm 
pickmen suck thats why nobody intelgent uses them and what are you onn crosbow men are worse than trebucates
RobotSantaClaus 31 Mar, 2015 @ 4:45am 
Does this work with other mods which add new units. Basically, how did you code this, did you code it for unit classes or for all the existing units. If, for example, a mod adds a unique unit classes as a ranged unit, this will affect it, correct (it will have the -33% penalty for attacking cities,right?)

Thanks, and nice mod!
roberto tomás 3 Mar, 2015 @ 5:19am 
where is this "Siege Units get Indirect Fire Promotion" mod?