Steel and Thunder
Steel and Thunder: Unit Expansion unit expansion
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About this mod Machine translation
Steel and Thunder: Unit Expansion unit expansion
Steel and Thunder: Unit Expansion unit expansion
Here's how the additional global units fit into the upgrade path:
Melee: ... -> Swordsman -> Dragon Bearer* -> Musketman -> Rifleman* -> Infantry
Heavy Cavalry: ... -> Knight -> Cuirassier* -> Tank
Light Cavalry:
Knight (renamed Knight) -> Knight* -> Cavalry
Long Range (Regular): ... -> Field Artillery -> Mortar* -> Rocket Launcher
Ranged (auto-fire, +8 combat bonus vs. melee, anti-cavalry) and light cavalry, applies zone of control):
Gatling Gun * -> Machine Gun
Siege:
Catapult -> Trebuchet* -> Bomber -> Artillery -> Self-Propelled Artillery*
reconnaissance
Soldiers: Scout -> Explorer* -> Ranger
Naval melee combat:
Gary -> Cog* -> Caravel
Naval remote:
Quadrireme -> Galleass* -> Frigate
Unique unit variations:
*Conqueror -> Rifleman (other religions combat bonus reduced by 1 to +9)
- Mamluk -> Cuirassier
*Legion -> Long Sword Men
*Shield Bearer -> Sword Bearer
- Chariot -> Knight
- War Cart replaces Heavy Chariot.
*Legion becomes 41 combat strength.
*Cost of Knight, Mamluk increased to 200.
*Samurai replaced Longswordsman.
- Khevsur now replaces Longswordsman.
*Pykman power increased to 45, cost reduced to 160.
*Okihtcitaw upgraded to Explorer.
*Hwacha upgraded to mortar.
*Domrey, a Khmer, replaced Trebuchet.
- Macedon Hypaspist and Persian Immortal upgraded to Longswordsman.
Other changes:
*Anti-cavalry units now have +20 combat bonus vs heavy cavalry + +15 vs light cavalry
*The naturalistic base field of view is set to 2.
The only differences from the war unit core are:
- Sniper, modern sniper and scout units dropped.
*The Gatling Gun and Machine Gun are both ranged units, but also have a +8 combat bonus compared to melee, anti-cavalry and light cavalry.
*No changes to the Recon promotion tree.
background:
Moar Units has proven to be extremely popular (75,000+ active subscriptions!). However, a significant problem with it is that it's actually two mods in one:
- Mod that adds additional global units.
- A mod that adds 2 more unique units to (certain) civilizations.
Steel & Thunder is a revised version of (1), splitting this component of Moar into a separate mod.
If anyone would like to reuse any of Moar's unit artwork, it can be found here:
compatibility:
This mod is meant to use INSTEAD's Moar device instead of it!
Thanks to the following contributors:
Icon Art:ChimpanG,janboruta
3D Art: Hizkiyahu (aka Wolfdog)
Here's how the additional Global Units fit into the upgrade paths:
Melee:... -> Swordsman -> Longswordsman* -> Musketman -> Rifleman* -> Infantry
Heavy Cavalry:... -> Knight -> Cuirassier* -> Tank
Light Cavalry:
Rider (renamed Horseman) -> Horseman* -> Cavalry
Ranged (Regular):... -> Field Cannon -> Mortar* -> Rocket Launcher
Ranged (Automatic Guns, +8 combat bonus vs Melee, Anti Cavalry and Light Cavalry, exert Zone of Control):
Gatling Gun* -> Machine Gun
Siege:
Catapult -> Trebuchet* -> Bombard -> Artillery -> Self Propelled Artillery*
Recon:
Scout -> Explorer* -> Ranger
Naval Melee:
Galley -> Cog* -> Caravel
Naval Ranged:
Quadrireme -> Galleass* -> Frigate
Unique Unit Changes:
- Conquistador -> Rifleman (other religion combat bonus reduced by 1 to +9)
- Mamluk -> Cuirassier
- Legion -> Longswordsman
- Shield Bearer -> Longswordsman
- War Cart -> Knight
- War Cart replaces Heavy Chariot.
- Legion changed to 41 combat strength.
- Cost of Knight, Mamluk increased to 200.
- Samurai replaces Longswordsman.
- Khevsur now replaces Longswordsman.
- Pikeman strength increased to 45, cost decreased to 160.
- Okihtcitaw upgrades to Explorer.
- Hwacha upgrades to Mortar.
- Khmer Domrey replaces Trebuchet.
- Macedon Hypaspist and Persian Immortal upgrade to Longswordsman.
Other Changes:
- Anti Cavalry units now have +20 combat bonus vs Heavy Cavalry & +15 vs Light Cavalry
- Naturalist Base Sight Range set to 2.
Differences from Moar Units Core Only:
- Sniper, Modern Sniper and Recon units droppe …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.