ARS – Improved Movement v2.2
Introduces 3 new combat unit formation classes: Land Ranged, Land Cavalry, and Naval Ranged. Units with differing formation classes may occupy the same tile. This is complemented by increased base movement for all units.
- Land Combat : Consisting of Melee, Recon, and Anti-Cavalry Units.
- Land Ranged : Consisting of Ranged and Siege Units.
- Land Cavalry : Consisting of Light Cavalry and Heavy Cavalry Units.
- Naval Combat : Consisting of Naval Melee and Naval Carrier Units.
- Naval Ranged : Consisting of Naval Ranged and Naval Raider units.
A tile may contain one unit from each formation class.
Unit adjacency bonuses from: Flanking, Support, Hungary’s Black Army, Gaul’s Ambiorix, have all been reduced by 1 to balance the greater unit density now possible due to unit stacking.
- +1 movement to Land units.
- +1 movement to Air units.
- +2 movement to Sea units.
- +2 movement to Embarked units.
- Great Admirals grant +2 movement.
- Settlers can build roads. (6 charges base, 12 with The Wheel)
- Railroad renamed to Smart Road, now works like all other roads.
- Classical Road renamed to Medieval Road.
- Roads now upgrade at every odd numbered Era.
- Ancient Road movement cost = 75%. (Can now build bridges)
- Medieval Road movement cost = 60%. (Medieval Era)
- Industrial Road movement cost = 50%. (Industrial Era)
- Modern Road movement cost = 33%. (Atomic Era)
- Smart Road movement cost = 25%. (Future Era)
- The AI can utilize unit stacking without issue.
- Units can no longer swap positions during movement.
- Units with the new formation classes are unable to Auto Explore.
- Units with the new formation classes can’t be linked to each other.
Compatible with the base game and both expansions.
Compatible with any mods that add new units that use the standard promotion classes.
Compatible with "Warfare Expanded: Reloaded" mod.
Compatible with JNR’s "6T" unit expansion mods.
Created by Arstahd