ENCReload
The goal of Extended Naval Combat (ENC) is to create a longer, more interesting, and historicaly accurate game experience with the addition of new technologies, military units and tweaks to existing units, technologies, steath and pollution to keep it overall balanced. I tried to make this mod as compatible as possible with other mods by putting most new units and bonuses spread over the new Technologies, and minimal changes to cultures, districts and civics. The new Technologies help to make the late game last significantly longer, especially the late Industrial and early Contemporary era (WW1/WW2) period which is almost non exist in Vanilla. One of the main motivations of this mod was to improve the sence of historical accuracy. Due to the lack of intermediate units you often experience battle that would never happen durring real history. For example, in vanilla Knights aren’t upgraded until Industrial Era, resulting in many comical battles between knight and musket infanty. Although a game will always remain an abstraction of the true complexity of history, with the introduction of more intermediate units, like the Lancers, it becomes significantly less likely and therefore improve overall historical feeling.
Combat lies at the core of this mod. ENC does not only add more naval units, but also more land, and air units. Existing units are tweaked to achieve a longer more satisfying end game experience. in general Industrial and Contemporary units have been made stronger, giving them a more substantial edge over Early Modern units. Late combat has been been made more interesting with new rock scissor paper mechanics between the classes. For example, Submarines are more effective versus Battleship, Destroyers are more effective versus Submarines and Battleship are more effective versus Destroyers. Classes now progress through identifiable Pre WW1, WW1, WW2, Cold War and Post cold war era , making it feel more historically accurate. For optimal gameplay I recommend you also install Better Combat Damage Mod and configure it with Comparison Based (Vanilla Baseline), which will make elite and modern units more survivable and therefore more cost effective. New Naval units:
- Harpax War Galley
- Galleass
- Galleon
- Bomb Ketch
- Privateer
- Frigate
- Steam Corvette
- Steam Gunboat
- Steam Submarine
- Torpedo Boat Destroyer
- Protected Cruiser
- Dreadnought
- Fleet Submarine
- Cruiser Submarine
- Light Cruiser
- Destroyer
- Motor Torpedo Boat
- Diesel Submarine
- Missile Boat
- Missile Frigate
- Missile Destroyer
- Nuclear Aircraft Carrier
- Missile Submarine
- Stealth Corvette
- Stealth Missile Cruiser
- Fuel Cell Submarine
- Stealth Aircraft Carrier
New Land units
- Slingers
- Spear-throwers
- Spearmen
- Reenforced Battering Ram
- Chariot Archers
- Skirmisher
- Ballista
- Cataphracts
- Iron Swordmen
- Bowmen
- Yeomens
- Mounted Crossbowmen
- Sappers
- Rangers
- Siege Cannon
- Organ Gun
- Lancers
- Reiters
- FIeld Howitzer
- Cuirassiers
- Gatling Gun
- Breechloader Cannon
- Mounted Infantry
- Towed Artillery
- Armored Car
- Infantry Tank
- Towed Gun Howitzer
- Armored Recon
- Tank Destroyer
- Marines
- Self-propelled Howitzer
- TOW Infantry
- Attack Helicopter
- Special Forces
- Missile Anti Air Defence
- Multiple Launch Rocket System
- All-Terrain PMV
- Anti Tank Guided Missile Team
- Augmented Infantry
- Stealth Tank
- Stealth Helicopter
New Air units:
- Zeppilin
- Torpedo Bomber
- Short Range Ballistic Missile
- Multirole Combat Aircraft
- Strategic Bomber
- Jet Fighter
- Supersonic Bomber
- Interceptor
- Stealth Fighter
- Stealth Bomber
- Stealth Cruise Missile
- InterContinental Ballistic Missile (ICBM)
- Multiple Independently Targetable Reentry Vehicle (MIRV)
- Hypersonic Missile
- Hypersonic Bomber
In order to create a more historically accurate experience, it was necessary to add a lot more intermediate technologies and restructure the tech tree, mostly in the industrial and contemporary era. To minimize the detrimental effect of "skipping technologies", combat related technologies have been put on long technology paths. For example Firearms tech path starts at the end of the medieval (with Aqubusier), passes through the Early Modern Era, Industrial Era and ends in the Early Contemporary Era (with Commandos). Starting from the early modern age, the minimum research cost increases, with a sharp spike with the end game technologies. To compensate for the longer endgame, Era stars requirement has been increased for the Early Modern and Industrial Era. These changes and the introduction of many new technologies have the effect of creating a significantly longer end game. Although the turn limit is doubled from vanilla, even that might not be enough so I still recommended you disable the turn limit when creating a new game. Several additional endgame technologies have been added with fame bonus. To compensate for the added Fame, the Fame Bonus of other endgame technology have been reduced making the overall Fame bonus from technology the same.
- Horsemanship
- Archery
- Iron Working
- Heavy Cavalry
- Crossbow
- Medieval Warfare
- Clinker Boat Building
- Freehold
- Gunpowder Artillery
- Land Clearance
- Full Rigged Ship
- Wheellock
- Musket Warfare
- Ship of the Line
- Military Tradition
- Chemistry
- Railroad
- Naval Steam Engine
- Nature Conservation
- Telephone
- Gatling Gun
- Ironclad Shipbuilding
- Breechloader
- Rifling
- Steam Turbine
- Sanitation
- Oil Refinement
- Combustion Engine
- Anti Torpedo Boat Warfare
- Dreadnought Design
- Bunker Construction
- Submarine Warfare
- Intermodal Container
- Aerial torpedo
- Radio Communication
- Tank Warfare
- Anti Tank-Gun
- Aluminium Melting
- Camouflage
- Modern Highways
- Fire Control System
- Assault Rifles
- Sewage Treatment
- Antitank Warfare
- Domestic Refrigerator
- Reverse Osmosis
- Fax Machine
- Anti Submarine Warfare
- Air Transportation
- Balistic Missiles
- Electronics
- Pharmaceuticals
- Gas Turbine
- Guided Missiles
- Self Propelled Artillery
- Helicopter
- Modem
- Color Television
- Mechanized Infantry Doctrine
- Compact Nuclear Reactors
- Fuzzy Logic
- Video Game Console
- Precision-guided munition
- Dart Ammunition
- Cellular Network
- Helmet-mounted display
- Hydraulic fracturing
- Nuclear Fuel Reprocessing
- Multimedia Computer
- Ethernet
- Breeder Reactor
- Reactive Armor
- Stealth Technology
- Fuel Cells
- Active Protection Systems
- Stealth Ship
- Drone Technology
- Smartphone
- Vitual Reality
- Supercruise
- Superdonductor
- Active Camouflage
- Hypersonic Weapons
- Interplanetary spaceflight
- Nanotechnology
- Artificial Inteligence
- Quantum Computing