Basically, I'm working on balancing the civs more like standard Skirmish civs, and also adding the Warchief's SPC civ and the Circle of Ossus(If I can find their Home City/civ data)
The disadvantages of this is that I can't change the Civs.xml and enable the first two campaign civs to get to the last age (or last 2 in the case of The Knights of St. John), enable new buildings for them, etc...
Civs:
Knights of St. John (Malta) Status: complete Basically, this civ plays sort of like the spanish, but they have early artillery (Hoop throwers) like the Ottomons do, and can build Mortars 1 age early. They have no other artillery, except what they ship from the HC. Infantry is Crossbowmen, Pikemen and Rodeleros Cavalry is Hussars and Lancers (basically they get both of SPain's UUs) Artillery is Hoop Throwers and Mortars. Hoop Throwers are the only TRUELY unique unit that any of the SPC cities have (aside from the Colonial Militia for the Black Family estate, but as mentioned before, some serious modding is needed to get that civ to play as intended) I have added pretty much all the standard ship (except for monitors) and settler, resource and livestock shipment cards to the NWTC To the Knight's Garrison, I added all the Spanish Inf and Cav upgrade cards as well as Rodelero and Lancer cards. In addition, I gave them the Revolution deck 4 gatling guns card available at level 2 after selecting both 1 and 2 falc cards. I also gave them the Unicorne Mortars (since they cannot get to age IV) to help keep them viable in long games. I also added Highland and Holy Roman Merc lines to the Knight's arsenal as well (Including Merc Loyalty) I Basically combined the standard Manufacuring plant and Cathedral cards for the Grand magistry. The difference is that, due to the fact that Malta can't build Platations or factories, I gave them the Capitalism card right off and they can get the Earth Bounty card at level 25. The Grand Magistry is very crowded, with cards taking up just about every available slot, but Malta now has pretty much all the Manufacturing Plant and Cathedral cards available to a standard civ. Default Card Deck: 2 Settlers, Covered Wagon, Bandierantes, 300 Wood, 6 Rodeleros, 8 Rodeleros, 8 Crossbows, 1 Falconet, 2 Mortars, 4 Lancers, 6 Lancers, 4 Hoop Throwers, Pioneers, Capitalism, Fort Note: I gave them Bandierantes at Age 1 and in their default card deck due to the fact that the campaign civs don't have Explorers, and I gave them the British Explorer Combat card due to the fact that since they can't reach age 4, they can't get the sniper attack, and the British explorer gives them that sword special attack. Black's Mercenaries (Boston) Status: Complete This civ plays like a combination of Germany and Britan... They get the German Unique cavalry, and a combination of British and German Infantry, as well as a number of other shared features. The Infantry units they train are: Crossbowmen, Pikemen, Halberdiers, Musketeers, and Skirmishers Cavalry for them are: Uhlans and War Wagons Artillery for Black's Mercenaries are: Grenadiers, Falconets, Culverins, Mortars, Gatlig Guns (HC only) and Heavy Cannons (HC Only) In addition, they get many german HC cards, and their mercs are similar (including German Merc combat card). I also gave them the Ship Factory and Robber Barons card, but since the TechTreex.xml doesn't have any kind of Heavy artillery generation enabled, you can't use the factory to crank out Hvy Arty, but all other standard factory functions still work. They cannot get to the Imperial age, but this is far less of an issue than not even baing able to make it to the Industrial age... Besides, Black's mercs CAN build plantations and arsenals, so they are at far less of a disadvantage compared to the Knights of St. John. United States (St. Louis) Status: Complete The US plays much like Britan, but they do not get any early light infantry (no x-bow, LB, etc)... Infantry they train are: Pikemen, Musketeers, and Skirmishers, with the Musketeers being "Royal Guard" units Cavalry are: Hussars and Dragoons, with Hussars being "Royal Guard" units Artillery are: Gatling Guns (HC only) Grenadiers, Falconets, Culverins, Mortars, Rockets, and Heavy Cannon (Factory Only) Note: the Imperial upgrade at the factory upgrades your rockets to Imperial, not the cannons, meaning that it's usually more advantageous to build rockets than to have the factory train HC, since you can pump out 5 rockets at a shot (albeit they are expensive and cost 6 pop each). Further updates as projects get completed. [This message has been edited by Hikaro Takayama (edited 02-07-2007 @ 05:44 PM).]
As soon as I finish testing the more experimental features, I'll upload the mod.