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About this mod

Introduces expanded technology tree and many new military units.

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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.

General Combat changes:

  • Scout
    • Upgrades path changed to Skirmisher, Yeomen, Rangers, Partisans, Commandos, Special Forces
  • Archers
    • Unlocked later with Archery instead to Woodworking
    • Upgrades to Bowmen/Longbowmen, Organ Gun/Rocket Cart, Gatling Gun, Machine Gun, Arnoured Personal Carrier
  • Scout Horses
    • Unlocked later with Horsemanship, which also unlock Horses Strategic resource
    • First unit capable of detecting hidden units
  • Chairots
    • Upgrades to Cataphract instead of Horsemen
  • Swordmen
    • Requires Strategic resource Bronze
    • Upgrades to Iron Swordmen
  • Siege engines
    • increased range and battle strength
  • Galleys: (Pentekonter, Quadrireme, Galleass)
    • Increased speed in Shallow Water
    • Half speed and reduced Combatstrength when in Deep Water,
    • Increased speed in Battle
    • Increased strength against adjacent targets
  • Embarked units
    • Significantly improved speed which improves with more advanced technology
    • Increased visual range with advanced technologies
    • Lost ability to detect stealth units
    • Has Upkeep Cost
  • Galleass
    • Unlocked earlier at end of Medieval Era,
    • Acces to Salpeter is changed to Alchemy
    • Upgrade path changed to Privateer, Steam Corvette, Steam Torpedo Boat, Motor Torpedo Boat, Missile Boat, Stealth Corvette
  • Gallions
    • Unlocked with Naval Artillery (Carrack is instead unlocked with Gunpower and Navigation )
    • Gains Shatter special ability (ability to destroy Walls and Entrenchments)
  • Field Gun (formaly known as Howitzer)
    • Reduced attack range
    • Can defend agains melee units with -8 Combat Damage (rather than not at all)
  • Mortar and Bomb Ketch
    • Reduced attack range and Damage
    • Gains explosive shells effect, which partially supreses unarmoured targets
    • Gain ability to barbardment outside of battle
  • ManOWar
    • Must be build. Does not upgrade from any predecessor
    • Is the strongest wooden ship until it becomes replaced by the Ironclad
    • Gains Shatter special ability (ability to destroy Walls and Entrenchments)
  • Fast Ships (Frigate, Steam Frigates, Torpedo Boat Destroyers, Destroyers, Guided Missile Destroyes)
    • Gain improved visual range
    • Maintains stealth detection capability (most other non modern naval units lose this ability)
    • Have comparitively higher base speed then other vessels of its age
  • Ironclad
    • Consistenly more effective effective versus Wooden vessels but weaker versus Dreadnought and more modern ships
    • Removed Inner Sea Mastodonte (which gave +11 in coastal tiles)
    • -4 Combatstrength when attacking from Deep Water
    • Gains ability to bombard outside of battle
    • Gains ability to detect stealth units
  • Modern Battleships (Dreadnough, Fast Battlrship, Missile Cruiser, Stealth Cruiser)
    • Are significantly powerfull, both in range and strength compaired to vanilla
    • Have increased zone of control (size depending on tech level)
    • Gain limited steath detection
  • Cheap Boats (Steam corvettes, Steam Torpedo Boat, Mortor Torpedo Boat, Guided Missile Boat, Stealth Corvette):
    • Move faster in friendy territory and in Battle
    • Loses Ignore zone of control
    • Gains One Move after attack
  • Field Gun (Formally Known as Howitzer)
    • Gains -8 combat strength when attacked by melee units (rather than undefended)
  • MachineGun
    • Gains Increased Zone of control
    • Gains -4 combat strength when attacked by melee units (rather than undefended)
    • Reduced Attack Range
  • Submarines:
    • Have significantly more effective stealth (because embarked units no longer have stealth detection and only modern and frigates have steath detection)
    • Gain +4 combatstrength durring the first round of battle
    • Gain +4 combatstrength when attack from deep water
    • Remain hidden after an attack when not next to an enemy unit
    • Have the best Stealth Detection and Visual Range early on.
    • Maintains ignore zone of control and Can travel past Hostile units
    • Early Submarine are slower while late game Submarines are Faster
  • Tanks (Infantry Tank, Medium Tank, Main Battle Tank, Stealth Tank)
    • Initialy slower but gain speed with advances
    • Increased Strength (compaired to Vanilla)
    • Gains Ignore Zone of control
  • Modern Anti Tank units (TOW infantry and MPATs)
    • only gain limited general strength improvement but become more effective versus Armour and Improved Stealth
  • Settlers and Engeneers:
    • provide Heath Regeneration outside of Frendly Territories to all Units in their Army, making them usefull to have arround durring militairy campaigns
  • Multirole Fighter
    • Reduced splash damage
  • Cruise Missile
    • Reduced Construction cost and Maintenance
    • Only requires Acces to Aluminium
    • No Population Cost
    • Increased Attack Range
  • Heavy Bomber (Formally known as Strategic Bomber)
    • Increased Attack Range
    • Upgrades into Strategic Jet Bomber

New Transport units:
  • Ancient Transport Galley, unlocked with Sailing, upgrades to Transport Galley
  • Cog Transport, unlocked with Seafaring, upgrades to Caravel
  • Transport Barque, unlocked with Ship of the Line, upgrades to Steam Transport
  • Steam Transport, unlocked with Maritime Steam Engine, upgrades to Landing Craft
  • Hovercraft Transport, unlocked with Mechanized Infantry Doctrine

New Naval units:

  • Classical Era:
    • Harpax War Galley, unlocked with Trade Expeditions, upgrades to Cog Warship
  • Medieval Era
    • Cog Warship, unlocked with Clinker Boat Building, upgrades to Carrack
    • Galleass, requires Copper and Saltpeter, unlocked with Black Powder Guns, upgrades to Man O War
  • Early Modern Era:
    • Galleon, requires Copper and Saltpeter, unlocked with Naval Artillery, upgrades to Steam Frigate
    • Bomb Ketch, requires Copper and Saltpeter, unlocked with Siege Cannons, upgrades to Ironclad
    • Privateer, requires Copper and Saltpeter, unlocked with Musket Warfare, upgrades to Steam Corvette
    • Frigate, requires Iron and Saltpeter, unlocked with Ship of the Line, upgrades to Steam Frigate
  • Industrial Era:
    • Steam Corvette, requires Iron and Coal, unlocked with Marine Steam Engine, upgrades to Steam Torpedo Boat
    • Steam Gunboat, requires Iron and Coal, unlocked with Marine Steam Engine, upgrades to Protected Cruiser
    • Steam Submarine, requires Copper, Iron and Coal, unlocked with Turbine, upgrades to Fleet Submarine
    • Torpedo Boat Destroyer, requires Iron and Coal, unlocked with Anti Torpedo Boat Warfare, upgrades to Destroyer
    • Protected Cruiser, requires Iron and Coal, unlocked with Anti Torpedo Boat Warfare, upgrades to Destroyer
    • Dreadnought, requires Iron, Copper and Coal, unlocks with Dreadnought design, upgrades to Battleship
    • Fleet Submarine, requires Iron, Copper and Oil. unlocked with Submarine Warfare, upgrades to Diesel Submarine
    • Cruiser Submarine, requires Iron, Copper and Oil. unlocked with Submarine Warfare, upgrades to Nuclear Submarine
    • Light Cruiser, requires Iron and Oil, unlocked with Modular Containers, upgrades from Protected Cruiser, upgrades to Missile Cruiser
  • Contenporay Era:
    • Destroyer, requires Steel, Copper and Oil, unlocked Anti Submarine Warfare, upgrades to Missile Destroyer
    • Motor Torpedo Boat, requires Oil, unlocked with Amfibious Warfare, upgrades to Missile Boat
    • Diesel Submarine, unlocks with Fluid Dynamics, upgrades to Fuel Cell Submarine
    • Missile Boat, unlocked with Electronics, upgrades to Stealth Corvette
    • Missile Frigate, unlocked with Computing, upgrades to Stealth Cruiser
    • Guided Missile Destroyer, unlocks with Guided Missiles, upgrades to Stealth Missile Cruiser
    • Nuclear Aircraft Carrier, unlocks with Compact Nuclear Reactors
    • Missile Submarine, unlocks with Satelites and Compact Nuclear Reactor
    • Stealth Corvette, unlocks with Stealth Technology and Satellites
    • Stealth Missile Cruiser, unlocks with Stealth Technology and Satellites
    • Fuel Cell Submarine, unlocked with Fuel Cells
    • Stealth Aircraft Carrier, unlocked with Interplanetairy spacecraft

New Land units:
  • Anchient Era:
    • Slingers, unlocked with Domestication, upgrades to Crossbowmen
    • Spear-throwers, unlocked with Wood Working, upgrades to Skirmisher
    • Spearmen, unlock with City Defence, upgrades to Phalanx
    • Reenforced Battering Ram, unlocked with Organised Warfare
    • Chariot Archers, unlocked with Wheel, upgrades to Mounted Crossbowmen
  • Classical Era
    • Skirmisher, unlocked with Standing Army, upgrades to Crossbowmen
    • Cataphracts, unlocked with Heavy Cavalry, upgrades to Knights
  • Medieval Era:
    • Iron Swordmen, unlocked with Imperial Power, upgraded from Bronce Swordmen, upgraded to Great Swordmen
    • Bowmen, unlocked with War Summons, upgrades from Archer, upgrades to Organ Gun or Rocket Cart
    • Yeomens, unlocked with Freehold, upgrades from Skermisher, upgrades to Rangers
    • Mounted Crossbowmen, unlocked with Medieval Warfare, upgrades to Reiters
    • Sappers, unlocked with Siege Works, upgrades to Cannons
  • Early Modern Era
    • Rangers, unlocked with Land Clearance, upgrades to Partisans
    • Siege Cannon, unlocked with Black Powder Artillery, upgrades to Field Gun
    • Organ Gun, unlocked with Black Powder Artillery, upgrades to Gatling Gun
    • Lancers, unlocked with Land Clearance, upgrades to Cuirassiers
    • Reiters, unlocked with Wheellock, upgrades to Dragoons
  • Industrial Era:
    • FIeld Howitzer, unlocked with Military Coordination, upgrades to Anti Tank Gun (renamed old Howitzer unit to Field Gun)
    • Cuirassiers, unlocked with Line Formations, upgrades to Infantry Tank
    • Gatling Gun, unlocked with Gatling Gun, upgrades to Heavy Machinegun
    • Breechloader Cannon, unlocked with Breechloader, upgrades to Anti Tank Gun
    • Mounted Infantry, unlocked with Rifling, upgrades to Armoured Car
    • Towed Artillery, unlocked with Automobile and Breechloading, upgrades to Towed Gun Howitzer
    • Armored Car, unlocked with Automobile, upgrades Armored Recon
    • Infantry Tank unlocked with Continuous Track, upgrades to Medium Tank
  • Contemporary Era:
    • Towed Gun Howitzer, unlocked with Highways, upgrades to Self-propelled Howitzer
    • Armored Recon, unlocked with Anti Tank Warfare upgrades to Attack Helicopter with Jet Engine
    • Tank Destroyer, unlocked with Anti Tank Warfare, upgrades to Main Battle Tank
    • Marines, unlocked with Assault Guns, upgrades from Riflemen, upgrades to All-Terrain PMV
    • Self-propelled Howitzer, unlocked with Mechanized Infantry Doctrine, upgrades from Towed Gun Howitzer
    • TOW Infantry, unlocked with Computing, upgrades from Anti Tank Gun, upgrades to MANPADS Infantry
    • Attack Helicopter, unlocked with Jet Engine, upgrades from Amoured Recon, upgrades to Helicopter Gunship
    • Special Forces, unlocked with Video Game Console, upgrades from Commando, upgrades to Augment Infantry
    • Missile Anti Air Defence, unlocked with Guided Missiles, upgrades from Anti Air Gun
    • Multiple Launch Rocket System, unlocks with Guided Missiles
    • All-Terrain PMV, unlocked with Mechanized Infantry Doctrine
    • Anti Tank Guided Missile Team, unlocked with Special Ops
    • Augmented Infantry, unlocked with Virtual Reality
    • Stealth Tank, unlocked with Active Camoflage

New Air units:
  • Torpedo Bomber, unlocked by Naval Air Strategy
  • Short Range Ballistic Missile, unlocked with Ballistic Missile technology
  • Multirole Combat Aircraft, unlocked with Air Transportation
  • Strategic Bomber, unlocked with Gas Turbine
  • Jet Fighter, unlocked with Gas Turbine
  • Supersonic Bomber, unlocked with Precision Guided Munition
  • Interceptor, unlocked with Precision Guided Munition
  • Stealth Fighter, unlocked with Stealth technology
  • Stealth Bomber, unlocked with Stealth technology
  • Stealth Cruise Missile, unlocked with Special Ops
  • Augmentd Infantry, unlocked with Virtual Reality
  • Hypersonic Missile, unlocked with Hypersonic Weapon technology
  • InterContinental Ballistic Missile (ICBM) unlocked after researching Rocket Science and building 2nd Nuclear Test Project
  • Multiple Independently Targetable Reentry Vehicle (MIRV), unlocked with 3nd Nuclear Test Project

Special ability changes:

  • Indirect Fire Artillery units apply Suppresive fire on non armoured units (-2 strength and -2 movement )
  • Pentekonters and Galley require 2 movement in Ocean tiles
  • Land-based Archer and Gunner units are less effective (-12 strength) versus naval units in battle
  • Transport Galley and all other naval transport Units now require upkeep when used
  • Cog is converted into a Transport vessel(military vessel is replaced by other unit)
  • Man O' War gain special ability Shatter (similar to Howitzer)
  • Indirect ranged attacks by Archer units on Fortified units get reduced by 6 strength
  • Units that cannot attack fortifications (Cavalry, Tanks, etc.) require 2 movement points in Rocky Field
  • Ironclad special ability Inner Sea Mastodonte (+11 in Coastal Waters) is replaced by Bombard (similar to Battleship)
  • Oar propelled units (Pentekonter, Quadrireme, Galleass ) gain +5 strength in Coastal Waters and +2 speed in combat
  • Dreadnought, Battleship and Missile Cruiser gain extended Zone of Control
  • Torpedo Boats are faster (+2 Movement) near harbors and during combat and are now powered by Coal instead of Oil
  • Submarines remain hidden after attack (similar to Soldaderas)
  • Submarines gain +5 attack bonus versus Armored Vessels (Ironclads, Battleships, Carriers, Cruisers)
  • Submarines can hide better in deep Ocean water, giving them a +5 strength bonus when fighting on Ocean tiles
  • Aircraft Carrier gained Armored property, Stealth Corvette Loses Armored property
  • Anti Air Gun has increased Zone of Control and gains Attack Bonus Versus Attack Helicopters and Helicopter Gunships
  • Missile Cruiser special ability Anti Air is replaced by special ability Multiple Missile Bombardment
  • Commando gains ability to move through cliffs and forest without penalty

Unit Balance Changes:

  • All Naval Transporters +2 speed
  • Scout; upgrades to Skirmisher/Noble Javelineers
  • Javelin Throwers; -1 range, +ignore line of sight, upgrades to Skirmisher/Noble Javelineers
  • Noble Javelineers: -1 range, +ignore line of sight, +pathfinder, upgrades to Yeomens
  • Spearmen: +1 strength
  • Ballista; +2 strength +1 range
  • War Elephant: +2 strength
  • Crossbowmen; +1 range, reduced upkeep cost
  • Trebuchets, +4 strength
  • Arquebusiers, reduced upkeep cost
  • Pentekonter; +1 strength, +2 bonus movement in battle, +4 bonus strength on Shallow Water, upgrades to Quadrireme, move at half speed though ocean tiles
  • Quadrireme; +2 strength, +2 bonus movement in battle, +4 bonus strength on Shallow Water, upgrade to Galleass
  • Gajnal; +1 Strength, replaces Dragoon, upgrades to Armored Car
  • Jaguar Warriors; +1 speed
  • Hunnic Rider and Mongol Horde gain +1 attack range and can upgrade from Chariot Archers
  • Mortar; -1 Land Speed, -5 strength, but gains partial suppression effect
  • Man O' War; +4 strength, +Shatter , increased construction and upkeep cost
  • Ironclad; +2 Strength, +1 Attack Range, +bombard, +artillery suppresion, upgrades to Dreadnought
  • TorpedoBoat: remove Iron requirement
  • U-Boat; -2 movement, +1 vision, +5 Bonus Armored Units (ironclad, battleships, etc), upgrades to Diesel Submarine
  • Siege Artillery; -5 strength, but gains partial suppression effect; upgrades to Self propelled Howitzer
  • Heavy Machinegun; +3 strength
  • Antitank gun +3 strength, +3 stealth regen
  • Battleship; +3 strength +1 movement +1 vision, +2 attack range, Increased zone of control
  • Aircraft Carrier, +1 movement, +1 vision +Armored (immune to suppression, vulnerable versus submarines)
  • Nuclear Submarine, +2 vision, +1 range, +5 Bonus Armored Units (battleship, carrier, cruisers)
  • Missile Cruiser, +3 strength, +4 vision, +5 range, Increased zone of control
  • Red Army Tank, +3 strength, +1 vision, +1 attack range, +1 vision height
  • Main Battle Tank, +1 strength, +2 attack range, +1 vision height
  • Sweden Stealth Corvette +3 strength, +1 vision, +1 range, +Anti Airpower (50% strength)
  • Spearmen +1 strength

Nuclear Proliferation:
Nuclear weapons have become more useful with increased range and accesibility (with reduced minimum strategic resource requirements) and with the addition of a true ICBM (unlocked after researching Rocket Science and completing 2th Nuclear Test project) and MIRV (unlocked after researching Rocket Science and completing 3th Nuclear Test project). The finial Nuclear Test project, The ICBM weapon project, now requires the same amount of space as the 2th nuclear project. All of this will make it more likely, the most power nuclear weapons will be build and actually used by the AI with devastating effects. The state of Nuclear weapons proliferation is made more intuitive as the National Nuclear Weapon Test Programs strategic resource requirements are made the same as the missile weapons they unlock, meaning if someone manages to build a nuclear weapon test project they can also build and use them.
Terrain:Movement have been made more tactical.
  • Rocky Forest: +1 movement cost for cavalry/vehicals
  • Rocky Field: +1 movement cost for cavalry/vehicals
  • Deep Water: +1 movement cost for Galleys

Technology Tree:
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.

New Technologies:
  • Anchient Era:
    • Horsemanship, requires Domestication, unlocks Horses or Scout Riders
    • Archery, requires Wood Working, unlocks Archers
  • Classical Era
    • Iron Working, requires Bronze Working, unlocks Skirmishers or Noble Javelineers
    • Heavy Cavalry, required Mounted Warfare, unlocks Cataphracts
    • Crossbow, requires Siege Tactics, unlocks Crossbowmen
  • Medieval Era
    • Medieval Warfare, requires Crossbow, unlocks Mounted Crossbowmen or Dhanvo Gaja
    • Clinker Boat Building, requires Foreign Outposts, unlocks Cog Transport
    • Freehold, requires War Summons, unlocks Hamlet and Yeomens
  • Early Modern Era
    • Gunpowder Artillery, requires Black Powder Guns, unlocks Siege Cannon and Organ Gun
    • Land Clearance, requires Centralized Power, unlocks Lancers or Hussars
    • Full Rigged Ship, requires Chartered Companies, unlocks Frigate and Bark Transport
    • Wheellock; requires Gunpowder Artillery, unlocks Reiter
    • Musket Warfare; requires Wheellock, unlocks Musketiers
    • Ship of the Line; requires Full Rigged Ship, unlocks Man O' War
  • Industrial Era
    • Military Tradition; requires Line Formations, unlocks Cuirassiers
    • Railroad; requires Steam Engine, unlocks Train Station, Rail Freight Transportation and Industrial era Settlement package
    • Naval Steam Engine; requires Steam Engine, unlocks Steam Corvette and Steam Transport
    • Gatling Gun, requires Line Formation, unlocks Gatling Gun or Siam Gatling Gun Elephant
    • Ironclad Shipbuilding, requires Propeller, unlocks Ironclad
    • Breechloader; requires Gatling Gun, unlocks Siege Artillery and Breechloader Cannon
    • Rifling; requires Breechloader, unlocks Rifles
    • Steam Turbine; requires Propeller, unlocks Steam Torpedo Boat
    • Sanitation; requires Microbiology, unlocks Army Hospitals and Civilian Hospital
    • Oil Refinement, requires Steam Turbine, unlocks Oil as a strategic resource, Oil Refinement Products Bonus
    • Combustion Engine; requires Steam Turbine, unlocks Armored Car, Towed Artillery and Freight Trucks bonus
    • Anti Torpedo Boat Warfare; requires Steam Turbine, unlocks Torpedo Boat Destroyer
    • Dreadnought Design; requires Anti Torpedo Boat Warfare, unlocks Dreadnought
    • Bunker Construction; requires Trench Warfare; unlocks Bunker, Bomb Shelters, Mountain Industry, and underground construction
    • Submarine Warfare; requires Dreadnought Design, unlocks U-Boat/Fleet Submarine Unit
    • Intermodal Container, requires Aluminium Melting, unlocks Light Cruiser and Container Shipping Bonus
  • Contemporary Era:
    • Anti Submarine Warfare; requires Submarine Warfare, unlocks Destroyer Unit and improves naval unit speed
    • Air Transportation; requires Aerial Warfare, unlocks Airport district
    • Aluminium Melting; Unlocks Aluminium as a Strategic Resource and FIMS bonuses on exploitated Aluminium
    • Tank Warfare; requires Combustion, unlocks Infantry Tank
    • adio Communication, requires Wireless Telegraphy, unlocks Two Way Radio
    • Camouflage, requires Bunker Construction, unlocks Camouflage PaintJob
    • Anti Tank-Gun: requires Tank Warfare, unlocks Antitank Gun
    • Fire Control System; requires Intermodal Container, unlocks Fast Battleship and Anti Air Gun
    • Modern Highways, requires Anti Tank-Gun, unlocks Controlled Acces Highway and Towed Gun Howitzer
    • Antitank Warfare; requires Anti Tank-Gun, unlocks Tank Destroyer and Armored Recon
    • Aluminium Melting, requires Dreadnought Design, unlocks Aluminium Melting
    • Fluid Dynamics; requires Anti Submarine Warfare, unlocks Diesel Submarine
    • Assault Rifles: requires Amfibious Warfare, unlockes Marines
    • Balistic Missiles, requires Radar, unlocks Missile Silo and Short Range Ballistic Missile
    • Electronics, requires Balsitic Missiles, unlocks TOW Infantry and Missile Boat
    • Pharmaceuticals, requires Free Trade, unlocks Drugs Empire Bonus
    • Gas Turbine; requires Air Transportation, unlocks Attack Helicopter, Interceptor and Strategic Jet Bomber
    • Guided Missiles; requires Wire Guided Missile, unlocks SAM, Missile Anti Air Defence, Missile Destroyer and Cruise Missile
    • Self Propelled Artillery, requires Continuously Tracked, unlocks Self-propelled Howitzer
    • Mechanized Infantry Doctrine, requires Self Propelled Artillery, unlocks APC, All-Terrain PMV, Hovercraft Transport
    • Advanced Nuclear Reactors; requires Nuclear Fission, unlocks Nuclear Aircraft Carrier and Nuclear Submarine
    • Video Game Console, requires Mass Entertainment, unlocks Home video game consoles bonus
    • Precision-guided munition; requires Jet Fighters, unlocks Supersonic Bomber and Precision Guided Weapons bonus
    • Helmet-mounted display, requires Precision-guided munition, unlocks Helicopter Gunship
    • Multimedia Computer, requires Mass Media, unlocks Online Encyclopedia
    • Reactive Armor, requires Composite Armor, unlocks Reactive Armor Upgrade for Main Battle Tank
    • Stealth Technology, requires Helmet-mounted display, unlocks Stealth Corvette, Stealth Cruiser, Stealth Fighter and Stealth Bomber
    • Fuel Cells, requires Renewable Energy, unocks Fuel Cell Submarine
    • Nuclear Fuel Reprocessing, requires Advanced NUclear Reactors, unlocked Nuclear Fuel Reprocessing Facility
    • Active Protection Systems, requires Reactive Armor, unlocks Hard Kill Active Protection System for Main Battle Tank
    • Drone Technology, requires Automated Systems, unlocks Drone Assisted Fertilising
    • Vitual Reality, requires Internet, unlocked Augmented Infantry
    • Superdonductor, requires Nuclear Fuel Reprocessing, unlocks Lossless Power Transmission
    • Active Camouflage, requires Stealth Technology, unlocks Active Camouflage bonus for Armoured units
    • Hypersonic Weapons, requires Stealth Technology, unlocks Hypersonic Missiles
    • Interplanetary spaceflight, requires Special Ops, unlockes Science Victory
    • Nanotechnology, requires Drone Technology, unlocks Nano Industry and Nano Bots
    • Artificial Inteligence; requires Drone Technology, unlocks Androids bonus
    • Quantum Computing; requires Automation, unlocks Quantum Supremacy

Tech Fame bonus changes
  • Space Orbital; reduced Fame bonus to 150 Fame (was 300)
  • Neural Implant; reduced Fame bonus to 150 (was 300)
  • Exosuit; reduced Fame bonus to 150 (was 300)
  • Military Laser; reduced Fame bonus to 150 (was 300)
  • Fusion Reactor; reduced Fame bonus to 150 (was 300)

Unit/District/Infrastructure/Resource Tech Unlocking Changes:

  • U-Boat is unlocked later with Submarine Warfare (Germany gains 50% research bonus)
  • Medium Tank is unlocked later with Sloped Armor
  • Commando is unlocked earlier with Insurrection Theory
  • Missile Silo is unlocked earlier with Ballistic Missiles
  • Helicopter Gunship is unlocked later with Helmet-mounted display
  • Missile Destroyer (originally called Missile Cruiser) unlocked later with Guided Missiles
  • Nuclear Submarine is unlocked with Nuclear Reactor
  • Saltpeter is unlocked earlier with Alchemy
  • Aluminium is unlocked earlier with Aluminium Melting

Era stars requirement changes:

  • Anchient Era: 8 stars (instead of 7)
  • Classical Era: 9 stars (instead of 7)
  • Medieval Era: 10 stars (instead of 7)
  • Early Modern Age: 11 stars (instead of 7)
  • Industrial Age: 12 stars (was 7)

Strategic Resources:

Strategic Resource acquisition is a major pain late game as there is often an shortage in vanilla, resulting in players unable to build many strategic resource hungry units. ENC solves this by making strategetic resource to be visible earlier, reducing the strategic resource requirement to a minimum and provide more option for alternatives. Instead of high strategic resources cost, elite units will have a variable cost which depends on the excess availability of strategic resources. As a result, units will be more accessible and will be easier to upgrade, but at increased construction cost or gold price (up to double or triple the base cost). Late game strategic resources like oil are introduced more gradual and when not available you can always fall back on older units. Coal plays a longer important role in naval combat as it will power naval units from frigate at the start of the industrial up to dreadnought at the end of the industrial age.

Resource Visibility Changes:
  • Iron becomes visible in Ancient Era (instead in classical)
  • Saltpeter becomes visible in Medieval Era (instead in early modern)
  • Coal becomes visible in Early Modern (instead in Industrial Era)
  • Oil becomes visible in Early Modern (instead in Industrial Era)
  • Aluminum becomes visible in Industrial Era (instead of contemporary)
  • Uranium becomes visible in Industrial Era (instead of contemporary)
Population Cost Changes:
  • Longbowmen from 1 up to 2
  • Halberdiers from 3 down to 2
  • Line infantry (and all emblematic variants) from 4 down to 2
  • Riflemen (and all emblematic variants) from 4 down to 2
  • Medium Tank (and all emblematic variants) from 2 up to 3
  • Armored Personnel Carrier (and all emblematic variants) from 2 up to 3
  • Helicopter Gunship from 2 up to 3
  • Cruise Missile, Nuclear Missile from 1 down to 0
  • Thermonuclear Missile from 2 down to 0
Missile unit changes:
  • Cruise Missile: reduced maintenance cost, and increased range
  • Nuclear Missile: reduced maintenance cost, and base attack range doubled
  • Thermal Nuclear Missile: reduced maintenance cost and base attack range doubled
Main Unit Upgrade paths:
  • Light Ranged Infantry : Slingers => Crossbowmen => Arquebusiers => Musketeers => Line Infantry => Riflemen => Marines => All Terrain IFV
  • Heavy Ranged Infantry : Archers => Bowmen => Organ Gun => Gatling Gun => Machine Gun => Armoured Personal Carrier
  • Geruilia: Scouts / Spear Throwers => Skirmishers => Yeomens => Rangers => Partisans => Commandos => Special Forces => Augmented Infantry
  • Fast Naval: Harpax War Galley => Cog => Carrack => Galleon => Frigate => Steam Frigate => Torpedo Boat Destroyer => Destroyer => Guided Missile Destroyer => Stealth Missile Cruiser
  • Melee Naval : Pentek Quadrireme => Galleass=> Privateer => Steam Corvette => Steam Torpedo Boat => Motor Torpedo Boat => Missile Boat => Stealth Corvette
  • Bombard Naval: Bomb Ketch => Steam Gunboat => Protected Cruiser => Light Cruiser => Missile Frigate =>Stealth Missile Cruiser
  • Heavy Naval : Man O'War => Ir0nclad => Dreadnought => Battleship => Guided Missile Cruiser => Stealth Missile Cruiser
  • Light Cavalry: Scout Riders => Horsemen => Cataphracts => Knight => Lancers => Cuirassiers => Infantry Tank => Medium Tank => Main Battle Tank => Stealth Tank
  • Heavy Cavalry: Chariot Archers => Mounted Crossbowmen => Reiters => Dragoon => Mounted Infantry => Armored Cars => Armored Recon => Attack Helicopter => Helicopter Gunship
  • Anti Cavalry: Spearmen => Phalanx => Pikemen => Halberdiers => Field Gun => Breechloader Cannon => Anti Tank Gun => TOW Infantry => Anti Tank Guided Missile Team
  • Artillery: Mortar => Field Howitzer => Siege Artillery => Towed Artillery => Towed Gun Howitzer => Selfpropelled Howitzer
  • Small Submarine: Steam Submarine => Fleet Submarine => Diesel Submarine => Fuel Cell Submarine
  • Large Submarine: Cruiser Submarine => Nuclear Attack Submarine => Nuclear Missile Submarine
  • Naval Transport: Anchient Transport Galley => Transport Galley => Cog => Caravel => Barque => Steam Transport => Landing Craft => Hovercraft
  • Air Fighter: Biplane => Monoplane Fighter => Jet Fighter => Interceptor => Stealth Fighter
  • Air Multirole: Torpedo Bomber => Multirole Combat Aircraft => Multirole Jet Fighter => Stealth Fighter
Converting upgrade branches:
  • Strategic Bomber => Supersonic Bomber => Multirole Fighter
  • Saboteur => Partisans => Commandos
  • Tank Destroyer => Main Battle Tank
  • Saṃnāhya => Dhanvī-gaja => Gajnal => Armored Car
  • Bomb Ketch => Ironclad


Besides the addition of five intermediate transport vessels , naval Transports has been augmented; The Type of unit can now have an effect on the combat strength and attack range of the Naval transport, making them more strategically important
Naval transport modifiers:
  • Melee +2 strength in Galley or Cog
  • Ranged: -1 strength, +2 range in Galley or Cog
  • Mounted Ranged: +1 range in Galley or Cog
  • Gunner +2 strength in Caravel, Steamer or Landing Craft
  • Field Artillery: +3 strength, +3 range in Caravel or Steamer
  • Marine: +5 strength in Landing Craft


Pollution in vanilla Humankind was a serious problem in late-game which needs to be corrected to keep the game playable and not prohibit the player strategic options with late-game military districts and infrastructure. Pollution will now mostly be unavoidable but its effects will be more gradual and less shocking and public order can be mitigated by giving your population fewer industrial and science occupations and more financial and agricultural occupations.
Global Warming:
  • Increased Level 1 Global Warming Threshold by 44%
  • Increased Level 2 Global Warming Threshold by 216%
  • Public order effect depend on Net Global Pollution
  • Food reduction is affected by Net Global Pollution

Added Infrastructure:

  • Level 5 Coal Power: Underground Coal Gasification

Infrastructure changes :

  • Animal Barns generate +3 extra food
  • Palisades construction cost doubled
  • Stone Walls construction cost doubled
  • Financial District generates 50% less pollution
  • Hydroelectric Dam now generate -10% pollution in all districts instead of its normal pollution reduction
  • Wind Farm now costs 9055 industry to build, but now generate -25% pollution in all districts instead of its normal pollution reduction
  • Solar Farm now generate -20% pollution in all districts instead of its normal pollution reduction
  • Nuclear Plant now generate -15% pollution in all districts instead of their normal pollution reduction
  • Sewage System now generate -10% pollution in all districts instead of its normal pollution reduction
  • Factory Farming, Industrial Silos, Anti-Air Surveillance, Command Compound, Tech Park, Financial District, Surface-to-Air Missile, and Supercomputer Lab do not generate pollution anymore.
  • Bomb Shelters are unlocked earlier with Bunker Construction (at end of the Industrial Era)

District changes:

  • Saltpeter Extractors now produce 1 pollution.
  • Coal Extractors now produce 3 pollution.
  • Oil Extractors now produce 2 pollution.
  • Aluminum Extractors now produce 1 pollution.
  • Uranium Extractors now produce 2 pollution.
  • Train Stations gain +3 money now produce 2 pollution instead of 5.
  • Aerodromes gain +10 Fortification Bonus and now produce 2 pollution instead of 5, can be built at outposts but requires access to oil
  • Airports gain +3 money and produce 3 pollution instead of 15.
  • Missile Silos gain + 20 Fortification Bonus now produce 3 pollution instead of 15.
  • Attaching a Territory reduces Public Order by 10 instead of 20
  • Natrual Reserve gains +2 Gold and +2 Science

Emblematic District tweaks:

  • Assyrians Dunnu produces 4 influence (instead of 2)
  • Hittites Awari can exploit all FIMS (instead of only food and industry)
  • Goths Tumulus does not cost stability (instead of -10) and can be build without restrictions and exploit food and industry
  • Aztecs Sacrificial Altar produces 10 stability (instead of 5)
  • Teutons Kaiserdom does not cost stability (instead of -10)
  • Dutch VOC Warehouse can be build without restrictions
  • Russian Sobor produced +6 influence (instead of +3)
  • Ottomans Sultan Camii does not cost stability (instead of -10)
  • Edu Japanese Tera does not cost stability (instead of -10)
  • German Coking Works produces 3 pollution (instead of 10)
  • Australia Strip Mining produces 5 pollution (instead of 15)
  • Japans Robotics Lab produces 2 pollution (instead of 5)
  • Soviets Arms Factory produces 3 pollution (instead of 10)

Civics Tweaks:

replaced state Atheism +25% spread bonus by 10% science bonus
Civilization Legacy Trait Tweaks:
  • Assyrians +10 ransack strength (instead of +5)
  • Dutch +2 gold per population (instead of +1)
  • Hittite +2 unit strength (instead of +1)
  • Edo Japanese: +2 Influence per population (instead of +1)

Installtion :

After installation of the Extended Naval Combat you need to activate it in the Mods screen. Find and activate the ENCReload in the Mods list (its usualy loacated near the bottom)

Recommended Mods and Configuration

In general it is recommended to load this mod before any other humankind mods.
None of the art used in this mod is created or owned by me full credit to artists