Special Units Reworked
Ever thought that having a "special unit cap" for your country based on your total division count is ridiculous, and having special units stronger than infantries without any extra equipment and training is absurd?
This mod is my attempt to rework and re-balance the special units so they are more realistic and useful. The general concept is to get rid of special unit cap, but now training those units requires longer time and specialised equipments.
Also, cavalry is now a special unit! Making it at least somewhat useful as an assault unit in poorly supplied areas (just like what Red Army did!).
The details of the changes are listed below:
Marines:
The first tech now unlocks the Landing Craft, which is required to build the basic Marine.
The second tech unlocks Amphibious Assault Vehicle which can be used to build Mechanised Marine – a slightly weaker version of Mechanised Infantry.
The third tech unlocks Amphibious Assault Tank which is the Amphibious version of the light tank.
Marines requires 150 days to train while tanks requires 210 days.
Also, I changed the landing crafts in the navy page into transport ships just for the name to make more sense, but the function did not change.
Mountaineers:
Only the second tech in the mountaineer tree has been changed, where the Jungle fighting ability will be increased to make the unit more versatille.
Mountaineers also requires 150 days to train.
Paratroopers:
Similar to marines, the first tech now unlocks the Glider which is required for basic Paratroopers unit.
The second tech is the same as the vanilla.
The third tech will unlock the Tank Glider which is a large glider that can carry a tank. This allows the building of Gliding Tank.
Paratrooper has a training time of 150 days, and 210 days for Gliding Tank.
Cavalry:
Four technologies have been added to gradually increase the fighting power of the Cavalry, but no new equipment is required.
It should go without saying but if you find any bug or have any suggestions, feel free to let me know!