Armor mod changes a variety of gameplay: All units now start out with their maximum armor stat; Blacksmiths now upgrade weapons and much more.
Spartanfox's Armor Mod:
Q: What will this mod do for me?
A: It changes a variety of gameplay aspects:
-All units now start out with their maximum armor stat. Blacksmiths now upgrade weapons and give experiance bonuses.
-The durability gap between different types of armor has been vastly greatened, to rflect the superior workmanship of plate and heavy chain. You can expect anything with advanced plate to be able to shrug off a gunshot or two.
-All lances are now armor-piercing weapons, (though eastern-style light spears remain unchaged)
-The longbow's power has been increased.
-All mongol archery units are now armor-piercing, to reflect the superior design of the mongol composite bow.
-Several unts now have an additional hitpoint, to reflect their status as elite soldiers.
-Aztecs have been nerfed to reflect their primitive technology array.
-All halberd units now use the middle-eastern halberd animation
-All Two-handed Axe and sword units now use Zweihander animation.
-Speciality buildings (such as hospitals and aqueducts) have had their effect amplfied.
-Unhorsed Knights are now a Crusader unit that can be recruited all over europe.
-Danes can now recruit mercenary monster ribaults
-All muslim factions can now build caravans.
-Pikes have been given an additional +2 versus cavalry. (As if they needed it...)
-Dismounted English knights and billmen get +4 versus cavalry
-Innumerous unit stat tweeks
Q: How to install this mod, my spartan comrade?
A: Couldn't be simpler. Just copy the two files and paste them inside your Data folder. That's it, you're done.
Credit to the_mango55, I used his rebalnced mod as a template to work from.
Feel free to add onto this mod if you'd like. Just give credit to Spartanfox. Enjoy.