This mod introduces more diversity into Iron Harvest. Many feel that the infantry and common air units all feel very similar. This mod addresses this. All common units have had their stats slightly changed for each faction, changing how they play. The mod also introduces an airfield structure. Each faction also has 1 unique air unit and 1 specialist skybike, making the airfield structure worth to go for.
I felt that the endgame was a bit stale with only 1 type of superheavy, so I also introduced 2 more superheavy variants for all factions.
To further diversify the game, the weapon systems are distributed differently in Barracks and Advanced Barracks for each faction. I have also created a new special infantry unit for each faction, a "elite" unit that cannot pick up nor drop weapons.
Lastly, it is possible to recruit special factions by building their special structure via the pioneer. These minor factions have special units which can greatly affect the battle.
Mortar and Field Cannon
New Structure: Automine
New Infantry Unit Commandos:
Polanian Gunner rework: Snipers:
Polanian Grenadier rework
Polanian Tur Variants:
New Unit: Polanian Winged Hussars:
New Unit: Polanian Eagle Frigate:
Medical Tent can now be built by engineers.
New Infantry Unit: Sturmpioneers
Saxonian Gunner Rework: Panzerschreck Truppen
New Unit: Wyvern
New Unit: Drachen Crusier
New Structure: Forward Factory
New Infantry Unit: Conscripts
Rusviet Gunner Rework: Rocketeers
New Unit: Ognemet
New Unit: Ural
The Ural is the pride of Rusviet. A tough mech bristling with bomb launchers, it lays waste to all in its path. However, it cannot attack air units.
New Hero: Tsar Nicolaus (Replaces Viktor Popov):
The leader of Rusviet has joined the battle! Armed with a devastating Gatling Revolver and a Rocket Launcher, Nicolaus is a dangerous reserve 1 hero. He is extremely cheap to build and can be reinforced for free, however, Nicolaus cannot be rebuilt nor revived! Nicolaus also unsuppresses nearby infantry.
New Infantry Unit: Rangers
New Unit: Monroe:
New Unit: Crocket:
New Unit: Woodhull:
New Unit: John Paul Jones:
Bunker (level 2)
Bunker (level 3)
New Hero: Randolph Wells:
He may not be fearless warrior, but Randolph Wells is a foe to be feared. Armed with a powerful pistol, Randolph can deal with Infantry very easily. Randolph is very cheap, and only costs 1 coin.
New Engineer Unit: Pioneer:
The pioneer can produce all bunkers, production structures, and once vetted, can produce the AA turret and the special "mini-faction" structures.
Mini-factions are unlocked by producing their corresponding structure. Upon unlocking them, you gain access to 3 unique troops.
Guerillas: A 4 man squad of stealthed snipers, the Guerillas are highly effective against infantry. They fire 2 shot rifles.
Battle Camels: A trio of Camels with LMGs on their backs.
Anti-Armour Battle Camels: A trio of Camels with 2 burst anti-armour cannons on their backs.
Militia: A squad of cheap riflemen ready to defend their homes.
Transport: A repurposed bus that can transport allies. It moves quite fast.
Woodcutter: A weak melee mech.
Sluga: A 7 squad group of robots. They have a weak melee weapon but are adept at repairing damaged mechs.
Setac: A trio of exosuits. They are armed with a powerful anti-armour tesla cannon and can charge it up to shock enemy infantry.
Cuvar: A heavily armoured mech hunter. It is armed with a powerful railgun and can bunker up to be nearly invulnerable. Can also deploy shock traps and fire rockets.
Revolutionary Band: A 10 man squad of weak rebels armed with rifles. They have relatively high health.
Shockers: A trio of crude exosuits armed with tesla guns. They have little health and can be easily killed.
Annhilator: The ultimate doomsday mech. It is armed with a powerful lightning cannon and can use a large variety of powerful abilities.
this feature will showcase the first changes so far in the Diversity Mod. I have made each Rusviet air unit different from the base ones, and they are all producible from the new structure, the Rusviet airfield. Files for these changes will be forthcoming once all factions gain the Airfield and unique aircraft.
When Usonia attacked Rusviet forces in Alaska, the Rusviets were able to capture many downed Skybikes from both sides. The poor performance of the Rusviet skybikes against Usonian Airships like the Revere prompted them to redesign their existing mod. The end product is the present skybike.
Armed with guided rockets, the Rusviet skybike is effective against both air and ground, and outrange the standard skybike. Furthermore, the explosive power of the rockets create crowd control, something the original mgs could not do.
Developed in a secret base in the Kamchatka Peninsula, the Tsarist forces have been able to keep this model of skybikes from Revolutionary hands.
Move Speed: 3.6
Cost: 300 Iron, 60 Oil, 3 population
Repair Cost: 5 Iron per 50 Health
Reserve: Reserve 1, 1 coin, 210 Iron, 40 Oil
Rocket Weapon Stats:
Damage Against Unarmoured: 20
Damage Against Light: 30
Damage Against Medium: 25
Damage Against Heavy: 10
Damage Against Structure: 5
Reload Time: 4.5 Seconds
The original Airlift was far too basic and slow for modern mechanized combat, so a new model was developed. The new Airlift is faster and can unleash a rallying cry, healing and removing suppression for allies, while suppressing enemies.
The sight of an Airlift raises the morale of troops on the field, while enemies are demoralized.
Move Speed: 4
Cost: 300 Iron, 30 Oil, 3 population
Repair Cost: 5 Iron per 100 Health
Reserve: Reserve 1, 2 coin, 180 Iron, 20 Oil
MG Weapon Stats:
Damage Against Unarmoured: 3
Damage Against Light: 3
Damage Against Medium: 3
Damage Against Heavy: 3
Damage Against Structure: 3
Reload Time: 4 Seconds
Suppression Removal Range: 15
The Usonian Gunships used by Rusviet had a special ammunition that Rusviet could not constantly buy, so the Rusviet military built its own weapon for its gunships. Its design is very similar to the Nagan's: high burst, medium damage, and low accuracy. However, the Gunship's ammunition is much more explosive.
The Rusviet Gunship can also use a variety of special abilities to support units on the ground. These are a sweep of bullets to suppress enemy infantry and a powerful rocket that deals a lot of single target damage.
Move Speed: 2.2
Cost: 550 Iron, 120 Oil, 5 population
Repair Cost: 5 Iron, 2 Oil per 50 Health
Reserve: Reserve 2, 2 coin, 440 Iron, 95 Oil
Gunships Volley Cannon Stats:
Damage Against Unarmoured: 60
Damage Against Light: 35
Damage Against Medium: 25
Damage Against Heavy: 20
Damage Against Structure: 10
Reload Time: 6 Seconds
This structure is still being worked on, but it is now the productions structure for air units. Rusviet air units have since been removed from barracks and workshop. Note that although it uses the headquarters model, the Airfield is a separate structure.
Rusviet Airfield being upgraded.
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A Compatibility patch for the latest patch and some balance changes. Sorry but I could not figure out how to add Extreme Resources to the game options.
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