It's time to Fight Back against the Europeans, this time for real. It's time for a Retaliation.
Mayans
* The Mayans revolve around spamming hordes of trash units, none of which are particularly good (except if no rifles or horses are found on the map, I imagine), and all of which are atrocious when it comes to storming cities, especially if playing against Europeans. Their shamans are also uniquely bad among the indians, requiring literal AGES to create.
* We fix this by improving temple work speeds, adding a little extra general protection to the melee troops, and adding a new unit which blurs the line between infantry and a siege weapon.
1) temples create units 100% faster; 65000 food/wood, 20000 gold
2) macan and pikeman general defence (armour) +5; 65000 food, 30000 gold, 40000 iron
3) enable "apocalypse warrior" from the temples; Aztec archers with even longer range ("siege archers"), slow creation speed, low defences, and expensive upgrades; 65000 food/wood/gold/iron
Aztecs
* The Aztecs truly are the Europeans among the indians. They can reach incredible populations and their infantry is excellent, able to hold its own even against firearms. However, whilst both the spearman and archer are very strong in their own right, the Aztecs suffer from having only two fortresses and a lack of any soldiers that can be produced quickly. The AI is usually seen relying on shamans as well, but shamans are slow and unarmoured, making them questionable as warriors.
* Our upgrades remedy this by armouring shamans a little bit, enabling "conscripts" at dwellings, for a cheap unit that is easy to mass and largely intended as cannon fodder, and a final upgrade to allow more fortresses ("castles") to be built.
1) shaman general defence (armour) +10; 65000 food, 30000 gold
2) enable conscripts at houses: weak melee units to mass that can be trained into other units if sent to castles, but cost a lot of food; 65000 food, 65000 wood, 40000 gold
3) fortress cost -66% (not 3 million wood/stone for the third one, but 1020000); 65000 food/wood/stone/gold, 40000 iron
Incas
* The Incas have excellent archers, which are a little too slow to mass for the endgame. Winning against a spaniard usually means holding and trying to push until you have 10 fortresses and you can mass archers quickly enough to break his resistance. Incan unique units are, unfortunately, dreadful.
* These new upgrades thus seek to make unique units more useful and less terrible.
1) slinger +30 ranged attack (+150%); 65000 food, 20000 gold, 20000 stone;
-> then level 2: +33% accuracy (-25% razbros); 65000 food, 45000 gold, 30000 stone
2) +10 melee attack and defence; 65000 food, 30000 gold, 10000 iron;
-> then level 2: blowpipes x10 ranged attack (+900%); 65000 food, 60000 gold, 30000 iron
3) +50% archer creation speed; 65000 food, 65000 gold, 65000 stone, 45000 iron
Iroquois
* The Iroquois are good, but massing archers works much better than relying on the shooters or tomahawks, both of which are supposed to be their signature units. Tomahawks are also too slow to create to be relied upon.
* Our new upgrades thus seek to make shooters a little easier to mass, and to also make tomahawks the backbone of the iroquois army. Whilst hurons focus on resilient rifles, iroquois have faster and longer-ranged troops.
1) tomahawk man production speed +100%; 65000 food, 15000 gold, 10000 stone;
2) tomahawk range, rate of fire & accuracy +50%; 65000 food, 40000 gold, 30000 iron
3) shooter +50% creation speed; 65000 food, 65000 wood, 45000 gold, 20000 iron, 20000 coal
Hurons
* The Hurons feel weak, much weaker than the iroquois. Good pop limits in the late game, at least. The strong tomahawks are too slow to amass, the archers are nothing special, and while their shooters are great for clearing out buildings, their resistance against arrows is situational (and worthless against Europeans), and their signature rapid-firing shooter chiefs are incredibly slow to create.
* These upgrades seek to improve these points by making tomahawks faster to build, hopefully allowing the Huron to stabilise against hordes of pikemen and arquebusiers in the mid-late game; further improving the shooters' combat performance to allow them to get closer to buildings; and finally making chiefs able to be massed, for a final push against the Europeans that fully relies on rifles and accurate marksmen. Massing archers will still form your backbone, but making rifles more resilient or easier to create allows you to have a solid core amidst the archer cannon fodder.
1) tomahawk man production speed +50%; 65000 food, 10000 gold, 10000 iron
2) shooter +5 melee attack, +5 armour, +70 rifle protection; 65000 food, 40000 gold, 10000 iron, 10000 coal
3) chief build time -80%; 65000 food, 65000 gold, 20000 iron, 20000 coal
Delawares
* The Delawares have very high population limits and were obivously intended to max out their pikes and then spam hordes upon hordes of them. The only problem with that idea is that the pikemen continue to be atrocious even after all upgrades, due to their fear. Delawares are otherwise all right, with solid archers and average shooters.
* These upgrades thus seek to convert the delawarean pikeman into a useful unit that won't be hampered by its fear, though its low stormforce will still prevent it from being far too dangerous.
1) pikes gain +100 arrow defence; 65000 wood, 65000 food, 10000 gold
2) pikes gain +10 attack, and become much less afraid from mob/fire/battle; 65000 wood, 65000 food, 30000 gold
3) unlocks "elite pikemen", which have 5 stormforce, +5 attack and +50 rifle defence, and can capture peasants, but gain +5 attack per kill instead of +10; 65000 wood/food, 40000 gold, 30000 iron
Haida
* To call the Haida cowards would be an understatement. Haida have a surprisingly good population maximum and can build plenty of barracks, but their morale is pathetic all across the board, performing utterly terrible against rifles. Totems are useful, but their performance is lacklustre. Haidan chiefs are moderately quick to build, but require a salary and have just 30 storm force. The unique armoured warrior is best left untouched, as it's completely and utterly useless. Their shamans are not bad, but fail as an assault force for much the same reasons.
* The new upgrades thus improve chiefs and the armoured warrior. Chiefs become useful as infantry support even against ranged units, and armoured warriors become much less fearful, giving them a use as stormtroopers. Totems are additionally improved, made affordable and theoretically armoured, so that they can be forward-dropped with ease.
1) totem cost -90%, build speed +50%, armour +2000 (for forward drops); 65000 food/wood, 30000 gold
2) armoured warrior +100/+90 defence against arrows/rifles; 65000 food/wood, 40000 gold/iron
-> same for chiefs; 65000 food/wood, 60000 gold/iron
3) armoured warrior mob/fire/battle fear set to almost nothing; 65000 food/wood/gold, 40000 iron
Pueblos
* The Pueblos suffer from a very low population amount, and their only good unit is the shooter, which is admittedly excellent. Their "towns" are neat, but depending on two buildings and the crippling population limit make playing pueblos painful. The biggest problem of the pueblos, aside from the population, is their lack of iron and coal, as their shooters consume 5 of each per shot and require iron to create; in a normal game with a 5-minute peace timer, you're constantly selling all your gold and wood and food for iron and coal simply to keep the hordes of European XVIIc units at bay.
* These new upgrades enable mine expansions and improve towns, indirectly fixing the resource problems. The peasant limit is still going to keep mining in check, and even a town that costs 750000 wood and stone is rather hard to build; reaching the third town after unlocking the population upgrades should be enough to guarantee sufficient amounts of shooters to break through the AI's blockhouses and fortresses.
1) enable mine upgrades; 65000 food, 20000 gold
2) towns give extra pop, three levels, +100 each; 65000 woood, 65000 stone, 65000 food, 20000/30000/50000 gold
3) town cost -75% (not 3 million wood/stone for the third one, but 750000); 65000 food/wood/stone/gold, 40000 iron, 40000 coal
Sioux
* The Sioux are very strong, but suffer from an acute lack of gold (in turn caused by an acute lack of wood), and a cripplingly low population amount.
* The new upgrades thus focus on remedying these issues by improving wood collection rates, reducing gold costs for the hunters, who should be the backboane of a sioux assault force beside mounted archers, and an "expansion" to dwellings to give a little more flexibility to the player, without forcing him to spam stables over half the map.
1) +30% wood gain; 65500 food, 30000 gold
2) Foot archers cost 80% less gold (10 instead of 50); 65000 food, 30000 gold, 65000 wood, 20000 iron
3) Dwellings give +10/+100 pop; 65000 food, 65000 wood, 40000 gold
* Given the European +90% construction speed upgrade a name ("Improve architectural designs")
* Given the Inca slingshot +50% creation speed upgrade a name ("Allocate extra rations for slinger recruits")
* Defence upgrades now state "Conduct a training drill". "A" physical training can't really be conducted.
* Fixed the foundry mechanisation cannon cost upgrade's label (incorrectly stated blanket 7% decrease).
* Fixed the US fusilier's ridiculous rate of fire. From 200 frames (versus the regular 520, 62% less time) it has now been set to 416 frames (25% less time... or 33% faster, if you would). Let the US still have the best fusiliers in the game if so necessary, but they don't need to have ridiculous melee attacks on top of an insane firing speed.
* Standardised iroquois/pueblo chief upgrade ("allows building/construction of chiefs" -> "enables chiefs")
* Incan fortress barracks upgrade description fixed (didn't mention enabling archers)
* Corrected all reported upgrade rates (e.g. "rate of fire +35%" actually improving it by 54%)
* Thus, all "creation speed +%" replaced with "build time -%" and "rate of fire +%" replaced with "reload time -%"
* Fixed sioux upgrade (CEN50SI) stating "archer creation speed" instead of "mounted archer creation speed"
* Fixed pueblo upgrade (PueS15) stating "enables mounted shooters"
* Fixed huron tomahawk upgrade (CEN58HU) not autoupgrading accuracy (CEN59HU)
* These last three fixes brought up by Alexhandr Denthanor
* Fixed haida "ritual dance" upgrade missing the "Conduct" prefix
* Fixed haida buildings not having sounds and their town center using the european TC sound
* "Log Cabin" -> Blockhouse in all labels. Because one is not necessarily the other.
* "Warrior with Slingshot" -> Slinger. Because it's unnecessarily long and cumbersome otherwise.
* "Warrior with Blowpipe" -> Blowpipe Warrior. Easier. I feel like that's how it was before Fight Back...
* "Warrior with Staff" -> Raider. Dunno what else to call these lads. (I like the old "Macan" more.)
* Fixed a few minor spelling problems in names and upgrades. :)
* Aztec renaming: Fortresses, Spearmen, Archers and Chiefs are now Castles, Spear and Archer Knights, and Generals respectively. It's more "historically accurate" and is thematically consistent with the new "conscripts" they get. Some of their upgrades have also had their fluff renamed. Just fancy making them a tad more unique.
* Standardised names of the "skull dance" ceremonies to "Conduct skull dance".
steam version cann't load :( game not launch :( pls tell me how to fix