TAM v1.8 changelist: - All ship movement +1 - Kambsor given only 1 first strike -- Kambsor now upgrades to Heavy Spearman - Mycenaen Hoplite terrain defense values raised by 5% - Javelineers and Heavy Javelineers given +50% bonus vs. Heavy units - Mounted Javelineers given +50% bonus vs. Heavy Units, bonuses vs. Skirmisher and Mounted Skirmisher type units removed - Swordsmen, Armored Infantry units given +15% bonus vs. Skirmishers - Spearmen, Heavy Spearmen no longer have bonus vs. Cavalry units - Chariot bonus vs. Skirmisher units changed to +30% - Elephant cost raised to 70 (from 60), given -25% City Attack - Axeman gets +25% City Attack (instead of 15%) - Medium Unit bonuses vs. Medium Units removed - Heavy Units no longer entitled to City Raider promotions (only Medium and Siege units) - Medium Units no longer entitled to City Garrison promotions (only Heavy and Skirmisher units) - Siege Weapons no longer entitled to Drill promotions (only Skirmisher, Mounted Skirmisher, and Naval...
TAM v1.8 changelist:
- All ship movement +1
- Kambsor given only 1 first strike
-- Kambsor now upgrades to Heavy Spearman
- Mycenaen Hoplite terrain defense values raised by 5%
- Javelineers and Heavy Javelineers given +50% bonus vs. Heavy units
- Mounted Javelineers given +50% bonus vs. Heavy Units, bonuses vs. Skirmisher and Mounted Skirmisher type units removed
- Swordsmen, Armored Infantry units given +15% bonus vs. Skirmishers
- Spearmen, Heavy Spearmen no longer have bonus vs. Cavalry units
- Chariot bonus vs. Skirmisher units changed to +30%
- Elephant cost raised to 70 (from 60), given -25% City Attack
- Axeman gets +25% City Attack (instead of 15%)
- Medium Unit bonuses vs. Medium Units removed
- Heavy Units no longer entitled to City Raider promotions (only Medium and Siege units)
- Medium Units no longer entitled to City Garrison promotions (only Heavy and Skirmisher units)
- Siege Weapons no longer entitled to Drill promotions (only Skirmisher, Mounted Skirmisher, and Naval units)
- Skirmishers now entitled to Barage promotions (with Siege and Naval units)
- Naval units now entitled to Accuracy promotion (with Siege units)
- Collateral damage fixed
- Strength of Composite Archers reduced by 1
- Reduced First Strike capabilities of Skirmisher Units (Javelineers 1, Mounted Javelineers 2, Archers 2, Horse Archers 3)
- Transport Galley now available with Boat Building (upgradeable to Transport Barge)
- Workboat, Fishing Boats now available with Fishing
- Merchant Vessel can no longer explore enemy territory, and gives less gold yield (upgradeable to Trade Barge)
- Addition of 4 new naval units (all able to cross ocean)
-- Trade Barge (Requires Commerce, and Seafaring) - 115 cost, 5 movement, 3 strength, can conduct trade missions
-- Transport Barge (Requires Cartography, and Seafaring) - 145 cost, 5 movement, 4 strength, 5 transport capacity
-- Trireme (Requires Seafaring, and Bronze Working) - 135 cost, 5 movement, 6 strength
-- Quinquereme (Requires Empire, and Calendar) - 170 cost, 4 movement, 8 strength, 2 transport capacity
- Railroad removed; Roads give +2 movement with Road Building tech
-- Roads now take longer to build
- All difficulty levels given -1 health
- Forests now provide 1/4 health, Dense Forests provide no health
- The following buildings given adjusted health values:
-- Alchemist = -2
-- Carpenter = -1
-- Smithy = -2
- Chopping time significantly increased (6 turns for Forest, 9 turns for Dense Forest)
-- Chopping does give shields
- Lumbermill can only be built on Timber resource
- Carpenter no longer requires Timber (but resource doubles production speed)
- Tavern no longer requires Winery (but wheat doubles production speed)
- Slave Market now gives +1 commerce
- Carpenter gives 15% production bonus (instead of 25%)
- Alchemist gives 15% science output (instead of 25%)
- Barracks gives 3 experience to land units (not 4)
- Council of Elders civic gives 2 free experience to units (not 4)
- Theocracy civic gives 3 free experience from state religion (not 6)
- New building, Holy Empire, available with Christianity; allows Diplomatic victory
- Unit upgrade costs reduced by roughly 30%
- Classical Era tech costs increased 10%
- Imperial Era tech costs increased 20%
- Vice Royalty tech doesn't give bonuses to Windmill/Workshop, only civic does
- Greek starting position given Clay, and a River
- More Dense Forests placed in Germany
- Various other terrain and resource changes
- Snowy forests removed
- Herodotus Loading Screen Implemented
- Only Christianity gives a missionary when founded
-- Other missionaries removed from the game
- Religion spread adjusted:
-- Druidism +10%
-- Mesopotamian +15%
-- Egyptian +20%
-- Greek +25%
-- Zoroastrian +30%
-- Christianity +50%
- Religions renamed (English only):
-- Moon Worship (Druidism)
-- Sun Worship (Egyptian)
-- Sky Worship (Mesopotamian)
-- Jupiter Worhsip (Greco-Roman)
- More unit balancing:
-- Armored Infantry/Huskarl cost raised to 100 (from 80), Skirmisher/Heavy combat bonuses removed
-- Legionary now a Medium unit of 8 strength and 55 cost
-- Base swordsman cost 45 (not 40)
-- Berserks have 6 strength and 40 cost
-- Gallic Swordsman, Falxman, Briton/Kolchis Marauders down to 7 strength, 45 cost
-- Iron swordsman 45 cost
-- Axeman 40 cost
-- Infantry 70 cost
-- Kolchis Warchariot, Chariot Archer, War Chariot, Swift Chariot Archer, all Chariots increase cost to 30
-- War Chariot, Kolchis WC made Cavalry unittypes
-- Horseman cost 25, now given option of upgrading to Light Cavalry (in addition to Horse Archer)
-- Composite Archer cost raised to 45 (from 40)
-- Bowman strength 7 (from 8), cost 70
-- Transport Galley cost raised to 75 (from 50)
-- Bireme cost raised to 65, can upgrade to Trireme or Quinquereme
** PS: Some unit balances/changes were not recorded in this changelist