NOTE: THIS RELEASE IS OBSOLETE AND INCOMPLETE, see newer releases in "files". INSTALLATION: Place in your local "mods" folder. Should be in C:\Users\<your username>\Games\Age of Empires 3 DE\<profile number>\mods\local Then you need to enable it via the ingame mod manager. Added Lodges (Ossuaries) and alliance powers to Europeans, as well as Influence and some trickles. Church and Capitol roles overhauled. Arsenal can build units. Explorers can create ammo depots. Asian wonders distribute cost food->wood. Asians can build more Monasteries plus a merc tower. Chinese enriched. "Full" changelog below.
Age 3 DE "The Secret Societies" Current changes
[NY = Not yet done]
*****ALL*****
IRREGULARS, SENTRIES, MILITIA AND WARRIORS
(+) Irregulars and Sentries counts as Villagers for Eastern Medicine upgrade and others.
(+) Same is true for native Warriors (for example, from Alarm dance), which are upgraded as Villagers.
(+) They can also garrison inside Villages. (Garrisoned Irregulars and Sentries do not lose health, and shoot as a villager would, if the building's ranged action is enabled.)
(+) Irregulars and sentries are healable (though they will not stop also losing health if they were.)
HEROES
(*) Regent (for Regicide) now counts as Hero (this includes for Hero upgrades but also for taking Hero bonus damage)
UI
(*) All ranges for Hand attacks are automatically displayed.
POPULATION
(+) All population cap default upgraded to 220 (chinese 240). This is due to a lot of formerly "free" units (ships, healers, etc.) now costing population cap instead of being self-capped. Total army sizes will remain about the same.
(*) Regular House cost now just 75 wood, but HP reduced.
HEALERS
(+*) Added starting healers for every civ. Start rebalanced.
TOWN CENTER
(-) Town center costs 550 wood (from 500).
(+) Town Center now gives 15 population (from 10).
(*) Bounty adjusted.
TRADING POST
(*) Can receive shipments.
SIEGING
Torch units:
(-) -1 siege range [to 5]
(+) +10% siege damage
(NY*) Change torch sprite, reuse old anim preferable.
Fire Arrow units:
(+) +3 siege range [to 9]
(-) Added minimum range
(-) -10% siege damage
Cavalry:
(+) +1 siege range
*****EUROPEANS*****
SECRET SOCIETIES & INFLUENCE
(+) European Explorer (including Ottoman) can build Secret Society Lodge.
(+) Choose an alliance amongst Secret Societies.
(+) Secret Societies Lodge enabled
(+) Influence gathering enabled
(+) Influence display enabled
(-) Cattle doesn't generate influence for Europeans
(+) Explorer autogathers influence
(+) Capitol autogathers influence
(+) Lodge autogathers influence or XP
[+ Export gathering enabled, but doesn't display]
FORT
(-) Fort slightly more expensive.
(+) Fort now provides 20 pop space.
GUNPOWDER DEPOT
(+) Enabled gunpowder depot for all european civs, built from Explorer
(-) Cost increased by 25 wood and gold except for Maltese
(*) Build bounty adjusted
(+) Added destroy bounty
(+) Auto gathers Influence slowly
CHURCH & CAPITOL
(*) Inquisitor replaces Spy in Church. Age II
(*) Church available from Discovery Age (But not Inquisitor). This allows to trickle XP.
(+) Outlaw Missionary introduced. Costs 150 gold, available from first age. Double hand attack compared to Spanish one, but heals half. Doesn't cost pop.
(*) Maps (European) which enabled Inquisitor now mostly enable the new Outlaw Missionary instead.
(*) Gas lighting upgrades from Town Center, not Church; Age II.
(*) Capitol buildable in Commerce age. Cost slightly changed (225 wood, 75 gold).
(*) Spies trainable in Capitol.
(*) Spy cost down to 100 (from 125) to compensate Capitol-sunken price. Trains 35% faster. [NY: Add ranged attack/version/upgrade. Restore cost? Change icon of melee one? Add Capitol "Spy alarm" like town center one?]
(*) Bastion researchable in Capitol, not Church.
ARSENAL & ARTILLERY
(*) Arsenal costs 200 Wood, 50 Gold (From 250 wood)
(+) Arsenal can train Organ guns [if enabled]; Age III.
(+) Arsenal can train Nitro petard [if enabled]; Age IV.
(+) Arsenal can train Gatling guns [if enabled]; Age IV.
(+) Organ Gun enabled in Age III
(-) Organ Gun more expensive for non-portugal civs (150 wood instead of 100)
(+) Gatling guns enabled in Age IV.
(-) Gatling guns more expensive for non-revolution civs (350 gold instead of 300).
(+) Gatling Guns better vs cavalry.
(+) Gatling guns slightly more expensive, but slightly more Area of Effect.
(+) Nitro petard enabled in Age IV.
(*) Nitro petard costs 100 food, 200 gold, 3 pop.
(*) Can be built only from Arsenal.
OUTLAWS
***OTTOMANS*** (Turks)
(*) Starts with Imam (Start rebalanced.)
Abus Gunner:
(*) Abus Gunner removed from Artillery Foundry, added to Barracks.
(*) Ranged building damage reduced but range increased.
(+) Cost slightly reduced.
(+) Population cost reduced to 1 from 2.
(+) Ranged resistance increased (to 25%, same as patch).
(-) HP reduced (from 130 to 125).
(-) Ranged damage diminished by 10%.
(-) Train time increased to 46 from 42.
Spahi:
(+) Spahi enabled from stables.
***RUSSIANS***
(*) Starts with an Agent and crates of 100 coins. Removed food. (Start rebalanced.)
***MALTESE***
(*) Starts the game with crates of 100 XP. (Start rebalanced.)
*****COLONIALS*****
***UNITED STATES***
(+) Starts with a Surgeon.
(-) No longer starts with XP crate.
*****ASIANS*****
(*) Wonder age advancement food cost now distributed between Food and Wood.
(NY*) Added age indicator to built Wonders, which aids to show their varying power according to age constructed.
(+) All wonders now base 6000 HP (instead of 5000)
(*) Default castle base projectile changed. Damage upgraded 7.5% to compensate slower travel.
EXPORT
(+) base Export gather rate from Asian villagers upgraded by 23%.
(*) Export collection from Villagers is dependent on how efficiently they gather resources. (by base, this is like half or 65% for most food sources, but should be able to increase to over 100%)
MONASTERY
(-) Monastery costs 75 gold.
(+) Monks can build Monastery.
(+) Monastery gives 5 pop.
(+) Build limit increased to 5.
CASTLE
(-) Castle costs +50 wood (300 from 250).
(+) Extra castle HP (3500 from 3000).
(+) Castle gives 5 population space.
(*) Adjusted bounty and buildtime.
ARTILLERY
Fire Arrow:
(+) Fire Arrow enabled for Chinese, to offset greater European artillery variety.
(*) Base stats have been adjusted and given a Disciplined upgrade, since now available in Age 2 (gunpowder invented in sinosphere, archaic).
Hand Mortar:
(+) Hand Mortar enabled for Japanese, to offset greater european artillery variety.
(*) Base stats have been adjusted and given a Disciplined upgrade, since now available in Age 2 (gunpowder invented in sinosphere, archaic).
(-) More expensive.
(-) Costs 2 pop (two guys to carry it, after all).
(-) Now damages allies.
(-) Reduced building and ship multiplier.
(+) Extra HP.
(+) More base damage.
(+) More explosion range.
(+) Multiplier vs villagers and infantry, due to fire.
OUTLAWS
***CHINESE***
COMBAT UNITS
Qiang Pikeman:
(-) Removed HP and DMG bonus from Old Han Army reforms.
(+) Instead gains a special flame attack, and armor increase.
Steppe Rider:
(-) Now normally costs 2 pop.
(-) Armies more expensive.
(+) Extra HP, armor.
(-) Less sight.
(*) Mongolian Scourge card reduces pop cost back to 1.
(-) Removed HP and DMG bonus from Old Han Army reforms.
(+) Instead gains a special flame attack, and armor increase.
Keshik:
(-) Now normally costs 2 pop.
(-) Armies more expensive.
(+) Extra HP, sight.
(*) Mongolian Scourge card reduces pop cost back to 1.
(-) Removed HP and DMG bonus from Old Han Army reforms.
(+) Instead gains a special fire arrow attack.
ChuKoNu:
(-) Removed HP and DMG bonus from Old Han Army reforms.
(+) Instead gains a special fire arrow attack.
Mongolian Scout:
(+) Mongolian Scourge card gives bonus vs Villagers.
(+) Mongolian Scourge card gives bonus vs Buildings.
VILLAGES
(+) Villages can self-upgrade to shoot when garrisoned and call irregulars and sentries (150 wood).
(+) Village can train Peasant Army: 2 irregulars, 2 sentries for 120 food and 40 wood.
(*) Village upgrades changed to food and gold instead of wood (building them already costs wood). Also upgrades attack when garrisoned and village cap.
(*) Village shoots an archaic projectile instead of having a firearm. Modern firearms were rare in China in this period.
(-) Cattle at villages fattens 10% slower compared to other fattening buildings.
(NY) Can garrison irregulars and sentries.
(+) Irregulars and Sentries are affected by Villager upgrades.
(+) Irregulars and Sentries may garrison Villages.
Shipments
(*) Village shooting and irregulars not losing HP card ages switched.
(+) Village-sending shipments also bring a few irregular and sentries.
(*) Village defense card now brings 3 irregulars and 3 sentries.
DISCIPLES AND MONK
(+) Monk (Shaolin Master) can heal by default.
(+) Wonder now doubles Monk healing rate.
(+) Disciples can help build Wonders, though they still can't place them (use villager).
(+-) White Pagoda increases disciple cap by same amount to disciple shipments.
(+) White Pagoda can build disciples, ransom monk/s.
(-) Disciples cost population.
(+) Disciples cost 75 food (from 80).
(+)[UNW] Disciples can slowly heal units after monastery upgrade.
(-) Monastery disciples upgrade cost more.
(+) Disciples shipment now cost pop, so they come with +1/+2 disciple cap upgrade, and +1 buildable monastery cap each.
(+) Second monk shipment comes with +5 disciple cap.
(RESEARCH) Why is Monk aura for disciples not working? In theory I didn't change anything to affect that. May be a general modding bug.
WONDERS
Summer Palace:
(+) Work rate now increases depending on Age built. (1.00, 1.25, 1.50, 2.00)
(+) Enabled missing two Castle armies to auto-train. (Mongolian Army and Black Flag Army)
(+) Enabled unit upgrades from Summer Palace.
Taoist Academy (ex Confucian Academy):
(+) Work rate now increases depending on Age built. (1.00, 1.25, 1.50, 2.00)
(+) Can train Flying Crows also for money (same speed and only one at a time).
(+) Gave Enhanced Rocketry upgrade.
(+) Gave fire troops upgrade in age V if you have the Honored versions of the troops
ARTILLERY
Flying Crow:
(-) Now damages allies.
(-) Time 250 (from 240).
(-) "Costs" 200 wood (from 100, coincides with score).
(-) Added all-too-evident minimum range.
(+) Extra HP (to 235).
(+) Plus 2 base max range
(+) Increased damage cap (from 390 to 420)
(+) Extra Flying Crows can now be recruited (one at a time and very slowly) from Academy and Castle, starting age IV
(*) Impact effect improved.
(*) Impacting Crows will now bounce, dealing a little damage where they land.
Flamethrower:
(+) Flamethrower 3 pop from 4 (approximates better the cost).
(*) Less specialized vs infantry, better against cavalry (adjusted multipliers).
Castle:
(-) No longer trains both non-artillery armies (Mongolian Army and Black Flag Army).
(+) Now trains Alchemical Rocketeers.
CARDS:
(+) Ex "Old Han Army" enables fire attacks instead of giving flat bonuses.
(+) Added "Four Gentlemen" card. Ships one of each crate including the new Export crate. First age, can be used only once.
(+) Monastery card also enables ranged action but only discounts monastery techs by 25%, and is repeatable in Age V.
(+) Enabled 8 Disciples shipment in Age II. Also gives + disciple buildilimit (since normally it is 5).
(*-) Since the Hand Mortar is now significantly stronger and more expensive, the Hand Mortar amounts from HC cards have been reduced.
(+) Added "HandMortar0" which gives 4 Hand Mortar in Age II (previously unavailable at this age)
***JAPANESE***
TECHNOLOGY
(*) Church technologies now cost Export instead of other resources.
(*) Arsenal technologies now cost Export instead of other resources.
(+) Arsenal can train Organ Guns and Gatling Guns for Export.
(NY+) Arsenal can upgrade Organ Guns and Gatling Guns for Export.
MONKS
(+) Monks start with healing enabled.
(+) Reiki now doubles monk healing rate.
(-) Base Japanese hero monk healing rate reduced by 33% (4 from 6) - Still higher at 8 than single Chinese monk.
(+) Enabled training Blind Monks from Monastery, with a build limit.
ARTILLERY
(+) Enabled Hand Mortar for Japanese, to offset greater European artillery variety. Also its upgrades.
(+) Added Firebomb alchemist to castle. Acts approximately like a japanese Grenadier/Hoop Thrower.
CONSULATE
(-) Enabling of "church upgrades" moved to "Consulate Church" export thingy. Necessary because lighting upgrades were appearing in Town Center by default.
CARDS:
(+) Monastery card also enables ranged action but only discounts monastery techs by 25%.
***INDIANS***
SHIPS & PORT
(*) Caravels at port switched to the somewhat less baffling Galleys (Home City cards are still Caravels but they share upgrades so it doesn't matter much)
Buildings
(+) Enabled Asian Mercenary tower
(+) African-style outlaw tower enabled
(+) As Wonders also cost Wood now, Indian construction discounts will apply.
______________________________
Currently bugged:
* Consulate doesn't generate Export even though it has the corresponding Tactics, Action and ¿Tech?.
* Explorer/Grandmaster are not auto-generating Influence.
-> Needs action in anim.xml
Fixed bugs:
x* Disciples aren't healing even tho they have the proto, ability, the tactics, the animation and so forth to do it : )
-> Needed the "CanAutoHeal" flag in proto xml
x* European fattened Cattle still generates Influence.
-> Action disabled
Note that somewhat counterintuitively, while the basis for the Secret Societies for europeans have been set, unique and new Societies themselves aren't yet implemented. This beta still uses the old "country alliance" style (though some of them are campaign-only alliances such as Chinese, Japanese or Indian - but using Influence)
is this mode for DE or classic
For Definitive Edition. It says on top of the page.
it can work for classic
It can be changed to work, but it is some labor, as they are different and this mod uses DE "additive modding" code style.
Also, classic doesn't use Influence so Export has to be enabled for Euro display instead.