Latest patch for RoB submod. READ THE DESCRIPTION HERE FOR FULL INFO.
Patch 1.02
-Fixed the missing textures for most units, there might be some that still remain, just have to find them.
- Fixed the kings and heirs for the Bulgarian Empire and added a family tree.
- Gave some of the territories of Byzantium to Rebels and Iraklion to Venice (to represent those times better), now the turn of events in that part of europe is even more unpredictable.
-Added diplomats for each nation that didnt start with one. This made many underdog nations much more efficient, as they
start making diplomatic contacts from early game now and establish trade, alliances, etc.
-Reduced the % of chance of success at which the AI performs attempts to gain enemy merchant assets. (from 75 % to 30%). Now
the player actually have a chance to get good merchcants as well, since the AI will attempt a lot of failed tries and give
other merchants XP as well.
-Buffed the base merchant ratios for all resources and changed the values of some a bit more, to match the trends of those times.
Getting a merchant on a gold or silver spot now is much more profitable and one should try protect such assets even with
assasins, etc.
-Buffed trade income overall with around 15 %, reduced taxes income and income from buildings like farms, etc. Economy feels alive now,
as a player who invests in trade buildings, mines and such will have huge benefits for his income, although he will suffer hard
in the population growth sector. Early game is extremely harsh if you start with a smaller and isolated nation, since you need to
make trade relations fast or conquer provinces around or just camp and stack population. Going negative in money balance happens
quite often early game if you do not pay attention and dont disband not needed units. Choices really matter for how you want to develop
your empire, if u wage a lot of wars and u rely on trade only you will be in trouble once you run out of trade partners around.
-Changed start year from 1290 to 1300
-Added some buildings to the cities of some nations, which had hard starts (like Portugal, Cumans, etc). This, combined with the
diplomats for every nation from start makes chances of them developing as good as others equal.
-Changed the AI of Rebel nations to build Farms and low-mid tier armies a lot. It will expand its sities as well now, so leaving some rebels
into mid-late game will make them really powerful regional states. Adds great variety to the game.
EXAMPLE LIST OT THE ADDED UNITS FOR SOME NATIONS (From the base mod, just so you get an idea):
-KIEVAN RUS:
Mercenary Rocket Launcher and Grand Bombard ( Canons building )
Dragon Boat, Carack, Siphonatores (greek flames) - from Naval Docks
Dismounted Turhagut - From Paved Roads
Sword Brethen - From large churches
Black Band Arquebusiers - from University
Hohuchi - from castle Stables
-ARAGON:
Mercenary Rocket Launcher and Grand Bombard (Canons building in cities)
Camels (from african territories)
War Galley - docks
- C. states
Mercenary Rocket Launcher
Armenian Archers (from cities)
** RECOMMENDED GAME SETTINGS: From the SS 6.4 launcher select Gracul AI. DO NOT select permanent watchtowers and do not use nofog cheat or the AI
will be in huge disadvantage. Use VH/VH settings ingame for difficulties. Do NOT use disable real recruitment and other similar submods, or the game will
auto-change the files and the mod will disapear.
**INSTALATION: Copy n Paste all folder files into the locations of their folder names. Replace when asked. Run the SS 6.4 Launcher and select Rise of Buglaria.
Enjoy
Savegame compatible?