Post feature RSS Version 6.0 (beta) released!

A beta version of 6.0 has been released! Quite a few changes in this one, but not the definitive version yet. Check info below for changes.

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Alright so this is the beta version of 6.0 which features a ton of balance changes as well as fixing some annoying bugs. No AI overhaul yet in this one unfortunately, that will come in the final 6.0 version.

CHANGELOG

NATIONS

  • AZTECS
    • now get 18 bonus resources from plunder (max 126)
    • double plunder from buildings
  • BANTU
    • cities are free
  • EGYPTIANS
    • 15/17/19 farm limit per city
    • wonder discount = 20%
  • FRENCH
    • siege units 20% cheaper and 50% faster
    • siege units movement 50% faster
  • GERMANS
    • 30% cheaper upgrades
    • cities gather +10
    • completion bonuses +20%
    • subs and fireships 40% faster and 30% cheaper
    • air units created 50% faster
    • airbase = 2 free fighters
    • mines = 2 extra citizens
  • GREEKS
    • library research 33% cheaper
    • library research 50% faster
    • convert 20% age advancement cost to knowledge cost
  • INCA
    • Wealth commerce limit = +50%
    • 40% refund from units
  • INDIANS
    • 2x caravan income
    • +6 city economic radius
  • IROQUOIS
    • woodcutters gather +2 food each
    • infantry have +20% HP
    • spear infantry have +7 speed
  • JAPANESE
    • barracks units 5% cheaper and faster to train
  • LAKOTA
    • +8 food from Citizens, Scouts and Cavalry units
  • MAYA
    • (un)garrisoned buildings fire many extra arrows (6)
    • buildings are 40% tougher
    • non-wonders are built 3x as fast
    • non-wonders cost 75% less timber
  • MONGOLS
    • R. Cavalry 66% cheaper and created twice as fast
    • +2 food for 1% territory
    • attrition reduced by 80%
  • PERSIANS
    • start with twice as much food
    • 66% cheaper Civic research
  • ROMANS
    • Forts 50% cheaper, 50% faster to build, +33% HP
    • H. Infantry 50% cheaper and 75% faster to build
    • Cities produce +30 wealth
  • RUSSIANS
    • 2x attrition to enemy units
    • national borders +1; +1 per Civic level
    • Spies 50% cheaper
    • +30% oil gathering
  • SPANISH
    • 3 extra scouts at start of game
    • 100 resources per ruins (+50 per Science level)
    • LOS +8
  • TURKS
    • 2 free siege units with every Factory built
    • Citizens 50% cheaper
    • Siege units unpack 2x faster

BUILDINGS

  • Treepost
    • added gold cost
    • removed timber cost
  • Pyramids
    • cities are 50% cheaper
  • Woodcutters
    • range slightly decreased

UNITS

  • Despot
    • building plunder = 50% bonus
    • lowered unit plunder bonus
  • Monarch
    • cavalry bonus: +3 attack, +3 armor
  • The Comrade
    • unit bonus: +4 attack, +3 armor
  • The CEO
    • nearby city production bonus: +33%
    • range and LOS +4
  • Light Bomber
    • fuel increased
  • Horse Raiders
    • now upgrade to H. Infantry
  • Fireships
    • no more knowledge cost
  • Nukes
    • slightly lowered cost
    • slightly lowered knowledge cost
    • slightly lowered build time
  • Scouts
    • now always run (animation)
  • Hwacha
    • fixed upgrade flag
  • Commander
    • size slightly decreased

MISC

  • mountains can have a few more workers
  • shortened nation descriptions
  • added unique unit and unique building to nation infos
  • peace timer reverted back to default values
  • fixed formation glitches for various units
  • grayscale unit icons are now colored

REMODELS/RESKINS

  • Fixed garrison flags
    • Raider Stable
    • Raider Barracks
    • Shaman Hut
    • Imperial Tagmata
    • Chivalric Order
    • Recruitment House
    • Info age Tower
    • Info age Fort
  • Turtle ship
    • fixed projectile origin
  • Admiral
    • fixed back gun
  • T-54
    • darker color + desert camo
  • Ship of the Line
    • redone texture
  • HNLMS Groningen
    • added features to texture

As of now, I'm really struggling trying to fix the remaining issues with the mod (such as non-aligned models, badly made textures, etc.) so 6.0 might take a while. I've posted a help notice on the modDB 'jobs' page, so maybe I'll find someone there who can help me fix these remaining issues. I'll keep you guys updated on any developments.

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