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Well, you're in the right place! The mod will feature a dozen new maps all over the world with unique textures, trees, animals and, of course, natives, most of them in Africa. Although there will be other features to these maps, like new mercenary game mechanics and naval natives, you can basically ignore them if that's not what you're into. You can read more about the new maps in the articles section.
Not sure about new coastal maps, but that's quite a nice idea.
Not really, but the green torso texture is based on a unit from that mod. Also the units in grey are from Age of Dynasties; they will not be featured in the mod.
This map is a feature of the mod, not a standalone map. The mod will be released in a couple of months. For now you can download another map in the Addons section.
This musketeer-type unit is unique to the Dutch, as they do not have a musketeer. However, Schutters are only available in the Fortress Age, and are less universal. The unit is similar to the Fusilier due to the high ranged attack and mediocre anti-cavalry attack in close combat. Schutters keep the game balanced by usually being insufficient for a winning unit combination, but at the same time being situationally good.
I would, just not in the nearest releases.
The last picture doesn't represent real resource distribution. The minimaps above do.
It's actually quite a possibility
UPD: Glad to announce that Korea actually is a considered civilization. Work in progress on Korean wonders.
I think I'll be OK on my own. XML coding is actually a smaller part of the work anyways.
Nah man, don't worry! I'm glad to hear your thoughts.
A very rough release time period is this autumn.
Well, as written in the map review, this name also belongs to a province in Argentina, and that's what the map represents. I know of at least three "black rivers" in South America, one, indeed, in northern Brazil, one in Argentina and one in Uruguay.
Regarding the hat, the Dutch Schutters actually have it. I'll consider your request if I make new European units. I guess some kind of line infantry should get the tricons. If I work on the Swedish, I'll craft them one for sure.
Now with the map, isn't it approximately the region that is represented by the new Rio Negro map? You can find an article on that on the modpage.
The Incas and the 14 original civs.
You should probably direct message me if you want more info.
Alrededor de 7 mapas deberían estar disponibles en las primeras versiones.
Probably this winter. First playable versions – this autumn.
No plans on Navajo I guess, but Poland is considered. Yet these are mere estimations, and these probably won't be finished for a long time.
The alpha version will feature the Incas, as well as over half a dozen native civs. Future plans are to add more civs, like Sweden, Switzerland, Poland, Austria-Hungary, Maya, Mapuche.
I'm glad to announce the Incas are getting close to being finished with one of the last steps being artwork rework. I started the mod four years ago, and the textures on the new civs are not high-quality enough by my current standards. This retexturing involves custom-made quality seamless textures coupled with normal and height maps. With a lot of work invested into these models, I hope they bring life to the new architecture.
UPD: Spent some time tinkering the AI today. I'll probably add some new features, such as raiding villagers with cav, and the AI works perfectly with the new civ, so things are going better than I expected.
I found certain European civilizations lacking a good siege option early on. While some have Grenadiers in the Colonial age, and India, China and the Aztecs outrange all buildings in the Fortress age, civilizations like Portugal don't even get Falconets. To balance things out, Siege Arbalestmen were added for the Portuguese and the Spanish to train from the Artillery Foundry, and for the Dutch - from the Barracks.
Arbalestmen are very similar to the Arrow Knights. They have a more modest range in the Colonial age and are weaker against artillery, but compare well with them in the Fortress age after their veteran upgrade. They are unlikely to be the bulk of any army considering their low unit attack and population inefficiency, and thus have one realistic use - early game siege.
I felt like the Ottoman civilization needed a spear unit, as they do not have any anti-cavalry option apart from the Janissaries and Cavalry Archers later on. Piyades complement the Ottoman light artillery well and are only Ottoman units costing food and wood. They are trained in barracks, and in general the addition of the unit makes the Ottoman a less awkward civilization to play.
Not really, the only difference will be that it will sometimes build walls around the base and that it will make use the new units and native civs. I also hope to make it play the new Incas, but I'm not sure if I'll succeed there.
Thanks to WyteRaven for the base models of these huts. You can check them out in his mod: Moddb.com
As stated, release date is yet to be decided. I still have a lot to implement, but an alpha release may be after the new maps are polished a bit, the new HC cards are finished and, most importantly, Inca civ is done or almost done. This might be fall of this year, maybe earlier in case of good luck.
Glad to hear!
Cool textures! Give a really fresh look to the civ architecture.
No, i just got bored. I guess I'll enliven the campaign.
The mod is totally awesome. What I wanted to ask is whether I can use some of your artwork for my own mod. I have decided to implement African maps, as far as Africa was also being actively colonised, so it fits the game idea. I, however, have no animals or native buildings, though I have made the other necessary artwork by myself. Can I use some of your awesome animals, architecture and, of course, baobabs models? Thank you in advance.