Add Pirates (Western), Wokou (Asian pirates), British East India Company, Dacoits (Indian bandits), and Zheng He's Chinese Expedition as playable civs. Each civilization is expected to have unique tech trees, bonuses, special heroes, specialist units and politicians. Also they have a different town screen which reflects their particular look and feel. Over 50 new politicians have been created with unique portraits and slated to have novel effects. Also, ALL new cities will start as level 100 with 100 points so you don't have to waste time levelling to make the Home City card deck you want. The mod will have a "release early, release often" philosophy so early releases will not include all planed features yet still be fully functional on their own. Have fun, YARR! And don't forget, piracy is bad Mkay? ;) NOTE: Due to Definitive Edition made by Microsoft, development is permanently suspended.
This version comes with a rework of Aztecs, better AI use of upgrades, and playable campaign civilizations such as the Black State Lakota and the Black Family Sioux. There is an improvement of the Ming Treasure Fleet civ, as well as many other changes and updates. How to install: Extract this in C:\Users\[USERNAME]\Games\Age of Empires 3 DE\[YOURRANDOMRUMBER]\mods\local - activate from ingame mod manager. See full mod changelog below.
Age 3 DE "The Secret Societies" Current changes
[NY = Not yet done]
*****NATURE*****
Trees:
(-) Yield of trees is 66% by default. A 300 wood tree will give 200 wood.
(+) Some techs and/or shipments now ship Trees.
(+) European wood cutting techs gives greater wood bonus.
(-) European wood cutting techs reduce total yield.
(-) Native wood cutting techs gives lesser wood cut bonus.
(+) Native wood cutting techs increase total yield.
(*) Native wood techs give trees for your Homecity gather point.
Whales:
(**) As history has eloquently shown, whale supplies aren't infinite. One might argue that in the Discovery Age, there was little chances of whales being completely depleted. However, the game does allow this to happen to fishes, mines and trees, so whales must be included as well. Furthermore, the game is covering well into the early modern age, with a cutoff date no earlier than the mid nineteenth century.
(-) Whales aren't infinite.
(+) Whales can be gathered by any number of ships.
(+) Whales slowly regenerate coin.
(**) Responsible fishing may ensure that whales do not run out.
Berry Bushes:
(-) Berry Bushes start with less food.
(+) Berry Bushes slowly regenerate food.
(**) Responsible foraging may ensure that Berry Bushes do not run out.
Fish:
(**) As I have implemented the regeneration feature for whales, the same is true of Fish.
(+) Fish now slowly regenerate food.
(**) Responsible fishing may ensure that fish do not run out.
GUARDIANS
(NYW*) Animal Guardians have a "Build limit" of 15, shared amongst all types.
(NY*) Human Guardians have a "Build limit" of 15, shared amongst all types.
*****ALL CIVS*****
XP
(+) All civs start with (at least) one Crate of XP, helping towards the first shipment.
(+) Researching techs gives XP equal to base resources expected spent divided by ten.
TRAIN TIMES
(*) Train points are diminished per Percent instead of BasePercent.
VILLAGERS
(-) Villager upgrades require Age II. This discourages rushing, including due to the fact that militia-type units now upgrade as Villagers do.
Villagers weapons:
(*) Villagers start with bows since by the time of the game start (1500's) there weren't that many civilian firearms.
(*) Now the blunderbuss upgrade gives the actual blunderbusses!
(*) Damage of villager weapons ans their reloads are the following:
(**) Spear 5 base damage, 5 reload time.
(**) Blunderbuss 4 base damage, 4 reload time.
(**) Bow and arrow 3 base damage, 3 reload time.
Blunderbuss has advantage because of instant ballistics and cannot miss, spear has preattack delay.
MERCENARIES
(*) Rebased Spy damage to be more useful at base.
(-) Moved most of the Spy attack bonus vs Explorers to Colonial/Commerce age (dissallows Russian anti-explorer rush).
(+) Added Spy attack bonus vs healers. Doubled from Colonial/Commerce age.
(NY*) Add icon to show bonus damage vs Healers.
(NY*) Add icon to show bonus damage vs "Law" type (can use other type and "icon" it).
(*) Decreased damage dealt by Grand Cannons to cavalry & light infantry, but increased Grand Cannon ranged armor.
(-) Fixed Repentant Grand Cannon not having negative damage modifiers against Cavalry or Light Infantry.
(NY(?)) Fixed all outlaws with double build/kill bounty.
Added mercenary Missionary. Replaces Inquisitor which is now generic Euro unit:
(+) 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.
(*) Mercenary Gatling Camel reworked to not be bad against cavalry.
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.
BUILDINGS
Town Center:
(-) Town center costs 550 wood (from 500).
(+) Town Center now gives 15 population (from 10).
(*) Bounty adjusted.
Dock:
(+) Now gives 5 population.
(-) Now costs 250 wood.
(+) HP increased.
(*) Time and bounty adjusted.
Plantation:
(-) Now has a base build limit of 5.
(*+) Diverse cards and techs augment the build limit (sometimes at the cost of lowering other effects).
(+) Is available an age earlier.
(-) HP reduced (3000 from 3500).
NATIVE EMBASSIES
(*) Cost 125 wood from 100, but has 2800 HP from 2500 and builds in half the time.
TRADING POST
(*) Can receive shipments.
FACTORY
(-) Costs 5 population
(+) Robber barons is x2, costs 2000 Gold.
(+) Industrial Revolution is x2, costs 2000 Wood.
SIEGING
Torch units:
(-) -1 siege range for infantry [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:
(+) Base 6 torch siege range.
(+) 10 base range for arrow cavalry siege.
Anti-ship:
(*) Crossbowmen have a siege damage and style "Anti ship" ranged attack. (They will use fire arrows against ships)
(*) Archers have a siege damage and style "Anti ship" ranged attack. (They will use fire arrows against ships)
(*) Cavalry Archers have a siege damage and style "Anti ship" ranged attack. (They will use fire arrows against ships)
(*) Buildings with 38 anti-ship range have -2 base, while Heated Shot gives +2 range to anti-ship attacks of buildings and units (though only 35% more damage for buildings and 15% more damage for units)
*****NEW CIVS*****
(+) Enabled all possible campaign civs to be picked for Skirmish. Note that most of them (with the partial exception of Ming Treasure Fleet) aren't balanced/ready.
***MING TREASURE FLEET***
(*) Asian civ.
(*) Trains weaker units in batches instead of armies.
(+) +30 max population.
(+) Hero modeled on Captain Huang.
***CANADA*** (SPC)
(*) Colonial civ.
(**) More settler graphics, some canadians will now look north american native and others western european.
DECK/TECHS
(*) Metis Pathfinders card
(*ñ) Replace Grenadier/Musketeer cards with Regulars.
(*) Replace Longbowmen cards with Volunteers (Riflemen).
(*ñ) Replaced Privateers with Steamers.
(*) Replaced mercenaries for British/French immigrants.
(*+) added Canadian unique homecity looks.
(*+) Canadian homecity is customizable.
UNITS
Dragoon / Rifle Cavalry
(*) Dragoon disabled, Rifle Cavalry enabled
Hero
(*) Changed Explorer for special Mounted Guard.
(*) Unique cavalry canadian hero that can receive shipments, construct Outposts.
(+) Can train Rifle Cavalry.
(-) Lacks Sharpshooter Attack.
***BLACK FAMILY IROQUOIS*** (SPC)
(*) Native/Influence civ.
(+) Hero modeled on Nathaniel Black.
(+) Can train Colonial Militia.
(*-+) Uses Influence for natives.
(+) Gains Influence by training units and having Trading Posts.
***BLACK FAMILY SIOUX*** (SPC)
(*) Native civ with european artillery.
(+) Hero modeled on Chayton Black.
(+) Most Buildings add Population.
(*) Can train and upgrade SPC Hoop Throwers.
(+) Can train and semi-upgrade Gatling guns.
(*) Unlike normal Lakota, doesn't have teepee.
(+) Has Arsenal with upgrades.
*****EUROPEANS*****
CARDS
(*) Several cards have been "flavored up" and given more costs and benefits.
(*) Unit shipments will now tend to give you some upgrades (usually foreign) alongside the units, but have a cost besides the ship. This is also good for the AI to use upgrades it would otherwise ignore.
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
(*) Imperial Peerage and Knighthood reworked. Peerage now costs Gold. Both now grant a large crate of Influence.
(*) Imperial Immigrants now grant two large crates of Influence.
[+ Export gathering enabled, but doesn't display]
FORT
(-) Fort slightly more expensive, build slower.
(+) Fort now provides 20 pop space.
(+) Fort now Auto-gathers Influence for europeans and africans.
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.
(*) Inquisitor throws torches instead of melee burning.
(*) Inquisitor no longer counts as Outlaw, instead is the new Law type.
(*) Inquisitor pop from 4 to 3 since he doesn't benefit from "less pop" upgrades.
(*) Inquisitor damage specialties reworked. Now better against Native Warriors but no so OP vs general mercenaries.
(*) 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.
Mortar:
(*) Stats rebalanced.
(-) More expensive, costs 1 extra pop.
(-) As all mortars, now damages own/allied units too.
(+) More HP.
(+) Can now attack regular units at reduced damage since it was absurd you couldn't even fire it.
(+*) Barrage attack damage increased by 50% though now damages own units too.
Falconet:
(-) Falconet was quite OP, so now it fires 25% slower (5 seconds from 4).
(-) 70% ranged resistance (from 75%).
Culverin:
(*) -25 coin cost, +25 wood cost.
(*) -10% ranged resistance, but +15 siege resistance.
(*) Stats slightly rebalanced.
OUTLAWS
***BRITISH***
ARTILLERY
Rocket:
(-) Now also damages allies.
(-) Slightly lower HP and armor (looks quite fragile).
(+) Built faster.
(+) More range.
TECH
Capitol:
(+) Added Agents to Capitol tech. Card additionally gives two Spies/Agents.
***OTTOMANS*** (Turks)
START
(*) Starts with Imam (Start rebalanced.)
VILLAGERS
(+) Added unique Ottoman villager protounit.
(**) Alternates between Indian and Hausa villager models.
INFANTRY
Militia:
(NY) Add unique Ottoman militia/use African levyed bowmen and spearmen.
** Also change Ottoman Help in embassy version.
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.
CAVALRY
Spahi:
(+) Spahi enabled from stables.
(*) Description updated.
(*) Food and Gold costs switched when buying from Stable. (in Home City cards only costs Food)
Horse Archer:
(*) Costs Wood instead of Coin for Ottomans.
***RUSSIANS***
(*) Starts with an Agent and crates of 100 coins. Removed food. (Start rebalanced.)
TECH
House:
(+) Added Ransack to House techs. (Card additionally gives an arsonist)
(+) Added Boyars to House techs. (Card additionally gives an Oprichnik, a Strelet and a Cossack)
Capitol:
(+) Added Assassins to Capitol tech. Card additionally gives two Spies/Assassins.
(+) Added National Redoubt to Capitol tech.
LATER
(NY) Strelet uses Axe in age I, bow and arrow in age II. First upgrade changes streltsy into firearm.
(NY) Add historical royal guard mounted streltsy as additional Russian cavalry.
ARTILLERY
(*) Factory spawns Tsar Cannons instead of regular Heavy Cannons (these were used as Russian cannons in the campaign)
***MALTESE***
(*) Starts the game with additional crates of 100 XP. (Start rebalanced.)
(*) Starts the game with a Hospital instead of one of the settlers.
Research and mercenaries:
(*) Now buys outlaws, mercenaries, and native techs with Influence, like Africans.
Ammo Depot:
(+) Cheaper than for other civs, but same bonuses (still generates Influence).
Influence:
(+) Hero generates influence at an increased rate.
(+) Hospitals generate Influence.
(-) Hospitals 25 gold more expensive (after all Knights Hospitalier try to do them well.)
(-) Hospitals less HP (1350 from 1500)
***ITALIANS***
(*) Starts the game with a Priest (start rebalanced).
Research and mercenaries:
(*) Now buys outlaws, mercenaries, and native techs with Influence, like Africans.
Lombard:
(+) Now auto-generates 0.5 Influence.
(-) Moderately more expensive (125 gold and wood instead of 100)
Basilica:
(-) Can no longer ship Agents since those are from Capitol.
(+) Can now ship Papal Bombard from Age IV.
(+) Now auto-generates 1.0 Influence.
(-) Costs more (250 Wood and Coin from 200). Points and buildpoints updated.
(+) More hitpoints (6000 from 5000)
(*) Pseudo-shipments now cost Influence instead of other resources.
Artillery:
(-) Papal Bombard takes more time to train from Factory.
(*) also has higher Bounty.
(+) Basilica can ship Papal Bombards for 1200 Influence.
(**) Papal bombard now shoots a white cannonball normally, and a fireball for the special charge attack.
*****NATIVES (AMERICANS)*****
DIPLOMACY
(NY+) American alliances at the Native Embassy for all native Americas factions.
(done) Aztecs and Incas at least.
(NY+) Can recruit country-specific Mercenaries by using the Asian Outpost (Gambit Den) as an Embassy.
BUILDINGS
(+) Enabled Asian Outposts (Gambit Den) where you can recruit Asian troops. Limit 1.
(+) Now every civ has enabled a unique religious building, roughly equivalent to European Church+Capitol. Limit 1.
(-) War Huts can no longer be used as Home City gather points, since they have other uses.
TECH
Alliances:
(+) Native Alliances enabled by default (requires no shipments).
(-) Making alliances costs 100 of a resource.
(+-) Former Alliance card gives a Chasquis and makes alliances free, in addition to the Native Embassy cart.
(*) Former alliances removed.
(*) Current Inca alliance options are Maya (to switch for Muisca), Tupi, and Quechua.
(*) Current Aztec alliance options are Maya, Zapotec and Caribs (sic).
(**) Alliances given new icons.
ATTACKS
(*) Tomahawk Throwing deals hand damage at a distance, instead of ranged damage.
(-) Damage slightly reduced (since many more units have high ranged resistance).
(-) Range slightly reduced (actually tomahawks can only be effectively thrown to around 8 meters).
(+) Regains +0.5 range per unit upgrade level.
UNITS
Warrior:
(+) Now benefits from Villager upgrades.
Medicine Man:
(-) Now costs population
SIEGE
(+) Artillery Depot available an age earlier.
Ram:
(+) Ram available an age earlier.
(+) Added Fortress Age upgrade research and icon.
(+) Rams upgrades make rams 5% faster each.
(-) Stats nerfed to compensate.
Mantlet:
(+) Mantlet available an age earlier.
(+) Added Fortress Age upgrade research and icon.
(+) Mantlet upgrades give 5% armor each.
(-) Stats nerfed to compensate.
NAVAL
Research:
(+-) Gill Nets and Long Lines replaced by Regenerative Fishing and Fisher Tribes.
(*) Now upgrades the total yield of the fish, but is a bit more expensive to research and has 5% less max gather speed compared to before.
(+) Corded construction gives native ships +10% armor.
Fishing Boat:
(**) Portrait and icon updated to be native enough for all native civs.
Canoe:
(+) Costs 80 wood from 100.
(-) 180 base HP from 220.
(+) No build limit.
(-) Costs 1 population.
ARTILLERY
Captured Mortar:
(*) Slightly rebalanced stats.
(+) Increased area of attack.
(-) As all mortars, now damages own/allied units too.
(-) Can't batch when trained.
(+) Trained faster.
(+) As regular mortar, it can now attack units and not only buildings and ships.
***HAUDENOSAUNEE (Iroquois)***
Medicine Shrine:
(+) Enabled Medicine Shrine building.
(+) Acts approximately as a church, allowing you to recruit Medicine Men.
(+) Costs 250 wood.
(NY+) Heals nearby units.
TECH
(+) Added New Ways Haudenosaunee tech to the Longhouse, which enables some European arsenal researches.
(+) Added Town Dance tech to the Longhouse.
(+) Added War Houses tech to the Longhouse.
(+) Added Great House (town center tech) to the Longhouse.
(+) Added Conservative Tactics tech to the Longhouse.
(+) Added Advanced Scouts tech to the Longhouse. Equivalent card gives two Scouts also.
***LAKOTA (Sioux)***
CARDS
(*+) From basic unit delivery, added/converted ruler card.
(*+) From basic unit delivery, added/converted warrior card.
(*+) From basic unit delivery, added/converted trader card.
(*+) From basic unit delivery, added/converted mystic card.
(*+) From basic unit delivery, added/converted sailor card.
(*+) Bought support cards always have some unit upgrade, instead of only sometimes.
BUILDINGS
Medicine Shrine:
(+) Enabled Medicine Shrine building.
(+) Acts approximately as a church, allowing you to recruit Medicine Men.
(+) Costs 250 wood.
(NY+) Can spawn Warriors.
UNITS
(*) Axe Rider costs 40 wood instead of 40 coin. (After all, axes need wood, don't they?)
TECH
(+) Added New Ways Lakota tech to the Teepee, which enables some European arsenal researches.
(+) Added Town Dance tech to the Teepee.
(+) Added Friendly Territory Tech to the Teepee. Also allows Teepees to train Alarm Warriors.
(+) Added Nomadic Expansion tech to the Teepee.
(+) Added Morning Star big button to the Teepee.
(+) Added Advanced Scouts tech to the Teepee. Equivalent card gives two Scouts also.
***AZTECS***
INFLUENCE
(+) Gains Influence by constructing buildings, making Tenochtitlan more glorious.
(+) Gains Influence by killing units.
(+) Aztec warriors/land military units dying refunds 15 Influence each.
(*) Some costs were switched to Influence.
(-) Aztecs don't have Gift Ceremony.
(NY*-) Fix Native unit specific upgrades (Warrior Societies / Champion) not costing anything.
(NY*-) Fix "Gain influence by killing units".
GENERAL
(*-) Warhut and Nobles's Hut units are trained in batches (of 4 and 3 respectively).
(+) Warhut and Nobles's Hut units are cheaper and train faster (20% and 15% respectively).
(-) Warhut and Nobles's Hut units are weaker (20% and 15% respectively).
(+) 15 extra max population to compensate weakness, in between Russians and Chinese. Plus Mesoamerica was very densely populated.
(+) Can build 2 more houses.
BUILDINGS
War Hut:
(+) Can now build Aztec Rams.
(*+) Enabled Aztec Ram upgrades.
(+) Now has Otontin Slinger siege range upgrade.
(*) War Hut can only be used as military shipment point.
(**) Upgrade icons updated to better differentiate unit types.
(NY**) Must be renamed for Aztecs, as it is clearly not a "Hut".
Nobles's Hut:
(+) Can now build Skull Warriors (one at the time), which aren't nerfed.
(*) Nobles's Hut can only be used as military shipment point.
(NY**) Must be renamed for Aztecs, as it is clearly not a "Hut".
(NY**) Add "Old" texture and make buildable in Feudal. Refactor upgrade textures.
House:
(+) Aztec House is cheap, like Indian one.
(*+) New Big Button for Aztec house, which spawns Warriors and allows Warrior training from houses.
[Warriors are "Alarm units", as such they automatically lose HP]
Temple:
(+) Added Mesoamerican Temple. Unique combination of Church and Capitol.
(+) Can train aztec Warrior Priests.
(NY+) Can train Warriors.
(NY+) Contains Warrior upgrades.
(NY+) Contains Warrior Priest upgrades.
Market:
(*) Looks the Aztec way from earlier on.
UNITS
(+) Noble's Hut Knights get a Fortress age upgrade.
(-) Nobles's Hut knights weaker at baseline stats to compensate.
Arrow Knight:
(*+) Now always uses Fire Arrows for Siege damage, like the description implied.
(+) Population use reduced.
(*-) Cost and train time slightly adjusted.
(-) Arrow Knight has a lower ROF
(-) Anti-Artillery bonus damage is reduced to x2 from x5. The actual end result is similar, since Artillery normally resists 75% Ranged but not Siege.
(-) Ranged Resistance now 35% from 40%.
Eagle Knight:
(*) Ranged Resistance switched for Melee Resistance, which is more useful vs cavalry and better for a "spear" javelin.
(*) Since it is a javelin and not an arrow, the attack is slower to recharge but more front-loaded than an archer.
(-) Base range slightly lowered, but gains range with upgrades.
Skull Warrior:
(NY) Slowly generates Influence.
(+) Can be slowly produced, one at the time, from "Noble's Hut".
Priest:
(*) Starts with a Warrior Priest (start rebalanced).
Projectiles:
(*) Flaming javelins for when Javelineers attack buildings.
***TAWANTISUYU*** (formerly ***INCAS***)
INFLUENCE
(+) Enabled influence.
(-) Disabled gift dance.
(+) Strongholds generate 1.00 influence while not stealthed.
(+) Tambos (Trading Posts) generate 0.50 influence.
(NY+) Pukaras generate 0.30 influence.
(NY+) Inca generates 0.75 influence, increased by his cards.
(NY+) Chasquis Messengers generate 0.10 influence.
(*) For Incas it does not matter in Llamas are fat or not, they should generate a baseline 0.05 influence each regardless. Using GatherInfluence2.
CARDS
(*) "Unit cards" deliver units according to game time.
(**) "Unit cards" generally have a cost, but if they do they always come with a bonus or upgrade.
(*+) From basic unit delivery, added/converted ruler card.
(*+) From basic unit delivery, added/converted warrior card.
(*+) From basic unit delivery, added/converted trader card.
(*+) From basic unit delivery, added/converted mystic card.
(*+) From basic unit delivery, added/converted sailor card.
(*) Macemen are converted into Cuirassiers instead of Soldados (or Light Cannons).
BUILDINGS
Temple:
(+) Added Inca Temple. Inca version of the Church.
(+) Can train Priestess for gold.
(+) Can train Medicine Men for food.
(+) Harbors Priestess upgrades (same as cards).
(+) Has big button equivalent to Mercantilism.
(+-) Temple leaves a crate of 100 coin when destroyed.
Kancha House:
(-) Resource rates reduced.
(*) Autarky tech adds lower amount of wood generation, and deduces 25% from Food generation, instead of allowing to switch.
(++) Several Inca cards have now Kancha House equivalent techs, although these tend to become available an age later and don't come with a shipment bonus.
Pukara:
(+) Added Inca Pukara. Defensive building which can train artillery. Build limit 4.
(+-) Pukara leaves a crate of 100 coin when destroyed.
Stronghold:
(+) Stronghold now provides 10 population.
(-) Cost and build time moderately increased.
(+) Non-stealthed Stronghold auto-generates Influence.
(*) Stronghold arrows now look like Fire Arrows, that increases visibility and somewhat shows that they have AoE and deal Siege damage.
(+-) Stronghold leaves crate of 500 gold when destroyed.
(+) You can build an additional Stronghold per age after Fortress Age.
(NY-) Stronghold need space in between them much like African universities.
Walls:
(+) Walls start partially upgraded.
(-) Walls also cost gold.
(*) Wall HP changes with age automatically.
(**) New special wall icon and portrait.
UNITS
(*-) Several units made to train only in batches, including villager, to reflect collectivistic Inca governance and philosophy
(**) However, unlike Russia, there is neither discount nor penalty.
(+) Inca stronghold 20% faster workrate, helps compensate production shortage.
(**) All infantry military units now have unique upgrade icons, and distinguishable between ages (more native civs need this).
Villager:
(+) Can build Stronghold (same as Warchief, up to regular Buildlimit).
(**) Appearance of Male villagers changed to be more andean, appearance of Female villagers is like Aztec one.
Chasquis Messenger:
(+) Train point halved.
(-) You can only train one at a time.
(*) Now costs Food and Coin instead of Wood and Coin.
(-) Cost and points rebelanced due to Food being less precious than Wood.
(+) +5% armor vs ranged.
(NY) Planned instead of +1 buildlimit per age, +1 per town center, tambo and pukara. Also costs 1 pop.
Priestess:
(*) Inca starts with one Priestess (start rebalanced).
(+) Priestesses have Discover action enabled by default.
(**) See Priestess upgrades at the Temple.
(-) Priestess costs 2 population.
(+) Max priestess number is 20, and up to 20 can work at the Plaza.
(NY) Should be able to build Community Plaza and Temple (needs in anim.xml)
Llamas:
(*) Llamas no longer train in batches, but take 7 game "secs" to train each instead of 20 for five.
(+) Llama Lifestyle card now delivers a Llama, and allows Kancha Houses to train Llamas.
(+) Llama Lifestyle tech now available from kancha houses (Age III).
(+) Llamas can garrison in Kancha houses.
Chimu Runner:
(*) Since now can be trained only in batches in warhut, it is 5% cheaper and gives less bounty.
Slinger:
(+) Slinger just costs 1 population since it's not even that powerful or expensive.
(-) Siege attack slightly reduced.
(**) Siege attack projectile anim modified.
Macemen:
(*) Macemen cost 2 population (from 3) according to their resource use.
(-+) Bounty and kill bounty likewise adjusted.
(*-) Stats adjustement; -9% HP, -5% siege attack, -5% ranged armor, +10% siege armor
(Their siege attack can currently be massively upgraded with previously unavailable Charge ceremony)
NAVAL
Canoe:
(+) Enabled canoe, since people within the Inca Empire could obviously build them. Also some of them are in homecity visual (too bad not made into unit model).
Research:
Added several researchs which replicate card effects:
(+) Chinchillas
(+) Floating Peninsulas (Floating Islands)
Added researches that sort of replicate the Chincha Raft range and LOS increase from auto-upgrades with age from before:
(+) Added Naval Slings: Age III, adds 15% damage, 2 range to ranged attack, 3 range to siege attack, 3 to LOS.
(+) Added Fires of Inkahuasi: Age V, adds 35% damage, 3 range to ranged attack, 4 range to siege attack, 4 to LOS. Enables Charging Ceremony.
Added a new special research:
(+) Raft Homes (Chincha rafts now provide five population, though they still take three. Chincha rafts may recruit Peruvian Dogs.)
Chincha Raft:
(+) Chincha Rafts can now train Slingers.
(+) Now deals more damage to buildings.
(-) Chincha Rafts no longer auto-upgrade with age.
(-) Chincha Rafts cannot train while in the middle of the water.
(+) Chincha Rafts attack range and LOS researchs added.
(**) Chincha Raft projectile altered to be more visible and interesting.
(-) Deals a bit less damage.
(+) However, it has a poison effect.
(-) Chincha Rafts cannot train other Chincha Rafts.
(+) Instead, they can send shipments of Chincha Rafts, Canoes and Fishing Ships (just one of each at a time).
TECH
Kancha House: Added a variety of techs replicating card effects without the corresponding unit shipments.
(+) Can now research Llama Lifestyle.
(+) Can now research Alpaca Wool.
(+) Can now research Pup Chozas.
(+) Can now research Chimoc Honors.
(+) Can now research Monumental Architecture.
Tambo:
(+) Now can research Mit'a. Transformation of Ceque system, makes Tambos trickle gold, since Temple and Coca Cultivation now give XP.
Shipments:
(*) Experimenting with per-time unit shipments.
(+) Llama Lifestyle: Also delivers 1 Llama.
(+) Early Kallanka card upgrades Kallanka buildlimit.
(*) Cost changed from Wood to Gold, and made more expensive.
(+) Chincha Support: Cost changed from Gold to Wood. Gives an additional Chincha raft so it has an immediate advantage compared to three "free" ones in other card.
(+*) Temple of Mama Killa: Also delivers one Priestess.
Market:
(*) Now always looks the Inca way. This is very important.
*****COLONIALS*****
***UNITED STATES***
(+) Starts with a Surgeon.
(-) No longer starts with XP crate of books. This change will not affect US inhabitants since they can't read.
***MEXICANS***
(*) Starts with a Missionary instead of a settler (Start rebalanced).
(**) More settler graphics, some mexicans will now look mesoamerican native and others mediterranean.
(+) Cathedral can now train Inquisitors much as churches.
*****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%)
(+) "Trade tax decision" always available from Consulate, even if an ally or relation isn't set.
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). Age 2 Fire Arrow has inferior range.
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). Age 2 Hand Mortar has inferior range.
(-) 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
(New) Eastern Enforcer:
* Is a melee brawler.
* Trained from Consulate. Doesn't require alliances or Export.
* High population cost.
* Can gather crates and collect treasure.
* Specialist against hired Native Warriors, Trading Posts and enemy Healers. (Similar to European Inquisitor)
** Also somewhat good vs mercs (like european Spy/Agent).
* Auto-upgrades with Age like other Consulate units.
(New) Alchemical Rocketeer:
* Is a rocket archer.
* Built from castle.
* Counts as Siege Trooper.
* Can attack buildings from afar.
* Area effect shot.
* Good against artillery, ships, and Light Infantry.
* Fragile, but pop-efficient.
* Be careful! This unit's attack damages allies.
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 inside 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.
MONK
(+) Monk (Shaolin Master) can heal by default.
(+) Wonder now doubles Monk healing rate.
DISCIPLES
(+) Disciples can help build Wonders, though they still can't place them (use villager).
(-) Disciples cost population.
(+) Disciples cost 75 food (from 80).
(+) Disciples can slowly heal units after monastery upgrade.
(-) Monastery disciples upgrade cost more.
(+) Disciples shipments now cost pop, so they come with + disciple cap upgrade.
(+) Second Chinese Monk hero shipment comes with +5 disciple cap.
WONDERS
White Pagoda:
(+-) White Pagoda increases disciple cap by same amount to disciple shipments.
(+) White Pagoda can build disciples, ransom monk/s.
Summer Palace:
(+) Work rate now increases depending on Age built. (1.00 for II, 1.25 for III, 1.50 for IV, 2.00 for V)
(+) 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 for II, 1.25 for III, 1.50 for IV, 2.00 for V)
(+) 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
(NY) Allow the pre-upgrades in Taoist Academy, because otherwise it is not intuitive.
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 in Age IV
(**) Impact effect improved.
(*) Impacting Crows will now be able to 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 buildlimit (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***
ECONOMY
(*) Shrines produce a trickle of resources instead of switching.
(+) Animals have more effect in resource rates, specially on Export.
(-) Each shrine hosts only up to two animals.
(*) Toshogu Shrine rates adjusted. Now hosts up to six animals (from 8 with lower rates).
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.
(+) Added "Tanegashima" from Fortress Age. Researched in Golden Pavilion.
(*) Makes Samurai use gunpowder weapon in all but Melee stance.
(*) Makes Naginata Riders use gunpowder weapon in non-"Melee", non-"Trample" stances.
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.
INFANTRY
Samurai:
(+) Samurai base HP from 230 to 240.
(+) Samurai deal 7% more base damage to units and +5% extra bonus damage to Cavalry.
(-) Samurai base training time from 45s to 50s, to reflect lifetime training.
(-) Samurai deal 50% damage to villagers because killing enemy villagers isn't the samurai way. (killing your *own* villagers is the samurai way, tho)
CARDS:
(+) Monastery card also enables ranged action but only discounts monastery techs by 25%.
***INDIANS***
START
(*) Starts with a Grove Wagon instead of a Wood crate (start rebalanced), much like Japanese have a Cherry wagon.
UNITS
(New) Consular Sepoy:
* Trained from Consulate. Doesn't require alliances or Export.
* High population cost.
* Counts as a Sepoy and is upgraded with them.
* Specialist against hired Native Warriors, Trading Posts and enemy Healers. (Similar to European Inquisitor)
** Also somewhat good vs mercs (like european Spy/Agent).
* Can slowly heal allies, but doesn't count as a Healer.
* Can gather treasures.
GROVES
(-) Groves start with less Wood (2500 from 5000)
(+) Grove cards also give crates of XP (after all books are from trees (?))
(+) Grove cards can be sent again in Imperial age
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.
*******
Easter Egg/Cheat [0.91]:
(*) Flying Purple Tapir no longer pretends to have an attack
(*) Doesn't scare AI now so it is considered passive. Good for observation.
(+) Sight greatly increased.
(**-) This change will crash when loading old savegames that already have Flying Purple Tapirs spawned (so, not many...)
Why is it so small?do i just copy paste everything on my Aisan dynasty bin file?Thats how other mods are installed.
It is for Definitive Edition
It is relatively small because I don't put in lots of new highpoly unoptimized graphics like WOL (high poly hats and pistols, lol), most of the changes are coding (including graphics coding) which is light size.
It's installed on your User Folder, the instructions are above.
Which version of the game is this compatible with?
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