Fight Back against the Europeans, this time for real. Retaliation gives all Indian factions a set of unique endgame upgrades. Foretell the end of the world as the Mayans and raze the opponent's town to the ground; train the fearless Elite Pikemen as the Delawares to play them as intended; storm the opponent's town with your horde of Armoured Warriors backed by a dozen Totems as the Haida, or draw fire using your dwelling-recruited Conscripts as the Aztecs, protecting your elite Aztec nobility.

Designed to make these long, drawn-out games against European Very Hard AIs easier to close (the ones where you've already won but the AI will keep resisting for the next half an hour or an hour until you can mass up enough soldiers to take its town) whilst allowing you to enjoy more unique win conditions.

If you play on lower difficulties or multiplayer, you probably won't rely on these upgrades often. But if you like enjoying a longer, drawn-out match against one or more Very Hard AIs, these upgrades might help make your end-game less of a grind for every building in the AI's town, and more of a relaxing and enjoyable experience.

New features

Note: For a full list of the improvements, including upgrade costs, consult the file description or the readme file in the mod's zip archive.

General
Minor fixes throughout. Corrected misleading upgrade labels for all nations (i.e. "creation speed +50%" actually increasing it by 100%, or "rate of fire +35%" actually improving it by 54%); corrected some upgrades not coming into play (Huron tomahawk accuracy) or having incorrect or missing flavour text. Nerfed USA fusiliers' reload time from -62% to -25% compared to a normal fusilier. Fixed some other minor issues (e.g. most Haida buildings missing selection sounds). Renamed a few units and buildings.

Maya
New upgrades at the Town Centre: Faster temple work speed, armour for pikemen and "staff warriors" (now called Raiders), and one unlocking Apocalypse Warriors at temples, extremely expensive and powerful, but fragile and slow archers exclusively wielding fire arrows, who blur the line between a soldier and a siege weapon. This gives them the punch they need to support their fragile hordes of weak and cowardly soldiers.

Aztecs
New upgrades at the Town Centre: Armour for shamans, a cost reduction for fortresses (enabling a third one), and a final one that unlocks Conscripts at your dwellings: weak, cowardly, but massable infantry to serve as a distraction and a meat shield for your elite Aztec soldiery.

Incas
New upgrades at the Fortress: two "upgrade trees" for your unique units, to make them a legitimate choice rather than a gimmick: extra attack damage and accuracy for slingers; extra melee attack, defence, and blowpipe damage for the blowpipe warriors. Finally, an upgrade increasing the production speed of your archers, as they are the true Incan backbone.

Iroquouis
Long-ranged shooters can now be a staple of your army, and your tomahawks can be worth considering. New upgrades at the Town Centre: focusing on tomahawks (faster creation speed; higher range, accuracy, and rate of fire) and shooters (creation speed)

Hurons
Excellent shooters and chiefs, which can now be fully relied upon. New upgrades at the Town Centre: faster creation speed for tomahawks, more melee attack and defences for shooters, and a greatly reduced building time for chiefs.

Delawares
An excellent nation that is easy to underestimate, the Delawarean pikeman is mostly a complete joke. New upgrades at the Town Centre, all focusing on pikemen: significant arrow protection; a great reduction of fear; and an upgrade that unlocks Elite Pikemen, a pikeman with more melee attack, rifle protection, higher storm-force, and an ability to capture civilians.

Haida
Too cowardly for their own good, with their unique Armoured Warrior next to useless... but not any more. New upgrades at the Town Centre: significant cost reduction and armour increases for totems; rifle and arrow protection for armoured warriors and chiefs; and a great reduction in fear for armoured warriors.

Pueblos
Normally limited by resource intakes as well as population limits, the Pueblos can now alleviate these problems... for a price. New upgrades at the Town: enable mine upgrades; extra population spaces in towns; and a cost reduction for towns.

Sioux
Excellent cavalry hampered by low population limits and a slightly weak economy. New upgrades at the Wigwam of the Elders: extra wood production; significant reduction in gold for foot archers; and a doubling of population spaces for both types of dwellings.

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Retaliation 1.0

Retaliation 1.0

Full Version 1 comment

It's time to Fight Back against the Europeans, this time for real. It's time for a Retaliation.

Post comment Comments
Argeomer
Argeomer - - 5,588 comments

About the USA Fuziliers that was something that always bothered me. I do understand that they would have more range than British Fuziliers (historically speaking during USA Independence War the Continental troops had better muskets i believe) . But the British were better organised, shouldn't they get at least more morale by default and perhaps an improvement in melee?
Just an opinion

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Argeomer
Argeomer - - 5,588 comments

Im following this mod :) It looks promissing and has some good ideas of improvement

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Dukon
Dukon - - 7 comments

Great mod, but can you add smoke and projectile landing smoke from Fortress MOD (Beta0) by [HWK]King George III please?
Here a link to get to his mod:
Americanconquest.info

Reply Good karma Bad karma+2 votes
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