This mod completely overhauls the game. Each age now feels more extended and isn't rushed, as well as gameplay is more strategic than just spamming units from production facilities. It is best used in multiplayer. It also tries to re-balance the entire game and add unique units to underwhelming nations and take away unique units from overpowered ones. ATTENTION STEAM USERS: A STEAM-FRIENDLY VERSION HAS BEEN RELEASED ON THE STEAM WORKSHOP. READ THE BELOW ARTICLES FOR INFO.

Post feature Report RSS Version 5.97 changelog

The unit rebalance is here! Read below for info...

Posted by on

CHANGELOG


BUILDINGS

  • Trenches
    • info fixed
  • Treepost
    • dmg lowered
    • rng lowered
  • Buildings (all)
    • cost factor lowered to 9
    • +2 bonus Wealth per building
  • Towers (all)
    • dmg vs. ships raised
  • Markets
    • give +20 Wealth
  • Colossus
    • pop bonus is now 50
  • Granary, Lumber Mill, Smelter
    • production bonuses increased to 25% (+25% for every level)
    • max bonus is 125%

UNITS

  • UNIT COSTS OVERHAULED
    • FOOT TROOPS
      • Heavy Infantry (primary cost = I-VIII: Food)
        • I: Food, Timber | II-V: Food, Metal, Wealth
      • Light Infantry (1/2 cost of H.Inf.; primary cost = I-III: Timber, IV-V: Metal, VI-VIII: Food)
        • I: Food, Timber | II-III: Food, Timber, Wealth | IV-VIII: Food, Metal, Wealth
      • Ranged Infantry (2/3 cost of H. Inf.; primary cost = Timber)
        • I: Food, Timber | II-VIII: Food, Timber, Wealth
      • Machine Guns (1.2x cost of H. Inf.; primary cost = Metal)
        • VI-VIII: Food, Metal, Wealth
      • Flamethrowers (1.2x cost of H. Inf.; primary cost = Oil)
        • VI-VIII: Food, Metal, Oil, Wealth
      • Scouts (1/3 cost of H. Inf.; primary cost = Wealth)
        • I-V: Timber, Wealth | VI-VIII: Metal, Wealth
    • CAVALRY (& TANKS)
      • Heavy Cavalry (1.4x cost of H. Inf.; primary cost = II-VIII: Metal)
        • II-V: Food, Metal, Wealth | VI-VIII: Food, Timber, Metal, Oil, Wealth
      • Light Cavalry (1/2 cost of H. Cav.; primary cost = II-V: Food, VI-VIII: Oil)
        • II: Food, Timber, Wealth | III-V: Food, Metal, Wealth| VI-VIII: Food, Timber, Metal, Oil, Wealth
      • Ranged Cavalry (2/3 cost of H. Cav.; primary cost = II: Timber, III-VIII: Metal)
        • II: Food, Timber, Wealth | III-VIII: Food, Timber, Metal, Wealth
    • SIEGE
      • Siege (1.2x cost of H. Cav.; primary cost = II-III: Timber, IV-V: Metal, VI-VIII: Oil)
        • II-III: Timber, Wealth | IV-V: Timber, Metal, Wealth | VI-VIII: Timber, Metal, Oil, Wealth
      • Anti-Air (1/2 cost of Siege.; primary cost = VI-VIII: Oil)
        • VI-VIII: Timber, Metal, Oil, Wealth
      • Supply Wagon (2x cost of Siege; primary cost = none)
        • II-VIII: Food, Timber, Metal, Wealth
    • SHIPS
      • Heavy Ships (0.6x cost of Siege; primary cost = I-V: Timber, VI-VIII: Metal)
        • I: Food, Timber | II-III: Food, Timber, Wealth | IV-V: Food, Timber, Metal, Wealth | VI-VIII: Food, Timber, Metal, Oil, Wealth
      • Light Ships (2/3 cost of H. Ships; primary cost = I-V: Timber, VI-VIII: Oil)
        • I: Food, Timber | II-III: Food, Timber, Wealth | IV-V: Food, Timber, Metal, Wealth | VI-VIII: Food, Timber, Metal, Oil, Wealth
      • Fireships (2/3 cost of H. Ships)
        • II-V: Timber
      • Submarines (same cost as H. Ships; primary cost = Oil)
        • VI-VIII: Food, Metal, Oil, Wealth
      • Bombardment Ships/Aircraft Carrier (2x cost as H. Ships; primary cost = II-V: Timber, VI: Metal, VII-VIII: Oil)
        • II: Timber, Wealth | IV-VI: Timber, Metal, Wealth | VII-VIII: Food, Timber, Metal, Oil, Wealth
    • AIRCRAFT
      • Bombers (1/2 cost as Siege; primary cost = Metal)
        • VI-VIII: Food, Timber, Metal, Oil, Wealth
      • Fighters (2/3 cost as Bombers; primary cost = Oil)
        • VI-VIII: Food, Timber, Metal, Oil, Wealth
      • Helicopters (same as Fighters; primary cost = Metal)
        • VI-VIII: Food, Timber, Metal, Oil, Wealth
    • OTHER
      • Generals (own price; primary cost: Wealth)
        • II-VIII: Food, Timber, Wealth, Knowledge
      • Spies (1/4 cost of Generals)
        • III-VIII: Wealth
      • Citizens (50 Food)
      • Caravans (3x cost of Citizens; primary cost: Food)
        • II-VIII: Food, Wealth
      • Merchants (2x cost of Citizens; primary cost: Wealth)
        • II-VIII: Timber, Wealth
      • Scholars (40 Wealth)
      • Fishermen (same cost as Citizens)
        • I-V: Timber | VI-VIII: Metal
    • UNIQUES
      • Varies (but is close to the upper values depending on unit it replaces)
  • Ships (all)
    • dmg vs land units increased
  • Cavalry (all except vehicles)
    • dmg vs. foot units raised
  • Foot units (all)
    • dmg vs. cavalry lowered
  • Generals
    • knowledge raised
  • Byzantine Cavalry, Byzantine Warriors, Foot Knights, Kn. Hosp.
    • cost lowered
  • Units (from Unique Buildings)
    • added support cost
  • Recruits, Cadets, Army Reserve
    • support cost lowered
  • Admirals, Generals
    • Wealth cost lowered
    • Wealth ramp lowered
  • Military Units (except Scouts, Missiles, Supply Wagons, Generals, Admirals and Uniques from Unique Buildings)
    • no ramp costs
    • all have a small amount of Wealth cost (to simulate upkeep)
  • Scouts, Missiles, Supply Wagons, Generals, Admirals and Uniques from Unique Buildings
    • maximum ramp is 200% of cost

NATIONS

  • British
    • Taxation bonus changed to 50%
  • Bantu
    • pop bonus is now 20% (20% over max)
  • Inca
    • unit refund = 33%

GAMEPLAY & TECH

  • Population
    • start at 80 (+80 for each level)
    • max pop is now 800
  • Despotism
    • discounts changed to 30%-40%-50%
  • Monarchy
    • discounts changed to 40%-50%
  • Socialism
    • discounts changed to 50%
  • Military research
    • upg. discount per level = 5%
    • unit discount per level = 3%

MISC

  • Peacocks
    • pop bonus is now 10%
  • Chivalric Order
    • now properly aligned with borders

RETEXTURES/REMODELS

  • Monitor Ship
    • remodeled (moved cannon to middle of ship and enlarged)


MOD DEVELOPMENT


Alright, so as of this update, I've finished adding and rebalancing the mod. All further updates will be mostly cosmetic (retextures/remodels and fixing some texture problems I've been putting off until I can find a way to fix them - like the Naval Outposts and Naval Forts), or will be based on feedback.

It's time to playtest the mod to see if there are more underlying issues, so report what you think should be changed or rebalanced either on the mod Steam group page here:

Steamcommunity.com

or on the new article here:

Moddb.com

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: