The only Mod which allows players to choose all 14 known nations and 8 new ones with a full working homecity.TFE Launcher and easy install program included. No savegame cities like other mods deal with.. Its is for players who love the good old age and it is for players that need something new. - 8 new and 14 old nations included in 6 leagues: The Northern Contract, Southern Confederation, Eurasian Union, Commonwealth, Global Defense League, Asian Pact - all 22 nations are playable with own homecity - new textures for units, buildings, projectiles and landscape - 4 new useful natives - fixed all known bugs of the orignial game - new GNRC nation choosing system - hundreds of new technologies, buildings and icons - new politicians, sounds and units,formations and strategies - new possibilities with the GNRC Rules - new user interface - AI in Version 1.5 -you can play the 14 old and new nations in huge battles against each other
The new TFE Launcher: -no more backups,-no more crc mismatches -no more inconveniences !! Download > Install > Play the TFE Expansion!!! We developed this Launcher with help of the Game Developers from Munich. We tested TFE 1.3 and The Launcher at Win XP, Vista, and Win7 32 and 64 Bit. Now it's your turn. Examine TFE 1.3 like you do with every new game and enjoy great and huge new battles. Best Regards GNRC Mod Team
At the moment TFE is a treaty - expansion and is balanced for 'treaty 40min - no blockade' only. Of course you may play with 'treaty 45' and more, too. TFE will be released with a revolutionary new "Civ choosing" system. Pregame discussions about which player gets which nation will no longer exist. 17 new maps; 6 new natives; new formations, buildings, units and technologies. Exploring the map and knowing the enemy is more important than before. Our new "Age Up System" creates more variety between the players. New units, buildings, technologies and maps are included. Every new nations has got its own new unique features and abilities! It was not our aim to copy the existing bonuses, technologies etc.. The night and day feature on some maps will guarantee more gameplay varieties. New more effective treasures for treaty players. New rules are directly available in the main menu (create game). your town and more space for buildings and much more big awesome battles. use the Incan Chasqui Messenger technology to reduce the train points of the units on the current map. use the GNRC Wall System to reduce the number of walls around your town by increasing the hitpoints and buildpoints and keep the protection as before. You will get a more realistic appearance of your town.!
#TFE 1.3l# <<<<< Download Mirror
The new nations
2.1.1 Inca A huge empire with a unique religion and specific dances. There are no fields and plantations, but berry bushes and gold mines. The military is composed almost exclusively of infantry. Only tame orang-utans can be trained as cavalry replacement Shamans are made available after a certain time, they can either dance or heal very effectively. There an They can perform an economic sheep dance, which increases the collection gathering rate of settlers villagers. A 'Bavarian Malzbiertanz' revitalizes the explorer.
2.1.2 Pirates A horde of bandits who choose her clients at the consulate and obtain bonuses. The economy is running by slaves, which can be bought in only a small number and which have a relatively low collection rate. The temporal progress provides several options for improving the economy. There are many bandits as military units, which should protect the enormously heavy artillery. Melee cavalry is not available, but there are some barbarian pirates with high speed. The captain, filling the role of scout, has no special attack against treasure guardians, but he can reveal the field of view of the enemy for a short time periode.. The pirates set up shelters, providing population and units. They can attack units like towers do.
2.1.3 Italians A Mediterranean nation, which has many features and innovations. There are no livestock pens, mills or plantations, but the Italians set up trade centers emporiums to produce the raw materials like shrines do. The gathering rate is raised here by settlers who work on it. The train limit for settlers is very limited. They work much more effective than other settlers, but also cost more population space and raw materials. These settlers, however, cannot build new structures. There is the Italian masterbuilder that can be formed only in small numbers, This units can build buildings faster than normal settlers. The scout has the ability to explore the map and can create a short-lived hot-air balloon to spy.
2.1.4 Egypts Another Mediterranean nation with an Indian style and Indian-origin units. The rice industry is enhanced by a unique temple that can be ordered from the homecity. The rate of nearby settlers can be greatly enhanced by this temple and its ceremonies. Well-known units of the Indians form the main military. In addition, the Egyptians have the most effective archers in the game. Villagers can only build walls, trading posts and town centers Rickshaws can be transformed into any building with the exception of town centers The scout is the central point of the army. He can train building-rickshaws and can be upgraded significantly.
2.1.5 United StatesA nation of patriotic colonists fighting for the independence of America.Food is produced by intensive livestock farming. Focus are the ranches that create free cows and technologies for the livestock industry.Strong farmers are responsible for feeding the cows and gathering the materials.Several buildings also produce bundles of wood, food or coin boxes.The military is incredibly versatile. A large number of unique units have extreme strengths but also great weaknesses.After every new age advance a new hero will be created. Every hero has new and unique special features.
2.1.6 Railroad Company The railroad company was hired for the development of the iron horse. There is a normal build order with mills and plantations, without anything special. However, for the procurement of resources only women are employed. There is no church and no arsenal. Field hospitals and surgeons can heal units and provide some technologies. The most outstanding feature is the stagecoach, which ensure that the units retain their posts. Otherwise, the units would just die, so the coach is essential. The homecity offers the possibility to request several brigades. They would reinforce the railway company on the battle field.
2.1.7 East India Trading Company The British East Indian Trading Company is mixed with European and Asian technologies. There are no mills, but wheat fields. The Shudra workers also gathers faster than ordinary settlers. A mixed army of British and Indian units, which combine the British and the Indian strength. The units have many hitpoints and effective technologies. All units do not start with full health. In case of inactivity they get their maximum hitpoints. Due to this peculiarity the units should first be healed before they go into battle. The technologies of the arsenal are free of charge after reaching the Imperial Age Technologies can be requested to warp their own units by Sikh capabilities directly to the hometown point of interest.
2.1.8 Mongolians A nomadic people who use only mounted units in the battle. They begin in the Imperial Age. You start with a lonely settler who can train the other settlers (even while working). On rice paddies food and coin can be gathered. Food may also be collected efficiently by wild animals. The military is very mobile, as all units sit on horses. Some mounted units count as infantry and artillery. Almost every unit must be enabled separately from the homecity by shipment.