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Modpacks » N3O Fan Patch 1.3z2w - A patch that intends to bring balance and spice back into the game

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N3O Fan Patch 1.3z2w - A patch that intends to bring balance and spice back into the game

Author File Description
murdilator
File Details
Game Version: AoE3+TWC+TAD
Screenshot:
Note: After downloading an updated version of this patch, uninstall your previous one, and reinstall the new one - including reinstalling the files from the "Goes to Program Files" folder.

Update (January 18th, 2013), 1.3z2w

- Dopplesoldners have 230 HP, 20 attack

- Tilly's Discipline brought back to original

- Made improvements to the AI; they now train up to just 90 villagers lategame (Imperial), 85 villagers in Industrial, 80 Villagers in Fortress, 45 in Colonial.

- AI has now direct civ-specific cards which significantly boost their performance. Germany now builds correct units, fewer mercenaries, has many more upgrade cards for Uhlans, and tries to build a more balanced military.

- Corsolet now gives just +20% HP, +25% Armor to Muskets, +20% HP for Pikemen and Halberdiers, -5% for these units

- Cavalry with 6.875 speed brought back to original 6.75 speed.

- Lancers have 6.60 speed, 22 siege attack, 22 attack, 2.75x against Infantry (instead of 24 attack)

- Caballeros gives 0.90x bonus against Infantry (instead of 0.85x)

- Oprichniks have 22 attack, 2.75x against Villagers, 1.83x against AbstractSiege Trooper and Artillery, 0.55x against Flail Elephants and Oprichiniks (which are siege troopers).

- Some final small balances; fixed some numbers behind cards

- AI puts their first factory on Heavy Cannons/Rockets/Great Bombards instead of gold; they need the heavy artillery production early, plus more villagers allows for more flexible use of things.

- Will add a few civ-specific crate and unit shipments to always be included and sent at the proper times by the AI.

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Update (January 6th, 2013), 1.3z2v

- Added separate installation instructions for users who have Steam; the installation instructions are greatly improved in clarity.

- AI aims to train 99 villagers lategame (up from 70); if stuck in colonial, they will train up to 70 villagers (up from 45 max), if stuck in Fortress, up to 90 villagers (up from 60), if in Industrial, up to 99 villagers (up from 70), and in Imperial up to 99 villagers (up from 70). This does not include extra fishing boats, which they now build twice as many of, if possible (6 minimum, 16 max).

- Better handling for Furrier, TEAM Furrier, Spice Trade, TEAM Spice Trade added; if these are available, the AI will most likely send them as their first card.

- Fixed Chinese AI bugs; reverted back to original Chinese AI.

- Japanese AI uses a mix of Ashigaru, Yumi and Naginata Riders; testing them to use Yabusame and Samurai to support. Also, the Japanese AI has better decks, and will always ship Heavenly Kami as their first card in regular supremacy games. At the moment, however, they will not normally train Samurai as they used to, because these are not cost effective until lategame; I am still working on the Japanese AI, but training Ashigaru/Yumi/Nagainata makes them much more competitive.

- AI puts their first factory on gold instead of Heavy Cannons/Rockets/Great Bombards; their second factory goes onto cannon, rather. (This bolsters their economy significantly).

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Update (January 4th, 2013), 1.3z2u

- Fixed some very important playability issues with the Russian AI, added better AI handling with Discovery and Colonial Economic Cards.

- Dopplesolders and Consulate Zweihander have their original 230 HP, original siege attack back, but now also have an additional 1.1x bonus against Halberdiers.

- Gatling guns have 2 Area (instead of 3).

- Heavy Cannons, Great Bombards, Rockets and Li'l Bombards now have 31 range (up from 30). Heavy Cannons train now in 125 seconds instead of 128.

- Working on fixing any issues with cards that say they give something they don't.

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New Year Special:

Update (January 3rd, 2013), 1.3z2t

- Greatly improved all AI decks (They use lategame shipments, and a great deal of them, and I mean all civs). Also, the Iroquois and Sioux should play much better now, and Japan will use a lot better cards, which will enhance their military greatly. Be sure to play at least against lvl 25 for them to use all of their cards correctly. The AI will now also attempt to send cards at more appropriate times of the game. Also, they should have more food and coin gatherers generally speaking. Deathmatch games should play better as well (they aren't perfect, and even though I have found out how to fix their bases, I haven't applied it too much because they wouldn't build military buildings as fast, and, as a result, you could rush them quickly and win).

...

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Edit: (October 2nd), 1.3z2a: Corrected errors in the patch notes.

Greetings to all those who read!


It has been a long time since I officially announced the release of the original N3O Fan Patch 1.3, which acted as a base rubric to this version released presently. I have intended to balance the game, bring spice back into the game, without changing the way the game is played.

I have aimed to give a very Vanilla feel to the game, as well as the spice that the War Chiefs Expansion pack had when it came out. This patch lessens the starkness of the counter system by many minor changes. By limiting the effect of minor natives and certain overpowered improvements, for instance, has lead to a much better game-play. Having a reduced effect on cavalry on the battlefield - cavalry are more tactical rather than a necessity, increases the uses to actually think before committing your troops. Naval Warfare has been drastically improved, as in the previous version of the N3O FP 1.3 patch, but it is slightly tweaked since then - slightly weaker warships and slightly faster warships, plus a few new naval upgrades for the Europeans and Asians.

Full installation instructions are included in the download. Patch notes are also included with the download (these are included when you use the TAD Patch Launcher to view and launch specified patches).

To note, I liked several small art files from the well known Improvement Mod, so I have included what I liked best in the download. I only have two custom art files included in the download that I myself have made.

Also, to note, in previous versions, I have also included the Azap for the Ottoman civilization from the Napoleonic Era Mod. Link to the mod's website is here:

http://www.ne.elpea.net/forum/portal.php

The creator of the unit is Matthew Sher. Great thanks with permission to Tilanus Commodor and his gang. Now as to the Azap unit, however, I have greatly modified its statistics.


I have also included a customized, improved version of the Drauger AI, which not only has drastically improved decks but now builds civ-favourable units (with the exception of the German AI, in which there is a bug with allowing it to build civ-specific units). However, the AI (including the German AI) will now ordinarily build much more infantry as well as cavalry, with a few artillery pieces. Also, the AI does not overspam heavy artillery pieces such as heavy cannons, since a build limit has been set on these, whereupon they have been drastically improved.

***THIS AI ONLY WORKS IN USING THIS PATCH. IT USES MATERIAL ONLY AVAILABLE IN THIS PATCH, AND OTHERWISE WILL NOT GIVE YOU A PLAYABLE AI IF YOU TRY IT ON ANY OTHER PATCH THAN MINE. I HAVE ALSO INCLUDED THE ORIGINAL AI IN CASE YOU WANT TO UNINSTALL IT. FULL INSTALLATION INSTRUCTIONS INCLUDED FOR THAT AS WELL.



Patch Notes

Official N3O PATCH, FP 1.3 Zelda Version 2w: continuation of Age Sanctuary Fan Patch 1.2, coded by murdilator.


FORWARD: CODER'S NOTE

This patch can be played in Single Player, LAN and Rated Online Games. I have worked a long time on this and hope that you and your friends can enjoy it as much as I do. Although I have listed many changes, they do not change the way Age of Empires III is played. The balance, moderate realism, spice, and diversity brought by this patch should give you a much better overall experience, fixing the longstanding problems with the Iroquois Lategame, the Germans and French civilizations, India, the Aztecs, the Chinese, Spanish Missionaries, Heavy Artillery, Ship Combat, and much more. Enjoy!

Installation Note: This Patch can only be run on v.18 of the TAD Patch Launcher.

Abstract note to Scenario Designers: Since I have changed the Iroquois Infantry cards to just affect Tomahawks, Aenna, Forest Prowlers and Iroquois Warchief (instead of all infantry), I have added three HC techs, SCENInfantry+5%Combat, HCSCENInfantry+5%Damage, and HCSCENInfantry+5%HP, that affect Infantry by +5%, designed specifically for Colesseum-type games.

GENERAL CHANGES

All Infantry and Cavalry units have their turn rate decreased to 8 (down from 18).

Crossbowmen, Skirmisher, Consulate Roger's Rangers, Consulate Prussian Needle Gunners, Gurkha, Mansabdar Gurkha, Jaeger, Repentant Jaeger, Forest Prowler, Wakina Rifle, Arquebusier, Cherokee Riflemen, Cree Tracker, Klamath Riflemen, Outlaw Rifleman, Repentant Outlaw Riflemen, Longbowmen, Yumi, Wokou Blind Monk and Repentant Wokou Blind Monk speed increased to 4.20 (up from 4.0).

Counter Infantry Rifling Tech: cost reduced to 200 wood, 200 coin (down from 300 wood, 300 coin), but effect reduced to give rifle-armed Skirmisher units +0.75x bonus against Heavy Infantry (down from +1.00x), and a +0.28x bonus against Light Cavalry (down from +0.50x). Indian Enlist Gurkhas Card, Japanese Way of the Bow Card and Chinese Repelling Volley card similarly effected. Abus Guns, however, get +0.75x against Heavy Infantry and +0.33x against Light Cavalry units.

All Hand Cavalry have their Trample Attacks increased to 75% of their regular attack, with four times the caption (the maximum splash damage in one strike).

Hussar cost reduced to 110 food, 80 coin (down from 120 food, 80 coin), Train points to 39 (down from 40), Bounty to 19 (down from 20); Cossack cost reduced to 75 food, 70 coin (down from 75 food, 75 coin), siege attack increased to 17 (up from 15); Uhlan hitpoints increased to 200 (up from 190), cost changed to 55 food, 95 coin (instead of 50 food, 100 coin); Axe Rider cost reduced to 145 food, 40 coin (down from 160 food, 40 coin), train points reduced to 39 (down from 40), bounty decreased to 19 (down from 20); Kanya Horseman cost reduced to 95 food, 65 wood (down from 100 food, 75 wood), train points reduced to 36 (down from 37), bounty reduced to 16 (down from 18); Sowar cost reduced to 80 food, 75 coin (down from 80 food, 80 coin), hitpoints increased to 245 (up from 225), train points reduced to 34 (down from 35), hand attack increased to 22 (up from 20), multiplier against Infantry/Heavy Infantry set to 1.4x/0.72x, siege attack increased to 17. Mansabdar reworked to new stats. Naginata Rider cost reduced to 95 food, 95 coin (down from 100 food, 100 coin), bounty decreased to 19 (down from 20). Consulate versions of these units are also brought up to the same statistics.

Halberdier speed increased to 4.25 (up from 4.0), Colonial Stats removed.

Pikemen, Consulate Tercios, Swiss Pikemen, Repentant Swiss Pikemen, Qiang Pikemen and Puma Spearmen have their hand attack maximum range increased to 2.5 (up from 2.0).

Infantry Breastplate Tech: effect reduced to +10% hand infantry and foot archer hitpoints (down from +15% hand infantry and food archer hitpoints).

Dopplesoldners and Consulate Zweihander now also have a 1.1x hidden bonus against Pikemen units (Pikemen, Halberdiers, Swiss Pikemen, Puma Spearmen, etc.) and an additional hidden 1.1x bonus against Halberdiers.

Cavalry Archers now have 0.30 armor (up from 0.20 armor).

All Ranged Cavalry units have increased hand attack and siege attack. In hand mode, Ranged Cavalry maintain the same damage against Heavy Cavalry, Coyotemen and Artillery.

All Ranged Cavalry units (except Siege Elephants) now have a 0.80x penalty against Rifle Riders (Since Rifle Riders count as Heavy Cavalry, Ranged Cavalry units have 3x against them normally. This reduces their bonus against Rifle Riders to just 2.4x).

Musketeer, Consulate Redcoat, Consulate Guerrieros, Consulate Stadhouter have their ranged attack reduced to 21; Janissary and Consulate Tufanci Corps ranged attack reduced to 20 (down from 21); Ashigaru cost reduced to 80 food, 35 coin (down from 80 food, 40 coin), hitpoints reduced to 165 (down from 170), ranged attack decreased to 23 (down from 24), hand attack increased to 11 (up from 10); Sepoy cost reduced to 85 food, 30 coin (down from 90 food, 30 coin), hitpoints increased to 185 (up from 180), train points to 33 (down from 34), ranged attack reduced to 24 (down from 25), Mansabdar reworked to new stats. Iroquois Tomahawk ranged attack increased to 20 (up from 19), speed increased to 4.25. Also, these above musketeer units now have a 1.1x ranged bonus against cavalry and a 1.1x hidden ranged bonus against Mantlet units.

These above Musketeer units receive a 1.05x hidden multiplier against Hand Infantry upon the player hitting Industrial Age, and European Explorers get +2.0 Range and LOS upon the player hitting Industrial Age.

Advanced Arsenal Military Drummers Tech: effect reduced to give just +8% Infantry speed (down from +10% Infantry speed). It now costs only 100 wood, 100 coin (down from 150 wood, 150 coin).

Grenadier cost reduced to 110 food, 50 coin (down from 120 food, 60 coin), speed increased to 4.20 (up from 4.0), ranged increased to 13 (up from 12), LOS to 15 (up from 14), 1.25x against Heavy Infantry added in ranged mode, ranged multipliers against Cavalry and Light Infantry reduced to 0.60x (up from 0.5x), hand attack increased to 18 (up from 8), 1.5x bonus against Cavalry added in hand mode, 1.2x bonus against Light Infantry (Coyote Runners, Eagle Runner Knights, Bhakti Tiger Claws, etc.) added in hand mode. Likewise, Consulate Young Gardes and other grenadier units are affected. Chakram cost reduced to 95 food, 45 wood (down from 100 food, 50 wood), armor increased to 0.60 (up from 0.50), hand attack increased to 11, ranged penalty against cavalry and light infantry decreased to 0.75x (up from 0.5x), hand penalty against cavalry and light infantry removed (up from 0.5x), siege attack increased to 22 (up from 18); Arsonist hitpoints increased to 320 (up from 250), cost reduced to 285 (down from 300), train points to 47 (down from 50), speed increased to 4.50 (up from 4.0), caption increased from 48 to 63 (caption 2.25x original damage, which is standard for grenadiers), Volley range increased to 15 (up from 12), LOS to 17 (up from 14), 1.35x against infantry added in ranged mode, ranged multipliers against Cavalry and Light Infantry reduced to 0.60x (up from 0.5x), hand attack increased to 32, 1.5x bonus against cavalry added in hand mode, 1.2x multiplier against Light Infantry added in hand mode. Repentant Arsonists are also affected.

Grenadier, Consulate Young Garde and Arsonists now get 0.70x vs. Macehaultins and Mantlet units.

Socket Bayonet tech now affects all Musketeer and Grenadier units.

Abus Guns now have a 0.75x multiplier against Grenadier units.

Hire Indian Arsonists Card: effect increased to deliver 7 Arsonists.

All Consulate Units now receive proper names in Imperial. Also, some Consulate Units are the same as the Special Church Tech counterparts, and get the same bonuses, such as a range boost.

For Asian civs, upon hitting Industrial, Consulate Young Garde recieve Incendiary Grenades Tech (+30% building damage, +1.0 ranged damage area).

Consulate build points reduced to 40 (down from 50).

Advanced Consulate Card: now also gives Consulate +25% HP.

All Brigade Shipments now take 60 seconds to research instead of 90.

Spanish Consulate Army 1: effect increased to give 8 Tercio Pikemen (up from giving 7 Tercio Pikemen).

Portuguese Consulate Army 1: effect increased to give 8 Besteiro Crossbowmen (up from giving 7 Besteiro Crossbowmen).

Dutch Consulate Army 3: effect increased to give 11 Ruyters, 8 Stadhouters and 2 Mortars (up from giving 9 Ruyters and 2 Mortars).

Trading post put to RE 1.03 stats: 200 wood, 2500 HP, 72 train points, 40 build bounty, 80 kill bounty (instead of 250 wood, 3000 HP, 90 train points, 50 bounty and 100 kill bounty).

Outpost Build limit decreased to 6, cost reduced to 215 wood, train points to 48. Build limit increased by +1.0 upon hitting Fortress Age. Outposts also now give a small trickle of 0.07 food, 0.07 wood, and 0.07 coin per second, to help refund the time spent with villagers building the Outposts. Asian Towers are similarly affected.

For Portugal only, Outpost starting build limit increased to 7. Portugal does not get +1.0 Outpost build limit upon hitting Fortress.

Frontier Outpost tech: now also gives Outposts +10% HP in addition to giving +50% ranged damage, and now only takes 40 seconds to research.

Fortified Outpost tech: now gives Outposts +40% HP in addition to what else it gives (instead of +50% HP and what else it gives).

Blockhouses and Warhuts' cost reduced to 215 wood, train points to 45 (down from 250 wood, 50 train points).

Frontier Blockhouse tech: now also gives Blockhouses +10% HP in addition to giving Blockhouses +50% ranged damage, and now only takes 40 seconds to research.

Fortified Blockhouse tech: now gives Blockhouses +40% HP in addition to what else it gives (instead of +50% HP and what else it gives).

Strong Warhuts Tech: now gives Warhuts +50% damage and +30% HP (up from +30% damage and +30% HP), and no takes only 40 seconds to research (down from 60)

Mighty Warhuts Tech: now properly gives Warhuts +50% antiship attack.

Strong Nobles Hut Tech: now takes only 40 seconds to research (down from 60).

Mighty Nobles' Hut Tech: now properly gives Nobles' Huts +50% antiship attack.

Extensive Fortifications card: now gives only +4.0 Outpost and Blockhouse build limit.

Castle cost changed to 200 wood, 80 coin (instead of 200 wood, 100 coin), maximum builder limit increased to 6 (up from 4), range increased to 25 (up from 24), LOS to 33 (up from 32).

Flatland Castle Card: now gives +1.0 Castle build limit.

Hill Castle Tech: now also gives Castles +10% HP in addition to giving Castles +50% ranged damage, and now only takes 40 seconds to research (down from 60).

Colonial Militia card: changed back to normal effects of increasing Town Center damage by 50% and enabling a second Militia.

Asian Sentry and Irregular techs have their costs reduced: 75 food, 75 coin for the first two techs, and 200 food, 200 coin for the large techs (down from 80 food, 80 coin and 300 food, 300 coin). Also, Sentries and Irregulars no longer have a penalty against villagers, and Irregulars have their ranged attack increased to 22 (up from 21).

Firepit Warriors have their build limit increased by +1 upon hitting Fortress Age, +1 upon hitting Industrial Age and +2 upon hitting Imperial Age. This totals 10 build limit (6 originally +4 extra). Also, their ROF is reduced to 1.5 (down from 3.0).

Minutemen, Irregulars, and Firepit Warriors now have 2.0x hand bonus against cavalry, 1.6x hand bonus against Light Infantry, but a hidden 0.50x multipler against Oprichniks and Flail Elephants in Hand Mode (Minutemen already do 2x against these units because they have the 'AbstractSiegeTrooper' flag).

European and Asian Warships have about +35-40% HP, about -40% to -60% speed, turn slower (especially asian ships, matched now with Europeans), +1.0 splash area attack, and Lighter Warships have +6.0 Range and +4.0 LOS. Chinese Fireships have +50% more attack instead of HP boost, in addition with other ship changes. Canoes and Catamarans are now also slower and have slower turn rate. Also, Canoe, Marathan Catamaran and Catamaran cost reduced to 50 wood, bounty to 5, train points to 8 speed to 6.0, siege damage to 30; War Canoe cost reduced to 90 wood, 70 coin, bounty to 16, speed to 5.50, damage reduced to 78 (down from 100), ROF to 2.0 (down from 3.0); Tlaloc Canoe cost reduced to 300 wood, 150 coin, bounty to 45, build limit reduced to 4 (down from 5), siege damage reduced to 110 (down from 200), ROF to 2.0 (down from 3.0), speed reduced to 5.0. Privateers get just -20% speed (to 4.25), and Ironclads now have +82.5% HP (3650 HP), 0.99 ranged armor, 1 build limit, -53% speed (to 3.50), 'Siege Unit' and 'Siege Trooper' Tags added, 135 Bombard attack, 270 caption, 2 Splash radius, 34 range, 38 LOS, and 235 Long Range Bombard attack (up from 200), 470 caption, 0.5x against Docks with Long-ranged attack, (6 Splash Radius in Long Bombard Attack kept) along with other ship changes. Ships now receive a 0.20x multiplier against Ironclads, artillery and buildings receive 0.40x multiplier against Ironclads, and other units receive 0.20x multiplier against Ironclads in their Siege Attack mode. Ironclads are essentially dreadnoughts. (Since Ironclads have the Siege Trooper tag, buildings have 0.50x their attack, meaning that they do 0.20x of their damage). Some specific changes are given below later.

2 Infinite Ironclads Card: effect reduced to deliver 1 Ironclad, costs 500 coin, and now takes 60 seconds to ship. (Down from 2 Ironclads and 40 seconds to ship).

Santander Revolution Politician: now ships 2 Frigates (down from 3 Ironclads) and 1 Factory Wagon.

Portuguese Consulate Ironclad Tech: cost increased to 900 export, but now ships 1 Frigate and 2 Caravels (instead of 700 Export for 1 Ironclad).

Armor Plating Tech no longer affects Ironclads (Balance reasons).

New Tech added: Ironclad Warship. This is available in Imperial Age at the Capitol, (only for Europeans), costs 2000 Coin and 2 Homecity Shipments, Delivers 1 Ironclad and increases Ironclad hitpoints by +20%. It is available only if you have a water homecity gathering point. This can be upgraded even if the enemy has placed a blockade on your homecity.

Town Center Anti-ship attack increased back to 100 (up from 75).

Docks now heal twice as fast (to help with increased Ship HP), and have their anti-ship attack increased to 25 (up from 15).

Fort bombard range increased to 28 (up from 26), and a 0.5x multiplier against ships with the 'AbstractSiegeTrooper' flag added (Galleons, Fluyts, Atakabunes, etc.).

Some Artillery now have increased damage, +1.0 Range and LOS for Light Artillery, +2.0 to +4.0 Range and LOS for Heavy Artillery and a 0.75x penalty against Artillery or greater. Li'l Bombards have slower firing rates; Flying Crow have slightly more damage and have increased range, and slower firing rates. Cannons have a lower damage against ships and buildings. Also, some Artillery, such as the British Rocket and the Culverin, have less damage against ships; the European Mortar and the Japanese Morutaru also have decreased damage vs. ships. Heavy Artillery (Heavy Cannons, Great Bombards, Rockets and Flying Crows) now have a build limit and a 0.80x to 0.90x penalty against Elephants. Rockets and Flying Crows have a 2.0x bonus against infantry; Li'l Bombards now have a 2.0x multiplier against Infantry:

Falconet range increased to 27 (up from 26), LOS to 31 (up from 30), attack to 112 (up from 100), caption to 224 (up from 200), multiplier against buildings reduced to 2.25x (down from 3.0x), multiplier against ships reduced to 2.0x (down from 3.0x). Consulate Falconet brought up to same stats.

Horse Artillery range increased to 27 (up from 26), LOS to 31 (up from 30), multiplier against buildings reduced to 2.25x (down from 3.0x), multiplier against ships reduced to 2.0x (down from 3.0x). Consulate Horse Artillery brought up to same stats.

Heavy Cannon range to 31 (up from 28), LOS to 34 (up from 32), Train points increased to 125 (up from 115), speed decreased to 3.0 (down from 3.50), multiplier against infantry reduced to 2.75x (down from 3.0x), multiplier against buildings reduced to 1.8x, multiplier against ships reduced to 1.45x. Build Limit set to 7. (0.90x against Howdahs and Hand Elephants as well). Consulate Heavy Cannon similarly affected.

Great Bombards now have 31 range (up from 28), 34 LOS (up from 32), Train points increased to 125 (up from 115), speed decreased to 2.80 (down from 3.50), ROF decreased to 7.625 (down from 8.0), minimum range removed, 1.30x against Infantry added, 1.25x multiplier against buildings added, penalty against artillery reduced to 0.45x (up from 0.4x), multipliers against cavalry and light infantry reduced to 0.75x (up from 0.5x). Build Limit set to 6. (0.80x against Howdahs and Hand Elephants as well; 0.45x against Siege Elephants because Siege Elephants count as Artillery). Consulate Great Bombards affected similarly.

Li'l Bombard damage increased to 600 (up from 400), caption to 1245 (up from 800), ROF to 6.0 (up from 4.0), range increased to 31 (up from 28), LOS to 36 (up from 32), and a 1.5x multiplier against infantry added. Build Limit set to 5. (0.80x against Howdahs and Hand Elephants as well). Repentant Li'l Bombards similarly affected.

Rockets now have 31 range (up from 28), 34 LOS (up from 32), a multiplier of 2.0x against Infantry added, 1.5x multiplier against buildings added, and multiplier against ships reduced to 2.0x (down from 3.0x), train points increased to 108 (up from 98). Build Limit set to 7. (0.90x against Howdahs and Hand Elephants as well).

Rocket Shell speed doubled (this means that it hits its Target twice as fast; this is because it was prone to missing moving targets too much).

Flying Crow population count reduced to 6 (down from 7), hitpoints increased to 255 (up from 225), damage increased to 225 (up from 190), caption to 450 (up from 380), Range to 22 (up from 18), LOS to 36 (up from 32), multiplier of 2.0x against Infantry added, and a 0.75x multiplier against Artillery added, 0.5x Penalty against Cavalry and Light Infantry removed. (Do note that Flying Crows upgrade every Age in range, hitpoints and damage). Build Limit set to 6. (0.80x against Howdahs and Hand Elephants, as well; 0.75x against Siege Elephants because Siege Elephants count as Artillery).

2 Great Bombards Card, 2 Infinite Rockets Card, 2 Infinite Flying Crows Card: now each cost 500 coin and take 60 seconds to ship.

Ottoman Brigade: Now sends 20 Tufanci Corps (Janissaries) and 3 Great Bombards (instead of 13 Tufanci Corps and 4 Great Bombards).

1 Falconet card (Fortress Age): effect increased to deliver 1 Falconet and 200 coin.

Gatling gun hitpoints increased to 225, cost increased to 100 wood, 350 coin, bombard attack to 33, caption to 66, multiplier of 1.35x against infantry added, range increased to 28 (up from 26), LOS increased to 30 (up from 26), multiplier against Cavalry and Light Infantry increased to 0.6x (up from 0.5x), multiplier against buildings increased to 0.75x (up from 0.5x).

Flaming Arrow bonus against buildings reduced to 2.0x (down from 3.0x), bonus against ships reduced to 3.0x (down from 5.0x), ROF reduced to 5.25 (down from 6.0).

Light Cannon hitpoints increased to 175, ROF reduced to 5.25 (down from 6.0).

Culverin cost reduced to 100 wood, 375 coin, multiplier against ships reduced to 6.25x (down from 10x). Bounty reduced to 48. Consulate Culverins also affected.

Mortar and Consulate Mortar attack reduced to 470 (down from 500), bonus against ships increased to 0.6x (up from 0.5x), minimum range increased to 8 (up from 4), Obstruction X radius reduced to 0.89, Obstruction Z radius reduced to 0.89 (down from 0.99 X, 0.99 Z). Morutaru attack reduced to 330 (down from 385), bonus against ships increased to 0.6x (up from 0.5x), minimum range increased to 8 (up from 4), speed increased to 2.80 (up from 2.50), Obstruction X radius reduced to 0.89, Obstruction Z radius reduced to 0.89 (down from 0.99 X, 0.99 Z). European Mortars now have a hidden 1.07x multiplier against walls and European Forts, and Morutarus have a 1.14x hidden bonus against walls and European Forts.

All Mantlet Units have +2.0 Range and LOS, increased hand attack, 0.60 armor, 4.0 speed and +25% faster turn rate (turn their shield faster and therefore react faster).

All Artillery (including Flamethrowers and Abus Guns) except Culverins and Mortars now receive a 0.70x multiplier against Mantlet units.

China and India now have access to the 'Heated Shot' tech at the Castle, but for them, it is first available in the Industrial Age. Properly added to Post-Industrial techs.

Heated Shot tech no longer increases Building and Artillery damage against Ironclads, and now gives artillery just +25% damage against ships (down from +50%). It now only cost 100 food, 100 wood (down from 150 food, 150 wood). Asian version of the tech is made likewise.

TEAM Coastal Defenses Card no longer increases Building damage against Ironclads.

Improved Warships Card: effect reduced to give Warships +20% attack and hitpoints.

Water Dance Card: name changed to 'Canoe Fleeting,' effect changed to give the Canoe unit +20% hitpoints and +10% speed (instead of enabling Water Dance at the firepit).

Legendary upgrades enabled for Canoes, War Canoes, and Tlaloc Canoes for the Native American Civs, each costing 1000 wood, 1000 coin. TEAM Cheap Docks card now also affects these techs, halving their wood costs.

Offshore Support Card: effect reduced to give Warships +4.0 Range and LOS and +20% attack (down from +5.0 Range and LOS and +20% attack), and now gives Monitors +4.0 Range in their bombard attack and +10.0 Range in their Long Ranged attack.

European Cannons Card: effect reduced to give Warships +4.0 Range and LOS and +20% attack (down from +5.0 Range and LOS and +20% attack), and now gives Monitors +4.0 Range in their bombard attack and +10.0 Range in their Long Ranged attack.

Apart from the General Ship changes, some ships are specially modified:

All European and Asian Warships are made proportional width and length to their appearance. (This can cause sometimes ships being unable to be trained from the dock if massively crowded. Even your own docks too close together can cause this problem with larger ships. However, the gameplay is improved massively as Canoes cannot literally be inside a Frigate or any other ship before running into the ship inself.)

All galleon-type units have 1.75x bonus against Infantry, and all other ships have 2.0x against infantry in their Broadside Attack Ability.

All caravel-type units gather fish and whales 50% faster. War Canoes gather from fish and whales 50% faster and Tlaloc Canoes gather from fish and whales 100% faster.

Japanese 'Peacetime Fishing' Card: effect reduced to give Warships just +100% fishing and whaling rates (down from +125%).

Monitors have 1700 HP, 6.0 ROF (up from 5.0), 160 bombard attack (up from 80), 400 caption (up from 200), 5x against buildings (down from 10x), 0.35x against Docks (up from 0.1x), 0.50x multiplier added against Forts, Agra Forts, Factories and Town Centers, 3.0x multiplier added against infantry, 0.5x against artillery, and 0.5x against villagers (not against fishing boats; up from 0.2x against villagesr), 400 Long Ranged attack (up from 200), 1000 caption (up from 400), 6 Area (down from 10 Area), with 0.80x added multipler against ships, 0.25x against docks (instead of 0.1x), and otherwise with the same multipliers (Essentially double the attack against units, much more damage against infantry etc., but doing the same damage against buildings and bit more to docks, while doing less against Town centers and Forts).

Galleons have their attack increased to 60, caption to 115 (up from 50 and 96).

Fluyts have their hitpoints increased to 1615, cost increased to 300 wood, 400 coin, (up from 300 wood, 300 coin), bounty to 70 (up from 60).

Frigates, Tekkousens and Fuchuans have 3.50 speed.

Tekkousens now have 3250 HP, 83 bombard attack, 166 caption (down from 90 and 180 caption) and the 'AbstractSiegeTrooper' flag.

Japanese Atakabunes now 3 build limit (down from 5), 2500 HP, 3.85 speed, cost increased to 300 wood, 350 coin (up from 300 wood, 300 coin), 50 bombard attack and 100 caption (up from 35 damage and 70 caption), bounty increased to 65 (up from 60).

Japanese Funes now have 1025 HP, 4.80 speed, cannon attack increased to 50, ROF to 1.25 (up from 40 and 1.0 ROF), and broadside damage increased to 50 (up from 25; this is to make them more unique, different than Caravels).

War Junks now have 4.50 speed, cannon damage increased to 56 (up from 50), caption to 112, and broadside damage increased to 40, caption decreased to 100 (up from 35 and down from 120 caption; this is to make them more unique, different than Caravels).

Chinese Fireships now have their X Obstruction radius reduced to 2.29 (down from 2.99), Y Obstruction radius to 2.49 (down from 2.99), hitpoints decreased to 300 (down from 400), cost increased to 100 wood, 150 coin, build limit reduced to 8 (down from 10), speed reduced to 3.0 (down from 9.0), armor increased to 0.60 (up from 0.50), 750 damage, 1 Maximum range (down from 2), 2 Area (up from 1), 2250 caption, have their 2.5x bonus against buildings removed, and get an additional 0.5x against Docks.

SPC Fireships now have their X Obstruction radius reduced to 2.29 (down from 2.99), Y Obstruction radius to 2.49 (down from 2.99), hitpoints increased to 400, speed reduced 3.0 (down from 9.0), armor increased to 0.60 (up from 0.50), 1350 damage, 1 Maximum range (down from 2), 2 Area and 2700 caption.

Admiralty Card: Now gives Fireships only +4.0 Build Limit (down from +5.0).

Canoe, Catamaran and Marathan Catamaran X Obstruction Radius decreased to 1.79, and Z Obstruction Radius decreased to 1.79, to help some with pathing.

Great White Shark: hitpoints increased to 250 (up from 220), hand attack increased to 98 (up from 75).

Orca: hitpoints increased to 400 (up from 220), hand attack increased to 145 (up from 100), cost increased to 200 food (up from 100), bounty increased to 20 (up from 10).

'Ship Howitzers' tech at the dock is now a prerequisite tech to Imperial Monitors, meaning that you must research it before 'Imperial Monitors' is available for research. It now only costs 200 wood, 400 coin (down from 400 wood, 400 coin).

Imperial Man O' War and Imperial Monitor techs have their cost reduced to 1000 wood, 1000 coin (down from 1500 wood, 1500 coin).

New Tech added: Seasoning. This is available at the dock only for the Europeans and Asians, first available in Industrial Age, at 800 food, 500 coin, and gives Warships -15% wood cost. 'Seasoning' is now a prerequisite tech to 'Imperial Man-o'-War', 'Exalted Tekkousen' and 'Exalted Fuchuan,' meaning that it must be researched before you can research these techs. It is now properly added to Post-Industrial Techs.

New Tech added: Copper Bottoms. This is available at the dock only for the Europeans and Asians, first available in Fortress Age, at 100 food, 100 coin, and gives Warships +10% speed. 'Armor Plating' is now a prerequisite tech to 'Copper Bottoms', meaning that it must be researched before you can research these techs. It is now properly added to Post-Industrial Techs.

New Tech added: Sextant. This is available at the dock only for the Europeans and Asians, first available in Colonial Age, at 50 food, 50 wood, and gives Warships +2.5% Speed. It is now properly added to Post-Industrial Techs.

New Tech added: Top Gallants. This is available at the dock only for the Europeans and Asians, first available in Industrial Age, at 75 wood, 75 coin, and gives Warships +2.5% speed (does not effect Ironclads because Ironclads do not have sails). 'Sextant' is now a prerequisite tech to 'Top Gallants', meaning that it must be researched before you can research these techs. It is now properly added to Post-Industrial Techs.

New Tech added: Longitude Watch. This is available at the dock only for the Europeans and Asians, first available in Industrial Age, at 100 wood, 100 coin, and gives Monitors +2.0 Bombard Range, and +10.0 LOS. 'Top Gallants' is now a prerequisite tech to 'Longitude Watch', meaning that it must be researched before you can research these techs. It is now properly added to Post-Industrial Techs.

New Tech added: Preserved Foods. This is available at the dock only for the Europeans and Asians, first available in Industrial Age, at 150 food, 150 coin, and gives Warships -15% train points. 'Longitude Watch' is now a prerequisite tech to 'Preserved Foods', meaning that it must be researched before you can research these techs. It is now properly added to Post-Industrial Techs.

New Unit added: Buccaneer Ship. These are available only the the Native American civs, and they give the Native Americans a Galleon unit. They look like Privateer Ships and are available first in the Fortress Age. Buccaneer Ship Stats: 300 wood, 350 coin, 3 build limit, 1700 HP, 0.75 ranged armor, 4.0 Speed, 65 siege damage, 125 caption, 2 area, 26 range, 30 LOS, 40 train points, 65 XP Bounty. They have a Privateer Ship's audio.

New Tech added: Pirate Crews. This is an upgrade for Buccaneer Ships, which costs 350 wood, 350 coin, available first in the Industrial Age to the Native American Civilizations, which gives Buccaneer Ships +40% Hitpoints and +25% attack.

New Tech added: Stolen Cannons. This is an upgrade for Buccaneer Ships, available after 'Pirate Crews,' which costs 200 wood, 200 coin, and is available first in the Industrial Age to the Native American Civilizations. It gives Buccaneer Ships +25% attack and +10% speed. NOTE: This is also a prerequisite tech to Legendary Tlaloc Canoes, meaning that you must research this first as an Aztec Player before you can research 'Legendary Tlaloc Canoe' Tech.

TEAM Cheap Docks Card: now also properly affects the above added techs by reducing their woodcost by -50%. Effected Techs: 'Sextant', 'Copper Bottoms,' 'Top Gallants,' 'Longitude Watch,' 'Preserved Foods,' 'Pirate Crews' and 'Stolen Cannons.'

Admiralty Card: now gives Buccaneer Ships +1.0 Build limit.

The Iroquois now also have access to the Sioux 'Big Dock Flaming Arrows' tech after researching 'Big Dock Rawhide Covers' tech. Properly added to Post-Industrial Techs and Iroquois Old Ways Shipment.

The Sioux now also have access to the Iroquois 'Big Dock Rawhide Covers' tech before researching 'Big Dock Flaming Arrows' tech. Properly added to Post-Industrial Techs and Sioux Old Ways Shipment.

'Big Dock Flaming Arrows' tech: moved to Fortress Age (instead of being available in Colonial).

Iroquois 'Canoes' Card: now gives all Canoes and Catamarans -25% wood cost (instead of just -25% Canoe unit cost).

TEAM Birchbark Canoes Card: effect changed to give TEAM all warships -15% cost. It is now also linked as a team card with the Russian TEAM Cold Ports Card.

European Schooners Card: effect changed to give Fishing Boats -50.0 wood cost (instead of just -30.0) and -25% Dock cost.

Asian Schooners Cards: effect changed to give Fishing Boats -50.0 wood cost (instead of just -20.0) and 1 Dock Rickshaw.

New Tech added: Colonial Government. This is available at the Capitol in Imperial Age, for 1000 coin, makes Town Centers support 20 population and gives +20 Extra Population Cap. The Sioux and Iroquois have the same tech under the name of "Tribal Confederacy," available at the Town Center in Imperial Age; the Aztecs have it as well under the name of "Provincial Government," available at the Town Center in Imperial Age, and the Asians have access to the same tech, at the Town Center, "Colonial Government." Do note that the European/Native/Asian versions of this tech look differently as techs (they have slightly different pictures from each other in the backround). Now properly added to Post-Imperial Techs.

Church/Mosque hitpoints increased to 2000 (up from 1500), train points to 12 (up from 10), and both Churches and Mosques now also support 5 population.

Spy cost decreased to 100 coin, siege increased to 12, cover siege increased to 6 and hidden multiplier against Minor Natives increased to 6x (up from 4x).

Assassins Card: now also gives Spy unit +15.0 LOS, and now gives the Spy unit only +100% siege attack (down from +200%).

Agents Card: now also gives Spy unit +5.0x Damage multiplier against villagers.

All European Royal Guard Techs cost reduced to 800 wood, 800 coin (down from 1000 wood, 1000 coin).

Church Mass Cavalry Tech: cost increased to 500 coin, effect increased to once again -50% cavalry train points (up from 350 coin and -25% cavalry train points).

Ironmonger Card: effect increased to +25% mining (up from +20% mining).

Silversmith Card: effect increased to +25% mining (up from +20% mining).

TEAM Ironmonger Card: effect increased to +20% mining (up from +10%).

TEAM Silversmith Card: effect increased to +20% mining (up from +10%).

TEAM Fish Markets Card: effect increased to +15% fishing and whaling gathering rates (up from +10%).

TEAM Furrier Card: effect increased to +15% hunting and +15% foraging rates (up from +10% hunting and +15% foraging).

TEAM Spice Trade Card: effect increased to +15% hunting and +15% foraging rates (up from +10% hunting and +15% foraging).

TEAM Sawmills Card: effect increased to give +15% wood gathering rates (up from just +10%).

Capitalism Card: effect increased to 1.50 Coin trickle to match with Distributivism (up from 1.25 Coin Trickle). Consulate Capitalism also increased to new level.

Colbertism Card: effect increased to 1.85 Food trickle to match with Distributivism (up from 1.50 Food Trickle). Consulate Colbertism also increased to new level.

Native Earth Ceremony Tech (first tech): now gives +20% mine and plantation gather rates (up from +10%).

Native Great Feast Tech (first tech): gives +10% hunting in addition to +10% to food gathering (instead of just +10% for Berries, Farms, Mills, and not Hunting).

Sioux Earth Bounty Card: effect changed to give +10% Farm and Plantation gathering rates (instead of 0.65 wood and 0.65 coin trickle).

Riding School Card: now also gives Light Infantry units -40% Train Points.

All Native American Travois Units and Asian Rickshaws' X obstruction radius (unit width) decreased to 0.4900 (down from 0.9900). This includes Iroquois Travois, Discovery Travois, War Hut Travois, Farm Travois, Trading Post Travois, Nobles' Hut Travois, Native Embassy Travois, many miscellaneous wagons, and all Asian Rickshaws. European wagons are not effected. This was done so that these units do not get stuck in farms and plantations; as it was, they had twice the width of an elephant. Even elephants also have some pathing problems through Rice Paddies. (Working to do to all wagons, travoises and rickshaws).

European 'Royal Decree' Church Techs/Related: now auto-upgrade Imperial Status of the units they ship upon hitting Imperial Age. The effected techs/units are these: Roger's Rangers, Stadhouders, French Old Garde, German Polish Winged Hussars Card, Russian Kalmucks, Baskhir Ponies, Portuguese Besteiros and Spanish Quatrefage. All units shipped from these techs/cards recieve Imperial Upgrades and the appropriate names once a player ages to Imperial.

All European 'Royal Decree' Cards now give 1 extra unique tech to their corresponding civilizations: either unit shipment, economic improvement or resource shipment. These new techs are described specifically for each civilization below.

All non-infinite Native Warrior Shipments arrive in 40 seconds instead of 60 seconds.

Aging to Fortress Age now takes 10 less seconds for European and Native American civilizations, plus various Colonial, Fortress and Industrial Age Politicians are improved. Politicians affected: The Naturalist, which now sends 6 Cows and 1 Livestock Pen Wagon (up from 4 Cows); The Viceroy, which sends either 4 Villagers and 4 Grenadiers, 4 Villagers and 4 Dragoons, 4 Villagers and 5 Ulhans or 4 Villagers and 7 Ruyters; The Musketeer, which sends 12 Musketeers (Spain, France, British, Portuguese), 16 Musketeers (Russia) or 10 Skirmishers (Dutch or German) (instead of 10 Musketeers or 8 Skirmishers); The Sergent at Arms (Spanish), which now sends 10 Pikemen (up from 8); The Sergent at Arms (German), which now sends 4 Dopplsoldners (up from 3), The War Minister (Spanish), which sends 12 Rodeleros (up from 10); The Cavalier, which sends either 8 Cossacks, 6 Hussars, 6 Lancers, 8 Uhlans or 11 Ruyters; The Adventurer (Spanish), which now ships 6 Villagers (up from 5). Also, the Imperial 'General' Politician is improved: It gives either 16 Musketeer and 1 Heavy Cannon, 20 Musketeers, and 1 Heavy Cannon (for Russia), 12 Musketeers and 2 Rockets (British), 12 Janissaries and 1 Great Bombard (Ottoman), or 12 Skirmishers and 1 Heavy Cannon (Dutch or German) (Up from 12 Musketeers and 1 Heavy Cannon (even for Russia), 9 Musketeers and 2 Rockets, 10 Janissaries and 1 Great Bombard, and 10 Skirmishers and 1 Heavy Cannon).

Many Industrial Age unit shipments give more units, plus certain Fortress Age and Colonial Age shipments give more units. Livestock shipments also send Livestock Pen Wagons, and some send slightly more livestock. Several Mercenary shipments and Early Native Warrior Shipments are improved in this way as well.

Some Native American Canoe Shipments are improved to match with Warship changes.

All Homecity Shipments come 33% faster upon hitting Imperial Age. The Spanish Consulate Tech and the Chinese 'Confuscious Gift' Card do not benefit from this bonus.

Native Embassy cost increased to 125. Bounty increased to 25, kill bounty to 50.

Native Villagers (Aztec, Sioux, Iroquois) now deplete trees 25% slower. That means for every 1 wood gathered, only 0.80 wood is used up.

AZTECS

Macehualtin cost changed from 40 food, 30 wood, to 45 food, 25 wood.

Temple of Centeotl Support Card: now also provides Macehualtins with +0.28x bonus against Light Cavalry, plus upgrades Counter Infantry Rifling Tech.

Big Button Coatlicue (at the House): now also gives Macehualtins +15% HP in addition to giving 1 Macehualtin for every 2 minutes of the game, up to 30 minutes. It has been added to Post-Industrial Techs, since it upgrades a unit (means it starts upgraded in Deathmatch games).

Jaguar Prowl Knights now have their Colonial Statistics removed, have their cost reduced from 120 food, 30 coin, to 80 food, 50 coin, train points to 35 (down from 38), armor increased to 0.20, speed increased to 4.80 (up from 4.50), bonus against Heavy Infantry reduced to 2.5x (down from 3.0x), bonus against Cavalry increased to 2.5x (up from 2.0x), and bonus against Light Infantry increased to 2.0x (up from 1.6x), bounty reduced to 13 (down from 15).

Jaguar Prowl Knights now have a 0.75x bonus against Grenadiers, Chakrams, Homecity Chakrams, Arsonists, Repentant Arsonists and Consulate Young Gardes.

Scorched Earth Card: now also effects Jaguar Prowl Knights' Cover Siege Attack, increasing Cover Siege by +50%.

Puma Spearmen have their hand attack increased to 11 (up from 10).

Coyote Runner cost reduced to 80 food, 25 wood (down from 85 food, 25 wood), attack reduced to 16, cover to 8, and a 1.25x multiplier against Infantry added, with 0.80x multiplier against Heavy Infantry.

Champion Coyote Runner Tech: now also changes Coyote wood cost to coin in addition to giving increased attack and hitpoints. This makes Coyote Runners 80 food, 25 coin, instead of 85 food, 25 wood, upon researching Champion Coyote Runners.

Champion Arrow Knight Tech: now also gives Arrow Knights +1.75x bonus against Urumi Swordsman. This was done to give the Aztecs an extra reasonable lategame counter to Urumi.

Eagle Runner Knights now have a 3.0x bonus against Hand Cavalry and a 2.0x bonus against Light Cavalry (instead of just 3.0x bonus against Hand Cavalry).

Skull Knight speed increased to 4.25 (up from 4.0), and now have a 1.1x bonus against Heavy Infantry.

Imperial Warrior Politician: now delivers 11 Skull Knights (instead of 8 Skull Knights).

Aztec Warchief now has a 2.0x bonus against Cavalry and 1.6x against Light Infantry.

Colonial Age Chief Politician: now gives 500 food and gives the Warchief the Swashbuckler attack (but no longer gives warchief additional combat bonuses).

Fortress Age Chief Politician: now gives 1000 food and gives the Warchief the Swashbuckler attack (but no longer gives warchief additional combat bonuses).

Industrial Age Chief Politician: now gives 1500 food and gives the Warchief the Swashbuckler attack (but no longer gives warchief additional combat bonuses).

Imperial Age Chief Politician: now gives 2400 food and gives the Warchief the Swashbuckler attack (but no longer gives warchief additional combat bonuses).

New Building added: Great Temple. It is first available in Industrial, for 350 wood, 350 coin, with 5000 hitpoints, and 40 train points, and auto-gathers 5.50 wood per second. (Uses already ingame art files).

Artificial Islands Card: effect reduced to give -30% Warship wood cost (down from -50% Warship wood cost).

Jesuit Smokeless Powder tech now also gives Arrow Knights +35% Siege Damage in addition to giving Gunpowder Units +35% Siege Damage.


IROQUOIS

Warchief auto-healing rate returned back to normal (from 0.12 to 0.25).

Tomahawk ranged attack increased to 20, speed increased to 4.25 (up from 4.0).

Mantlet cost reduced to 65 wood, 110 coin, armor increased to 0.60, speed to 4.0, turn rate increased to 3.75 (up from 3.0), range increased to 12, LOS to 16, ranged attack increased to 27, 1.25x ranged bonus against Light Cavalry and Eagle Runner Knights added, hand attack increased to 14, Bounty reduced to 18.

Ram cost reduced to 65 food, 90 wood (down from 80 food, 120 wood), train points reduced to 38 (down from 45), speed increased to 4.0 (up from 3.50). Bounty reduced to 16.

Infantry Attack Card: now only affects Aenna, Tomahawks and Forest Prowlers, instead of all infantry.

Infantry Hitpoints Card: now only affects Aenna, Tomahawks and Forest Prowlers, instead of all infantry.

Infantry Combat Card: now only affects Aenna, Tomahawks, Forest Prowlers, instead of all infantry.

Champion Mantlet Tech: now also gives Mantlets +2.0 Range and LOS.

Legendary Ram and Legendary Mantlet Techs' cost reduced to 1000 wood, 1000 coin.

Light Cannon hitpoints increased to 175, ROF reduced to 5.25 (down from 6.0).

Field Cannon Tech: now also gives Light Cannons an additional +0.5x bonus against infantry (to make it 2.5x, up from 2.0x).

Siege Discipline Card: effect changed to increase Ram and Mantlet damage against buildings by 50%, and also gives Light Cannons an additional 1.0x damage bonus against buildings (instead of reduced population count).

Iroquois War Houses Card: content replaced by a new card, Woodland Warrior Training, which gives Aenna, Tomahawks, Forest Prowlers, Kanya Horsemen, Musket Riders and Native Warriors -25% train points. Available in the Colonial Age for the Iroquois.

Iroquois Wood Cutting card: content replaced by a new card, Irrigation: effect changed to give +15% Farm and Plantation gathering rates (instead of all woodcutting upgrades free). Available in Age 3 for Iroquois.

6 Forest Prowler Card: effect increased to deliver 7.

Mixed INFINITE Crates Card: effect changed to deliver 1300 wood.

7 INFINITE Mantlets Card: effect changed to deliver 7 Kanya Horsemen (that can be sent infinite times).

Colonial Warrior Politician now gives 3 Mantlets + 1 Travois (instead of 1 Mantlet + 1 Travois).

Fortress Warrior Politician now gives 5 Mantlets + 1 Travois (instead of 4 Mantlet + 1 Travois).

Industrial Warrior Politician now gives 7 Mantlets + 1 Travois (instead of 5 Mantlets + 1 Travois).

Imperial Warrior Politician now gives 11 Mantlets + 1 Travois (instead of 10 Mantlets + 1 Travois).

Great House Card: now gives Town Centers +67% damage and -35% cost (up from +50% damage and -25% cost).

Kanya Horseman cost changed from 100 food, 75 wood, to 95 food, 65 wood, train points reduced to 36 (down from 37). Bounty reduced to 16 (down from 18).

Musket Rider cost changed from 55 food, 100 coin, to 60 food, 95 coin.

Champion Musket Rider Tech: now also gives Musket Riders +2.0 Range and LOS.

Big Button Warhut Lacrosse Tech reduced to 400 wood, 400 coin, and now gives Tomahawks +0.5x ranged bonus against Cavalry and +0.4x ranged bonus vs Light Infantry. Now also affects the Warchief, giving him +2.0 Range and LOS, and is now available in the Fortress Age.

Big Button Siege Drill Tech: cost reduced to 400 food, 400 wood (down from 500 food, 500 wood), and effect increased to +15% Mantlet, +30% Ram and +15% Light Cannon speed (up from +10%).

Big Button Dock Rawhide Covers Tech: cost reduced to 400 food, 400 wood (down from 500 food, 500 wood).

Big Button Strawberry Festival Tech: cost reduced to 225 wood, 225 coin (down from 250 wood, 250 coin).

Big Button Maple Festival Tech: cost reduced to 225 food, 225 wood (down from 250 food, 250 wood).

Big Button Woodland Dwellers Tech: cost increased to 300 food, 300 coin (down from 250 food, 250 coin), and gives Longhouses a 0.10 wood trickle in addition to giving 1 Huge Crate of Wood for every ten minutes of the game, up to 30 minutes. This Trickle increases by age: Fortress: 0.125 wood, Industrial: 0.15 wood, Imperial: 0.20 wood. Now also added to Post-Industrial Techs.

Big Button Firepit Secret Society Tech reduced to 150 wood, 75 coin, and is now available in Discovery Age. (This is the Warchief Healing Tech, which costed 200 wood, 100 coin, and was available in Colonial Age).

The Sioux 'Big Dock Flaming Arrows' tech has been added to the Iroquois techtree. It is available in Fortress Age after 'Big Dock Rawhide Covers' tech. 'Flaming Arrows' tech has been properly added to Post-Industrial Techs and Iroquois Old Ways Shipment.

New Big Button Tech: Order Of the Prophet. This is available at the firepit in Fortress Age after researching the Firepit 'Secret Society' Tech. It costs 200 wood, 200 coin, and gives the Warchief +100% HP and Attack. 'Order of the Prophet' tech has been properly added to Post- Industrial Techs and Iroquois Old Ways Shipment.

New Big Button Tech: Algonquian Tomahawk Lore. This is available at the firepit in Industrial Age after researching the 'Order of the Prophet' tech. It costs 250 food, 250 wood, 250 coin, gives Tomahawks and Mantlets +15% HP and Attack, and gives the Warchief +15% HP and +15% hand damage. 'Algonquian Tomahawk Lore' tech has been properly added to Post-Industrial Techs and Iroquois Old Ways Shipment.

New Tech: Iroquois Silver Trade. It is available first in the Fortress Age just after 'Earth Gift Ceremony,' and is a prerequisite tech for the Iroquois to 'Excessive Tribute.' It gives villagers an additional +20% gathering at mines and plantations, at a price of 225 food, 225 wood. Properly added to Post- Industrial Techs.

TEAM Furrier Card: effect increased to +15% hunting and +15% foraging rates (up from +10% hunting and +15% foraging).

Travois trainpoints reduced from 30 to 22.5. With 25 Dancers, a Travois will train in 10 seconds. Also, Travois gain +2.0 LOS in Colonial Age, and get +20% HP for Fortress Age (180 HP), +30% for Industrial (225 HP) and +50% for Imperial (300 HP), for a total of +100%.


SIOUX

Warchief can now construct Teepees, but builds them 50% slower than other units.

Axe Rider cost decreased to 145 food, 40 coin, train points reduced to 39, bounty decreased to 19 (down from 160 food, 40 coin, 40 train points and 20 bounty).

Dog Soldier bonus against Infantry increased to 2.0x (up from 1.5x), train points reduced to 40 (down from 55). With 25 dancers, they will train in about 14 seconds.

Tashunke Prowler cost reduced to 135 food, 70 coin, (up from 150 food, 70 coin), hitpoints increased to 190 (up from 170), armor increased to 0.20 (up from 0.10). Bounty reduced to 21.

5 Axe Rider Shipment: now takes 40 seconds to ship (down from 60), and costs only 200 food (down from 300).

4 Axe Rider Shipment (Fortress Age): effect increased to give 5 Axe Riders.

Wakina Rifle speed increased to 4.20.

Cetan Bow cost reduced to 65 food, 30 wood (down from 65 food, 35 wood).

Champion Cetan Bow Tech: now also gives Cetan Bows +2.0 Range and LOS.

Big Button Warhut War Drums Tech: now also gives Cetan Bows, War Clubs and Wakina Rifles -5% cost.

Colonial Warrior Politician now delivers 1 War Hut Travois and 2 Cetan Bows (instead of 1 Axe Rider).

Industrial Warrior Politician now delivers 4 Dog Soldiers (instead of 5 Axe Riders).

Imperial Warrior Politician now delivers 7 Dog Soldiers (instead of 10 Axe Riders).

War Club hand attack increased to 12, cover hand attack to 6, and War Clubs now have a 1.1x bonus against walls in their Siege Attack and Cover Siege Attack modes.

Sans Arc Support: effect increased to give 20 War Clubs and +20% Warclub attack damages (instead of giving 16 War Clubs and 5 Cords of Wood).

Big Button Warhut Drums Tech: now also gives Cetan Bows, War Clubs and Wakina Rifles -5% cost (in addition to giving Cetan Bows and War Clubs -33% Train Points and Wakina Rifles -25% Train Points).

Bow Rider returned to original statistics: 100 food, 100 coin, 40 train points, 250 HP, 0.30 armor, 20 ranged attack, 2.25x vs. Heavy Cavalry, 1.8x vs. Coyotemen, 2.0x vs. Artillery.

Elite Bow Rider Tech: returned to original to match original Bow Rider unit (no longer gives +0.50 ranged bonus against Cavalry and +0.50 ranged bonus against Coyotemen).

The Iroquois 'Big Dock Rawhide Covers' tech has been added to the Sioux techtree. It is available in Colonial Age before 'Big Dock Flaming Arrows' tech. The 'Big Dock Flaming Arrows' Tech has been moved to Fortress Age. 'Rawhide Covers' tech has been properly added to Post- Industrial Techs and Sioux Old Ways Shipment.

Marauders Card: now gives Tashunkes +50% Build limit, +0.50x bonus against villagers, and enables Champion and Legendary Techs (this is up from just +50% build limit).

Champion Tashunke Prowlers Tech: turned into a 'shadow' tech. This means that it will auto-upgrade upon hitting Industrial, once Marauders Card has been sent.

Legendary Tashunke Prowlers Tech: turned into a 'shadow' tech. This means that it will auto-upgrade upon hitting Imperial, once Marauders Card has been sent.

Bandit Gang Card: Now upgrades Saloon Wild West Tech. (In order to fit in line with other native-mercenary related shipments).

Bandit Gang Infinite Card: Now upgrades Saloon Wild West Tech. (In order to fit in line with other native-mercenary related shipments).


BRITISH

Longbowmen speed increased to 4.20 (up from 4.0).

Virginia Company: effect increased to -40% manor house cost (up from -35%).

Rockets now have 31 range (up from 28), 34 LOS (up from 32), a multiplier of 2.0x against Infantry added, 1.8x multiplier against buildings added, and multiplier against ships reduced to 2.0x (down from 3.0x), train points increased to 108 (up from 98). Build Limit set to 7. (0.90x against Howdahs and Hand Elephants as well).

Rocket Shell speed doubled (this means that it hits its target twice as fast; this is because it was prone to missing moving targets too much).

Thin Red Line Tech: now gives infantry only -8% speed (up from -25%).

New Tech Added: British Textile Industry. It is first available in Colonial Age, at a cost of 200 food, 200 wood, and grants +20% Plantation and Rice Paddy gather rates. It becomes available at the Church when the British "Royal Decree" Card is sent.

Rogers Rangers Tech: now upgrades Royal Guard Skirmishers and also gives Skirmisher +2.0 Range and LOS. They upgrade to Imperial Status upon a British Player hitting Imperial Age.

Improved Grenades Tech: now gives Grenadiers +67% Siege Damage and +20% Ranged Damage (instead of +87% effective siege damage and +20% range and hand damage).


DUTCH

Dutch have +1 starting wood crate.

TEAM Cheap Markets Card: now makes markets -50% cheaper, and makes TEAM all market upgrades moderately cost less.

Excessive Taxation: now gives Banks +50% gather rate instead of +2.0 Bank Build Limit.

Military Reforms Card: effect changed to give all Military Units +5% speed (instead of giving Halberdiers +20% speed and a 0.75x penalty against Infantry).

New Tech Added: Dutch Sawmills. It is first available in Colonial Age, at a cost of 150 food, 150 coin, and grants +15% Wood chopping gather rates. It becomes available at the Church when the Dutch "Religious Freedom" Card is sent.

Stadhouters Tech: now upgrades Royal Guard musketeers and the Socket Bayonet upgrade. They upgrade to Imperial Status upon a Dutch Player hitting Imperial Age.

TEAM Spice Trade Card: effect increased to +15% hunting and +15% foraging rates (up from +10% hunting and +15% foraging).

Fluyt hitpoints increased to 1615, cost increased to 300 wood, 400 coin, (up from 300 wood, 300 coin), bounty to 70 (up from 60).

FRENCH

Coureur des Bois cost reduced back to 120 food (down from 125), bounty to 12 (down from 13).

Church Code Napoleon: Effect reduced to give just +20% wood cost for buildings (down from +50%), and now also delivers 4 Coureur des Bois.

Church Young Garde: Cost reduced to 450 food (down from 500), plus Grenadiers recieve an addition +10% hitpoints and attack.

Church Middle Garde: Cost reduced to 900 food (down from 1000).

Church Old Garde: Cost reduced to 1800 food (down from 2000), still gives +10% hitpoints and attack, and gives Grenadiers +2.0 Range and LOS. They upgrade to Imperial Status upon a French Player hitting Imperial Age.

New Tech Added: Egyptian Mamelukes. It is first available in Industrial Age, at a cost of 1000 coin, and ships 4 Mamelukes. It becomes available at the Church when the French "Edict of Nantes" Card is sent.

Wilderness Warfare Card: effect reduced to give just +15% Coureur des bois, Native Warrior and Skirmisher hitpoints (down from +20%).

TEAM Sawmills Card: effect increased to give +15% wood gathering rates (up from just +10%).

Cuirassiers have their Colonial Statistics removed, but have their caption reduced to 58 (down from 60).

Thoroughbreds Card: effect changed to give +10% Cavalry Speed, but gives Cuirassiers only +5% Speed (instead of -15% Cuirassier Cost).

GERMANS

Settler Wagon cost reduced to 90 food, 90 wood (down from 100 food, 100 wood).

Dopplesoldners and Consulate Zweihander now also have a 1.1x hidden bonus against Pikemen units (Pikemen, Halberdiers, Swiss Pikemen, Puma Spearmen, etc.) and an additional hidden 1.1x bonus against Halberdiers.

Ulhan cost changed to 55 food, 95 coin (instead of 50 food, 100 coin). Consulate Czapka Ulhans are also affected.

5 Ulhan shipment (Colonial): effect increased to deliver 6 Ulhans.

Wallenstein's Contracts: cost reduced to 500 coin (down from 1000 coin), now gives just -50% Mercenary Shipment cost (instead of -40% Mercenary Shipment cost and -50% mercenary shipment train points), and is available in Colonial Age (instead of in Fortress Age).

New Tech Added: Hungarian Hussars. It is first available in Fortress Age at a cost of 1000 food, and sends 9 Guard Hussars from the Homeland. These auto-upgrade to Imperial Status upon a German Player hitting Imperial. It becomes available at the Church when the German "Royal Decree" Card is sent.

TEAM Hessian Band Card: effect increased to give 7 Jaegers (up from 5).

Solingen Steel Card: effect reduced to -20% Dopplesoldner speed (up from -33% speed), but now only gives Dopplesoldners +40% HP and +50% attack (down from +50% HP and +50% attack).

War Wagons now have their Colonial Statistics removed.

Guard War Wagon Tech: now also gives War Wagons +2.0 Range and LOS.

Cavalry Hitpoints Card: now also affects Hussars, giving them +15% HP. They upgrade to Imperial Status upon a German Player hitting Imperial Age.

Cavalry Combat Card: now also affects Hussars, giving them +15% HP and damage.
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Patch Notes (continued)

...(continued)...

India starts with +1 coin crate.

Herdable XP auto-gathering for India halved. It is reduced to 0.05 XP for herded animals that are not tasked to a Sacred Field (down from 0.10 XP per second). The Goraksha Card is indirectly nerfed by this change.

Mughal Architecture Card: effect reduced to -20% building wood cost and -35% building train points (instead of just -20% building wood cost and -50% building train points).

Colonial Agra Fort no longer ships 2 Sepoys.

Sowar hitpoints increased to 245, cost decreased to 80 food, 75 coin, train points reduced to 34 (down from 35), hand attack increased to 22, trample attack to 14. Multiplier against infantry reduced to 1.40x, multiplier against Heavy Infantry to 0.72x, siege attack to 17 (up from 15). Mansabdar reworked to new stats.

Desert Terror Card: now gives Camels -15% train points, and gives Sowars +0.60x bonus against infantry, and -0.22x multiplier against Heavy Infantry. This increased the 1.40x/0.72x to a 2.0x/0.5x. Also, Zamburacks now get +0.75x against Cavalry and +0.60x against Light Infantry.

Zamburack HP increased to 125, cost changed to 55 food, 65 coin, range increased to 11, LOS to 14. Mansabdar Zamburack also affected.

Disciplined Zamburack Tech: now gives Zamburacks just +1.0 Range and LOS (Down from +2.0 Range and LOS).

Sepoy cost reduced to 85 food, 30 coin (down from 90 food, 30 coin), hitpoints increased to 185 (up from 180), train points reduced to 33 (down from 34), ranged attack reduced to 24 (down from 25). Mansabdar reworked to new stats.

Rajput hitpoints increased to 160 (up from 150), cost reduced to 80 food, 25 wood (down from 100 food, 35 wood). Bounty decreased to 11. Mansabdar reworked to new stats.

Honored Rajput Tech: Now also give Rajputs +25% armor (increases from 0.20 to 0.30).

5 Rajputs Card: effect increased to deliver 6 Rajputs.

7 Rajputs Card: effect increased to deliver 9 Rajputs.

11 Rajputs Card: effect increased to deliver 16 Rajputs.

13 Rajputs Card: effect increased to deliver 18 Rajputs.

TEAM 4 Urumi Card: effect increased to once again deliver 5 Urumi, and now against costs 600 food (up from 500).

Native Trade Tax +1 Villager Card: Content replaced by Indian Infantry Combat, which gives Indian Infantry (Sepoys, Gurkhas, Rajputs, and Urumi) +15% Hitpoints and Attack. This is available in Fortress Age for India.

All Elephants X Obstruction radius set to 0.79, Z Obstruction Radius set to 0.79 (instead of 0.49 X and 0.99 Z). This should help with their pathing issues (I have given them the same width and length as horsemen.).

Howdah cost changed back to 250 food, 350 coin, bonus against cavalry increased to 3.0x (up from 2.75x), bonus against Coyotemen (Coyote Runners, Rattan Shields, Tiger CLaws, Disciples) increased to 2.4x (up from 2.25x). Now properly have a 2.4x hand multipler against Coyotemen. Mansabdar reworked to new stats.

Flail Elephant hitpoints increased to 385, armor reduced to 0.30, cost increased to 150 food, 150 coin (up from 125 food, 125 coin), speed increased to 5.0 (up from 4.0), hand attack increased to 19 (up from 5), caption to 38 (up from 10), multiplier against artillery reduced to 2.0x (down from 4x), 0.80x multiplier against Light Cavalry added, and siege attack increased to 110, with 2.0 ROF. Bounty increased to 30. Mansabdar reworked to new stats.

Honored Flail Elephant Tech: now also gives Flail Elephants +0.50x multiplier against Artillery (increases from 2.0x to 2.5x against Artillery).

Indian Riding School: now also gives Flail Elephants +10% train points, making them receive an affective -30% train points (down from -40%; this is lategame spamming balance).

Mahout cost reduced to 385 food, 235 wood, Colonial Statistics removed. Caption increased to 75.6 (up from 56), multiplier against Heavy Infantry reduced to 0.625x (up from 0.5x), multiplier against villagers reduced to 0.75x (up from 0.5x), 1.35x bonus against Heavy Cavalry added (with a 0.75x against Rifle Riders to cancel out 1.35x), and a 1.25x hidden bonus against Coyotemen added (Coyote Runners, Rattan Shields, Tiger Claws and Disciples). Bounty reduced to 62. Mansabdar reworked to new stats.

Honored Mahout upgrade: now gives Mahouts +30% HP and +50% attack.

Exalted Mahout upgrade: now gives Mahouts +50% HP and +80% attack.

Monastery Healing upgrade: effect increased to make Indian Monks heal 900% faster (up from 250%; this increases Indian Monk Heal Rate from 4 to 40, instead of increasing it from 4 to 10).

Monastery Terror Charge upgrade: cost reduced to 400 food, 400 coin (down from 500 food, 500 coin).

Monastary Crushing Force Tech (Stomp Upgrade): now costs 250 wood, 250 coin (down from 500 wood, 500 coin).

Siege Elephant cost reduced to 285 wood, 385 coin, range increased to 30 (up from 28), LOS to 31 (up from 29). Bounty reduced to 67. Build Limit set to 15. Mansabder reworked to new stats.

Honored Siege Elephant Tech: now also gives Siege Elephants +0.5x bonus against artillery.

Mansabdars now have the equivalent of 2.5x HP of their unit (Infantry, Camel and Flail Elephant Mansabdars have 3x HP), 1.10x the attack (to match them with their unit and make them blend easier), and most Mansabdars have improved personal armor. Also, Elephant Mansabdars, the Sowar Mansabdar and the Urumi Mansabdar now take up the equivalent of 1.5x population count of their standard unit counterpart.

Colonial Charminar Gate now delivers 2 Sowars, 1 Stable Wagon and 100 Coin.

Brahmin are now affected by all Elephant techs and upgrades.

All Agra Forts have their X Obstruction Radius (width) reduced to 7.0 (down from 9.0), making them easier to place for construction.

Colonial Agra fort: brought back to original statistics.

Fortress Agra hitpoints increased to 6250, damage to 50, caption to 100, range increased to 26, LOS to 32, and anti-ship attack to 125.

Industrial Agra hitpoints increased to 8500, damage to 75, caption to 150, range increased to 28, LOS to 34, and anti-ship attack to 200.

Imperial Agra hitpoints increased to 12500, damage to 125, caption to 250, range to 30, LOS to 36, and anti-ship attack to 300.

Delhi Gate upgrade: now also gives Agra Forts +2.0 Range and LOS, gives Colonial Agra +4.0 Range and LOS. The Imperial Agra receives just +25% damage (instead of +50%), plus the Colonial Agra receives +50% HP (to make it 6000), and 100% damage, the Fortress Agra receives +30% HP (to make it 8125) and 50% damage, the Industrial Agra recieves +30% HP, and the Imperial Agra receives +25% HP. Also, the Colonial Agra and the Fortress Agra recieve +50% additional damage against ships (to make it 150 for the Colonial Agra and 187.5 for the Fortress Agra).

Red Fort upgrade: now also gives Agra Forts +2.0 Range and LOS; Colonial Agra Forts receive +4.0 Range and LOS. All Agra Forts now receive more damage as well (instead of only Colonial Agra): Colonial Agra gets +100% HP and +150% damage, the Fortress Agra receives +65% HP and +100% damage, the Industrial Agra receives 50% HP and +50% damage, whil the Imperial Agra only receives +20% HP and +50% damage.

Industrial Agra delivers 7 Gurkha and upgrades Delhi Gate upgrade free.

Imperial Agra delivers 14 Gurkha, and upgrades Delhi Gate upgrade free.

Enlist Gurkhas Card now gives Gurkha +0.75x against Heavy Infantry and a +0.33x bonus against Light Cavalry to match with Counter Infantry Rifling. Enlist Gurkhas Card also upgrades Counter Infantry Rifling Tech. Also, this Card gives Gurkhas -10% Train Points.

Sepoy Rebellion Card: now costs 2200 wood (up from 2000 wood).

Sacred Fields: build limit set to 1 in Discovery Age, with 10 sacred cow build limit, and 2 in Colonial Age, with 20 sacred cow build limit.

Honored Urumi Tech (Verumkai Urumi): now also gives Urumi a 0.75x multiplier against Arrow Knights and a +0.33x bonus against Light Cavalry.


CHINA

Chinese Monk Industrial Age Attack Upgrade: no longer gives -200% attack to Roundhouse Ability.

Hand Mortar armor increased to 0.60 (up from 0.50), range reduced to 32 (down from 34), LOS to 36 (down from 38), multiplier against ships reduced to 12x (down from 14x), speed increased to 3.30 (up from 3.0).

Flying Crow population count reduced to 6 (down from 7), hitpoints increased to 255 (up from 225), damage increased to 225 (up from 190), caption to 450 (up from 380), Range to 22 (up from 18), LOS to 26 (up from 22), multiplier of 2.0x against Infantry added, and a 0.75x multiplier against Artillery added, 0.5x Penalty against Cavalry and Light Infantry removed. (Do note that Flying Crows upgrade every Age in range, hitpoints and damage). Build Limit set to 6. (0.80x against Howdahs and Hand Elephants, as well; 0.75x against Siege Elephants because Siege Elephants count as Artillery).

Flamethrowers' penalty against Cavalry and Light Infantry reduced to 0.8x (up from 0.6x).

Arquebusier cost reduced to 85 coin (down from 95 coin), bounty reduced to 10. (Territorial Army made then to 285 food, 255 coin; Imperial Army made then to 480 food, 255 coin.)

Changdao Swordsmen hitpoints increased to 130 (up from 120).

Steppe Riders have their siege attack reduced to 22 (down from 25), multiplier against Infantry reduced to 1.67x (down from 2.0x), multiplier against Heavy Infantry reduced to 0.60x (up from 0.50x).

Iron Flail hitpoints increased to 320 (up from 292), hand attack increased to 22 (up from 19), caption to 44 (up from 38), Splash Radius to 2 (up from 1), Trample Damage to 19, caption to 76, and Trample Splash Radius to 3 (up from 2).

Meteor Hammer hitpoints increased to 230 (up from 217), 1 Area Damage added, with 37 Caption (has 29 damage, so this is small, but helps the unit out a lot).

Forbidden Army Armor Card: now gives Iron Flails and Meteor Hammers +15% HP and +30% armor (instead of +15% HP and +35% Armor).

War Junks now have 4.50 speed, cannon damage increased to 56 (up from 50), caption to 112, and broadside damage increased to 40, caption decreased to 100 (up from 35 and down from 120 caption; this is to make them more unique, different than Caravels).

Chinese Fireships now have their X Obstruction radius reduced to 2.29 (down from 2.99), Y Obstruction radius to 2.49 (down from 2.99), hitpoints decreased to 300 (down from 400), cost increased to 100 wood, 150 coin, build limit reduced to 8 (down from 10), speed reduced to 3.00 (down from 9.0), armor increased to 0.60 (up from 0.50), 750 damage, 1 Maximum range (down from 2), 2250 caption, have their 2.5x bonus against buildings removed, and get an additional 0.5x against Docks.

Admiralty Card: Now gives Fireships only +4.0 Build Limit (down from +5.0).

Fire Junk Attack Card: now also provides Fireships with +5% speed in addition to its current +50% damage bonus (in order to fit with new ship change).

Great Wall Card: effect reduced to only give +250% Train Points (down from +500%).

Manchu Combat: Now also gives Manchu Horse Archers +15% hitpoints and damage.

Repelling Volley Card: now also upgrades Counter Infantry Rifling Tech, and gives Iron Troops and Repentant Iron Troops +0.33x multiplier against Light Cavalry, +0.33x multiplier against Eagle Runner Knights, +0.75x multiplier against Heavy Infantry, and +10% damage. Cho Ko Nus and Arquebusiers receive only +0.75x bonus against Heavy Infantry and +0.33x bonus against Light Cavalry and Eagle Knights (down from +1.0x bonus).

Mongolian Scourge: now also gives Manchu Horse Archers +0.25x multiplier against Heavy Cavalry and +0.20x multiplier against Coyotemen.


JAPAN

Japan starts with +1 coin crate.

Colonial Giant Buddha: now ships 2 Naginata Riders (up from 1).

Ashigaru cost reduced to 80 food, 35 coin (down from 80 food, 40 coin), hitpoints reduced to 165 (down from 170), speed decreased to to 4.40 (down from 4.50), ranged attack decreased to 23 (down from 24), hand attack increased to 11.

Ashigaru Close Combat Card: now gives Ashigaru +20% Hand Attack, +0.5x bonus against cavalry in melee and +0.4x bonus against light infantry in Melee (instead of +1.0x bonus against cavalry and +0.75x bonus against light infantry).

Samurai hitpoints increased to 235 (up from 230), multiplier against villagers increased to 0.75x (up from 0.5x), siege attack reduced to 63 (down from 67), cover siege to 32 (down from 34).

Onin War Card: now also effects Infantry Cover Siege Attack, increasing Cover Siege by +33%.

Flaming Arrow bonus against buildings reduced to 2.0x (down from 3.0x), bonus against ships reduced to 3.0x (down from 5.0x), ROF reduced to 5.25 (down from 6.0).

Morutaru attack reduced to 330 (down from 385), caption reduced to 550 (down from 750), bonus against ships increased to 0.60 (up from 0.50), and a hidden 1.14x bonus added against Walls and European Forts.

Advanced Consulate Card: All units from the Japanese Consulate recieve only -40% train points (down from -50%).

Yamabushi and Konna Yamabushi multiplier against cavalry reduced to 4.5x (down from 5.0x), multiplier against light infantry reduced to 3.6x (down from 4.0x).

Ninjitzu-Zakai hitpoints reduced to 300 (down from 400), population reduced to 3, LOS increased to 22 (up from 14, in order to match with the Spy unit, which have 22 LOS). also affected.

Hatamoto Samurai hitpoints reduced to 425 (down from 540), cost reduced to 245 Export (down from 290), hand attack reduced to 42 (down from 58), caption to 84 (down from 116), cover hand attack to 21 (down from 29), caption to 42 (down from 58), bonus against cavalry reduced to 2x (down from 3x), bonus against Light Infantry reduced to 1.6x (down from 2.4x), siege attack reduced to 100 (down from 120), caption 160, cover siege to 50 (down from 60), caption to 80, bounty reduced to 25 (down from 29). Also, Hatamoto Samurai now have a 0.80x penalty against Urumi Swordsmen and Jaguar Prowl Knights. (They get +20% stats upon hitting fortress and +10% stats originally because they are a consulate unit; all consulate units act as Royal Guard units).

Dutch Expeditionary Force (3rd Army): effect increased to give 11 Ruyters, 8 Stadhouters and 2 Mortars. (This is because this army only gave 9 Ruyters and 2 Mortars).

Dojo hitpoints increased to 3500 (up from 2500).

Clan Offerings Tech: now delivers 1 Dojo Rickshaw and 3 Samurai (instead of spawning 1 Samurai at each castle.

Red Seal Ship Card: effect reduced from 1.0/0.83 gold to export exchange to just 1.0/0.70 gold to export exchange.

Shrine hitpoints reduced to 1500 (down from 1600).

Japanese Monks now heal 667% faster once the Koujou Tech has been researched (40 instead of 6 hitpoints per second).

Way of the Bow Card: now gives Yumi a +1.00x bonus against Heavy Infantry (up from +0.5x), +0.33x bonus against Light Cavalry, and upgrades Counter Infantry Rifling Tech.

Yabusame hitpoints increased to 240, armor reduced to 0.30, cost changed from 60 food, 150 coin to 80 food, 130 coin, ranged attack increased to 11, hand to 7, multiplier against Artillery reduced to 5.0x, speed increased from 6.8 to 7.25.

Yabusame Attack Card: effect changed to +25%, and now gives Yabusames +0.5x bonus against Heavy Cavalry and +0.4x against Coyotemen.

Sword Saint Card: cost penalty reduced to +5% Samurai food and coin cost (down from +10%).

Japanese 'Peacetime Fishing' Card: effect reduced to give Warships just +100% fishing and whaling rates (down from +125%).


RUSSIANS

Russian Settler train points reduced to 50 (down from 53). Now properly affected by Medicine and TEAM Medicine Cards (They would only get -3 seconds train time instead of the proper -6 for Russia; properly made -6 seconds Settler Block Train time).

Strelet Block cost correctly reduced to 375 food, 75 wood (down from 375 food, 100 wood), and Strelets now are affected by Russian infantry train points reduction (This means that they can train instantly).

Suverov Reforms Card: once again turns Strelets into Musketeers (instead of turning Strelets into Suverov Skirmishers).

TEAM Dueling School Card: effect increased to give -15% train points for infantry, -15% for Old Han and Territorial Armies, -8% for the rest of the Chinese Banner Armies (instead of -10% train points and +5.0 Infantry LOS; original card in TAD 1.03 gave -25% Infantry train points, which was OP).

TEAM Furrier Card: effect increased to +15% hunting and +15% foraging rates (up from +10% hunting and +15% foraging).

Ransack Card: now also effects Infantry Cover Siege Attack, increasing Cover Siege by +50%.

National Redoubt Card: no longer gives +1.0 Fort build limit.

Sevastopol Card: effect increased to give Forts -50% train points, Walls -45% train points, and Town Centers and Blockhouses just -60% train points (instead of just -50% train points for all of them).

Cossack cost reduced to 75 food, 70 coin (75 food, 75 coin), siege attack increased to 17 (up from 15).

Oprichnik colonial statistics removed. Hand attack increased to 22 (up from 20), bonus against Villagers reduced to 2.75x, bonus against artillery reduced to 1.83x (down from 2.0x), bonus against 'AbstractSiegeTrooper' reduced to 1.83x (down from 2.0x), trample attack increased to 17, trample caption to 68, siege attack reduced to 60 (down from 75). Oprichniks now have a hidden 0.55x multiplier against other Oprichnicks and Flail Elephants (These unit have the 'AbstractSiegeTrooper' tag, so Oprichniks originally had a 2.0x bonus against them. This was completely unfair, so I removed it against these units described: other siege/raiding cavalry, such as Flail Elephants and Oprichniks.)

Church Westernization Tech: cost changed to 400 coin (down from 900 wood).

Church Petrine Reforms Tech: cost reduced to 2000 coin (down from 2500 coin).

New Tech Added: Novgorod Pikemen. It is first available in Colonial Age at a price of 100 Coin and sends 13 Pikemen. These Pikemen auto-upgrade to Veteran upon the player hitting Fortress Age. It becomes available at the Church when the Russian "Royal Decree" Card is sent.

Bashkir Ponies Tech: now upgrades Royal Guard Hussars. They upgrade to Imperial Status upon a Russian Player hitting Imperial Age.

Russian Kalmucks now upgrade to Imperial Status upon a Russian Player hitting Imperial Age.


OTTOMANS

Janissary, ranged attack to 20 (down from 21). Consulate Tufanci Corps similarly affected.

6 Janissaries Card (in Age 3): effect increased to deliver 7.

Olgan Acemi School Card: effect changed to -20% Janissary cost and train points (instead of just -20% Janissary cost).

Abus Gun cost changed from 50 food, 100 coin, to 55 food, 95 coin, damage increased to 28 (up from 26), bonus against heavy infantry to 2.25x (up from 2.0x). Abus Guns also now have a 0.70x penalty against Mantlet Units and 0.75x against Grenadier-type units. (The initial affect of this is that Abus guns retain their same original damage against heavy infantry units as they did previously, but do not mame Grenadiers or Mantlets.)

TEAM 2 Outpost Wagons Card: effect changed to deliver 1 Outpost Wagon for Europeans, 1 Warhut Travois for Native Americans, 1 Castle Wagon for Asians, plus +1.0 build limit for these buildings.

Millet System Tech: now available in Discovery Age once again (instead of Colonial Age), costs 100 wood, takes 10 seconds to research, but no longer gives also 2 Settlers (instead of Colonial Age, 100 food, 100 wood, 100 coin, 15 seconds to research and 2 Settlers).

All Mosque Settler techs, except Galatia Town District, -33% approximate cost.

Mosque Construction Card: now gives Mosque techs -50% cost, but still gives Tufanci Corps and Topcu Corps Techs just -33% cost.

New Tech added: Barbary Corsairs. It is first available in Colonial Age, at a cost of 150 coin, and sends 4 Barbary Corsair Mercenaries. It becomes available at the Mosque when the Ottoman "Royal Decree" Card is sent.

Great Bombards now have 31 range (up from 28), 34 LOS (up from 32), Train points increased to 125 (up from 115), speed decreased to 2.80 (down from 3.50), ROF decreased to 7.625 (down from 8.0), minimum range removed, 1.30x against Infantry added, 1.25x multiplier against buildings added, penalty against artillery reduced to 0.45x (up from 0.4x), multipliers against cavalry and light infantry reduced to 0.75x (up from 0.5x). Build Limit set to 6. (0.80x against Howdahs and Hand Elephants as well; 0.45x against Siege Elephants because Siege Elephants count as Artillery). Consulate Great Bombards affected similarly.

4 Spahis Card (in Age 4): now can be sent infinite times.


PORTUGUESE

Outpost starting build limit increased to 7. Portugal does not get +1.0 Outpost build limit upon hitting Fortress.

Cassador hitpoints increased to 90 (up from 88), ranged attack increased to 18, ROF to 3.375 (up from 15 ranged attack and 3.0 ROF).

Genitours card: increased to give Dragoons +3.0 Range and LOS and +10% attack and HP(up from +2.0 Range and LOS and +10% HP and attack).

Besteiros Tech: Cost reduced to 1300 wood, delivers 13 Crossbowmen, increases Crossbowmen Range and LOS by +2.00, and upgrades Royal Guard Crossbowmen.

Order of the Tower and Sword Tech: Cost changed to 1800 coin (instead of 2000 wood), and now delivers 13 Black Riders.

New Tech added: Early Artillery. It ships 2 Falconets at a price of 500 food and is first available in Colonial Age. It becomes available at the Church when the Portuguese "Treaty of Torsedillias" Card is sent.

TEAM Fish Markets Card: effect increased to +15% fishing and whaling gathering rates (up from +10%).


SPANISH

Missionary build limit decreased to 8, train points reduced to 20, speed reduced to 6.75 (down from 7).

Lancers have their Colonial Statistics removed, speed increased to 6.60, siege attack increased to 22, hand attack increased to 22, with 2.75x against Infantry (instead of 20 siege, 20 hand attack and 3x against Infantry). Lancers now also have a 1.25x hidden bonus against Coyotemen (Coyote Runners, Rattan Shields, Tiger Claws and Disciples). Consulate Garrochistas are similarly affected.

Caballeros Card: effect reduced to give Lancers +0.90x bonus against Infantry (down from +1.00x).

Rodelero hitpoints increased to 140 (up from 135), 1.3x bonus against Heavy Infantry added, 1.2x hidden bonus added against Halberdiers, bonus against Cavalry reduced to 2.5x, bonus against Light Infantry reduced to 2.0x, siege attack increased to 13 (up from 10), and cover siege increased to 6.5 (up from 5). Consulate Espadachins are affected similarly.

7 Rodelero Card: effect increased to deliver 8 Rodeleros.

8 Rodelero Card: effect increased to deliver 9 Rodeleros.

4 Lancer Card: effect increased to deliver 5 Lancers.

Hand Infantry Hitpoints Card: now also gives Halberdiers +15% Hitpoints (in addition to giving Pikemen +15% HP and Rodeleros +20% HP).

Hand Infantry Combat Card: now also gives Halberdiers +15% Hitpoints and Attack (in addition to giving Pikemen and Rodeleros +15% Hitpoints and Attack).

Tech Added: Spanish Gold. Costs 1 Homecity Shipment and sends 1 Crate of Coin for every 3 minutes of the game, up to 30 minutes. It becomes available at the Church when the Spanish "Royal Decree" Card is sent.

Church Corslet Tech: effect changed to give Spanish Musketeers, +20% Hitpoints +25% armor (from 0.20 to 0.25), and -5% speed, and give Pikemen and Halberdiers +20% Hitpoints and -5% speed. (Instead of +25% Heavy Infantry hitpoints and -15% Heavy Infantry speed).

Quatrefage Tech: now upgrades Royal Guard Halberdiers, delivers 15 Halberdiers (up from 13 Halberdiers), and increases Halberdier speed by +15%. They upgrade to Imperial Status upon a Spanish Player hitting Imperial Age.

Wild Geese Tech: now delivers 13 Hackapells (up from 10 Hackapells), and only costs 1800 Food (down from 2000 Food).


REVOLUTION

Upon Revolting, the Spies tech is enabled at the Town Center, so that players who revolt can find stealthy units after defeating opponents.

New Revolution building added: Bakery. A Bakery is like the Dutch Bank, which, instead of generating gold, generates food. Bakeries gather 3.15 food per second, and can be build by Bank Wagons (shippable from the homecity now) once a player has revolted. Bakeries cost 350 wood, 350 coin, and have 2 build limit. Bounty increased to Bank levels (70 Build XP, 140 Kill XP). NOTE: Bakery building does not have any construction animation, but has sound.

Upon Revolting, Banks (Asian version) and Bakeries are enabled, with 2 build limit each. Both can be constructed by Bank/Bakery wagons sent from the homecity. (Asian version of the bank enabled to fix problems with the Dutch revolution).

Royal Mint Card now properly gives +10% autogathering to Revolution Banks, Textile Mills Card now properly gives +10% autogathering to Revolution Banks, Tulip Speculation Card now properly gives +20% autogathering to Revlution Banks, and Refrigeration Card now also gives +10% autogathering to Revolution Bakeries.

1 Infinite Fort Card: Now also ships 1 Bank/Bakery Wagon, in addition to what it already gives.

Forts and all Galleon units can now also train Colonial Militia.

Gatling gun hitpoints increased to 225, cost increased to 100 wood, 350 coin, bombard attack to 33, caption to 66, area to 3, multiplier of 1.35x against infantry added, range increased to 28 (up from 26), LOS increased to 30 (up from 28), multiplier against Cavalry and Light Infantry increased to 0.6x (up from 0.5x), multiplier against buildings increased to 0.75x (up from 0.5x).

Ironclad hitpoints increased to 3650 (up from 2000), armor to 0.99, cost to 500 wood, 1250 coin, build limit decreased to 1 (down from 3), speed reduced to 3.50 (down from 7.50), turn rate to 0.42 (down from 1.0), 'Siege Unit' and 'Siege Trooper' Tags added, Bombard attack increased to 135, caption to 230, Bombard Area to 2, range to 34 (up from 30), LOS to 38 (up from 34), Long Ranged Attack increased to 235, with 470 caption (6 Splash) and 0.5x against Docks with Long-ranged attack. XP bounty increased to 175 (up from 100). Ironclads are now essentially dreadnoughts.

2 Infinite Ironclads Card: effect reduced to deliver 1 Ironclad, costs 500 coin, and now takes 60 seconds to ship. (Down from 2 Ironclads and 40 seconds to ship).

Santander Revolution Politician: now ships 2 Frigates (down from 3 Ironclads) and 1 Factory Wagon.

Armor Plating Tech no longer affects Ironclads (Balance reasons).

Washington Revolution Politician: now gives Gatling +20% HP and damage and delivers 4 Gatling Guns (instead of +25% Gatling HP).

Louverture Revolution Politician: now gives Colonial Militia +15% HP and damage, plus delivers 16 Colonial Militia (instead of just +10% Colonial Militia HP).

Bonifacio Revolution Politician: now gives Units +10% HP, plus delivers 12 Colonial Militia (instead of just +5% Unit HP).

O'Higgins Revolution Politician: now gives 8 Imperial Hussars (instead of 10).

Hidalgo Revolution Politician: now gives 10 Pistoleros (Saloon type), 10 Comancheros (Saloon type), upgrades Wild West Tech and gives Outlaws an additional +35% stats, for a total of +70% Stats.


MINOR NATIVES

Cherokee Riflemen, Homecity Cherokee Riflemen, Cree Tracker, Homecity Cree Tracker, and Klamath Riflemen speed increased to 4.20 (up from 4.0).

Apache Cavalry now have 2.0x bonus against Ranged Infantry to match with the unit's description.

Maya Holcan Spearman and Homecity Holcan Spearman attack increased to 9 (up from 8), bonus against cavalry to 3.75x, multiplier against Light Infantry to 3.0x, siege attack increased to 48 (up from 45), and cover siege increased to 24 (up from 23). For Holcan Spearman, build limit increased to 18 (up from 15; Homecity version remains at 30).

Incan Huaminca build limit decreased to 9 (down from 13), hand attack increased to 18 (up from 15), cover hand attack to 9 (up from 8).

Incan Bolas Warrior build limit decreased to 7 (down from 8), cost changed from 40 wood, 60 food, to 70 food, 30 wood; Volley ROF reduced to 2.0, caption increased to 20.

Incan Chasique Messengers Tech: effect reduced to give Infantry, Cavalry, Light Infantry and Banner Armies -15% train points, -10% train points for Elephants, and -8% train points for Artillery (including Siege Elephants). (This is down from -25% train points for Infantry, Cavalry and Light Infantry, -10% train points for artillery, -25% train points for Old Han Armies, Territorial Armies, Standard Armies, Mongolian Armies, Ming Armies, Imperial Armies and Forbidden Armies, -18% train points for Black Flag Armies). Cuirassiers, Oprichniks and War Wagons now only receive -10% Train points from this tech.

Incan Road-building Tech: effect reduced to give just +5% Infantry speed (down from +10%), and now costs 100 food, 100 coin (down from 200 food, 200 coin).

Comanche Trade Language Tech: cost reduced to 50 food, 50 coin (down from 100 food, 100 wood, 100 coin), only gives -10% Tech coin cost, and takes only 10 seconds to research (down from 60 seconds).

Comanche Mustangs Tech: effect reduced to give just +5% Cavalry speed (down from +10%), and now costs 150 wood, 100 coin (down from 200 wood, 200 coin).

Cheyenne Rider cost changed from 60 food, 90 wood, to 70 food, 80 wood.

Cheyenne Horse Trading Tech: effect reduced to give -25% train points for Cavalry and Light Infantry (down from -40% for just Cavalry), and to -13% train points for Standard Armies, Mongolian Armies, Ming Armies and Imperial Armies (down from -20%), and now gives Hand Elephants and Howdahs just -10% train points. Cuirassiers, Oprichniks and War Wagons now only receive -10% train points from this tech (The Lakota Horse Trading Tech is also similarly affected.)

Carib Ambusher build limit reduced to 10 (down from 12).

Carib Feast Warriors Tech: cost reduced to 300 wood, 300 coin (down from 400 wood, 400 coin), only gives +30% Carib Blowgunner and Carib Ambusher hitpoints (down from +50%).

Mapuche Add-Mapu Tech: effect decreased to only give -5% unit gold cost.

Zen Metiocracy Tech: cost reduced to 200 food, 200 coin (down from 250 food, 250 coin), and effect decreased to only give -10% unit upgrade cost (down from -25%).

Native Iroquois Tomahawk build limit increased to 10 (up from 8), cost changed from 60 food, 40 wood, to 70 food, 30 wood, speed decreased to 4.80, range increased to 12, LOS to 15, ranged attack increased to 18, hand attack to 12, hand bonus against cavalry to 3.0x, hand bonus against light infantry increased to 2.4x, and siege attack increased to 15.

Native Iroquois Mantlet build limit increased to 6 (up from 5).

Huron Mantlets, Homecity Huron Mantlets, and Iroquois Mantlet armor increased to 0.60, range increased to 12 (up from 10), LOS to 15 (up from 12), hand attack increased to 12 (up from 10), ranged attack reduced to 24 (down from 25), speed to 4.0, and turn rate increased to 3.75 (up from 3.0).

Cree Kinsmanship Tech: cost reduced to 125 wood, 125 coin, and effect reduced to give only +25% Cree Tracker build limit (down from +50%).

Huron Sun Ceremony Tech: effect reduced to give only +50% Huron Mantlet build limit (down from +200%), but only costs 175 wood, 175 coin (down from 225 wood, 225 coin).

Nootka Clubman cost reduced to 80 food, 15 wood (down from 85 food, 15 wood), hitpoints increased back to 200 (up from 180), armor reduced to 0.10 (down from 0.20), hand attack increased to 12 (up from 11), cover hand attack to 6 (up from 5.5), multiplier against Cavalry reduced to 2.5x, multiplier against Light Infantry reduced to 2.0x.

Rattan Shield cost changed from 50 food, 60 wood, to 60 food, 50 wood.

Tiger Claw and Homecity Tiger Claws cost reduced to 55 food, 45 wood (down from 60 food, 50 wood), train points to 23 (down from 30), bounty to 10 (down from 11).

Chakrams and Homecity Chakram cost reduced to 95 food, 45 wood (down from 100 food, 50 wood), armor inceased to 0.60 (0.50), hand attack increased to 11, penalty against cavalry reduced to 0.6x (up from 0.5x), and siege attack increased to 22 (up from 15).

War Elephant and Homecity War Elephant hitpoints increased to 500 (up from 425), cost to 200 food, 90 wood (up from 200 food, 70 wood), hand attack increased to 22 (up from 20), caption to 44 (up from 40), trample attack to 22 (up from 20), trample caption to 88 (up from 80), and siege attack to 50. Multiplier against Heavy Infantry reduced to 0.80x (up from 0.67x). Bounty increased to 29 (up from 27).


OUTLAWS

Pistelero and Repentant Pistelero cost reduced to 95 coin (down from 100), bounty reduced to 19 (down from 20).

Dacoit and Repentant Dacoit cost reduced to 100 coin (down from 105), bounty reduced to 20 (down from 21), hitpoints increased to 150 (down from 140), speed increased to 4.25 (up from 4.0).

Comanchero and Repentant Comanchero hitpoints increased to 180 (up from 150), ranged damage increased to 20, and hand attack of 15 properly added.

Thuggee and Repentant Thuggee speed increased to 4.50 (up from 4.0), ranged attack increased to 28 (up from 26).

Outlaw Riflemen and Repentant Outlaw Riflemen speed increased to 4.20 (up from 4.0), cost reduced to 110 coin (down from 120), bounty reduced to 22 (dow from 24).

Wokou Blind Monk and Repetant Wokou Blind Monk speed increased to 4.20 (up from 4.0). Repentant Wokou given standard skirmisher multipliers against cavalry and ranged cavalry units.


MERCENARIES

Barbary Corsair cost reduced to 180 coin (down from 200 coin), hitpoints increased to 325, armor increased to 0.50 (up from 0.40), hand attack increased to 30, cover hand attack to 15, 1.5x multiplier against heavy infantry added, siege attack increased to 40, bounty reduced to 18 (down from 20). Repentant Barbary Corsairs are also affected. (This is to match with Rodeleros a bit more).

Jaeger speed increased to 4.20, range increased to 22, LOS to 26, auto- attack range increased to 20 (up from 16). Repentant Jaegers are also affected.

Black Rider hand attack increased to 27 (up from 10), melee bonus against Heavy Cavalry reduced to 2.0x (down from 2.5x), melee bonus against Coyotemen reduced to 1.6x (down from 2.0x), melee bonus against artillery reduced to 1.3x (down from 2.0x). Repentant Black Riders also affected.

Swiss Pikeman cost increased to 170. Bounty increased to 17. Repentant Swiss Pikemen are also affected.

Fusilier speed decreased to 5.25 (down from 5.5). Repentant Fusiliers are also affected.

Hackapell hitpoints increased to 325 (up from 295), armor reduced to 0.25 (down from 0.30), speed increased to 7.25 (up from 6.75), trample caption incresed to 360 (up from 270). Repentant Hackapells are also affected.

Elmeti hitpoints increased to 1025 (up from 1000), hand attack increased to 55, trample to 42, trample caption to 168, bonus against Infantry reduced to 2.25x (down from 3.0x). Repentant Elmeti are also affected.

Li'l Bombard damage increased to 600 (up from 400), caption to 1245 (up from 800), ROF to 6.0 (up from 4.0), range increased to 31 (up from 28), LOS to 36 (up from 32), and a 1.5x multiplier against infantry added. Build Limit set to 5. Repentant Li'l Bombards similarly affected.

Arsonist hitpoints increased to 320 (up from 250), cost reduced to 285 (down from 300), train points to 47 (down from 50), speed increased to 4.50 (up from 4.0), caption increased from 48 to 63 (caption 2.25x original damage, which is standard for grenadiers), Volley range increased to 15 (up from 12), LOS to 17 (up from 14), 1.35x against Infantry added in Volley mode, ranged multipliers against Cavalry and Light Infantry reduced to 0.60x (up from 0.5x), hand attack increased to 32, 1.5x hand bonus against Cavalry added, 1.2x hand bonus against Light Infantry added, bounty reduced to 29. Repentant Arsonists are also affected.

Iron Troop range increased to 20, LOS to 24. Repentant Iron Troops are also affected.

Jat Lancer hitpoints increased to 675, hand attack increased to 50 (up from 35), trample to 38, bonus against Infantry decreased to 2.8x (down from 4.0x), trample caption increased to 152 (up from 39). Repentant Jat Lancers are also affected (Jats were a bit fragile).

Yojimbo hitpoints increased to 675, ranged attack increased to 45 (up from 35), multiplier against cavalry increased to 3.0x (up from 2.0x), multiplier against light infantry increased to 2.4x (up from 1.6x). Repentant Yojimbos are also affected (Yojimbos were UP for their cost).

Ninja population reduced to 3, LOS increased to 22 (up from 14, in order to match with the Spy unit, which have 22 LOS). Ninjitzu-Zakai (Consulate Ninjas) and Repentant Ninjas are also affected.


HEALERS

Priests, Imams, Missionaries, Firepit Medicine Men and Surgeons (as well as Mayan Medicine Men and Warrior Priests) now heal units +200% faster (from 10 per second to 30 per second). Surgeons Heal +450% faster (from 20 to 90).

Missionary build limit decreased to 5, train points reduced to 20, speed reduced to 6.75 (down from 7).

Church Mission Fervor Tech: now gives Priest units +30% HP and +5% speed (down from +15% Speed and +35% HP), and now costs just 150 food, 150 wood (down from 200 food, 200 wood).

Church State Religion Tech: now gives Priest units +50% HP and +5% speed (down from +15% Speed and +65% HP), now costs just 300 food, 300 wood (down from 400 food, 400 wood), and now is available in the Industrial Age (instead of Fortress Age).

Medicine Men, Firepit Medicine Men and Surgeons are now also properly affected by age up bonuses like other priest units (healing rate increases every age; +20% for Fortress, +30% for Industrial (total +50%), and +50% for Imperial (total +100%).

Medicine Men and Firepit Medicine Men get +30% HP boost and +5% speed boost upon hitting Fortress.

Medicine Men and Firepit Medicine Men get +50% HP boost and +5% speed boost upon hitting Industrial, and Surgeons and Warrior Priests get +50% HP and +5% speed boost upon hitting Industrial.

Priests and Imams have their train points reduced to 20 (down from 30).

Medicine Men cost reduced to 100 food (down from 200), train points reduced to 15 (down from 20). Bounty decreased to 10. (In order to fit in line with other priest units).

Firepit Medicine Men hitpoints reduced to 200, train points to 12, cost to 100 coin. Bounty decreased to 10. (In order to fit in line with other priest units).

Surgeon hitpoints increased to 300, armor to 0.20 (ranged), cost reduced to 150 coin (down from 300), train points to 20 (down from 40), and Surgeons now heal +450% faster. Bounty decreased to 15. (In order to fit in line with other priest units). For Asian civs, Surgeons now cost 150 export (down from 180 export).

Priests, Imams and Surgeons now have a build limit of 10.

Field Hospitals now heal significantly faster (+3333% faster; from 3 Health to 100 Health per second). Field Hospitals upgrade in healing rates in Fortress Age (+20%), Industrial Age (+30%; total +50%), and Imperial Age (+50%; total +100%, for twice the effect in Imperial).

Master Surgeons Card: Now delivers 2 Surgeons, gives Surgeons and Field Hospitals +100% Healing Rates, and enables Surgeons to be built from the Church or Field Hospitals.

Russian TEAM Cheap Priests Card: effect reduced to give effective -50% cost for Priests, Imams and Medicine Men, -33% cost for Missionaries, -50% cost for Surgeons and Field Hospitals, -50% train points for Priests, Imams, Medicine Men, Missionaries and Surgeons, -15% train points for Warrior Priests and -50% train points for Firepit Medicine Men (down from -50% cost and train points for Priests, Missionaries and Imams, no bonus to Surgeons and Field Hospitals and -15% train points for Warrior Priests and Firepit Medicine Men).


BUG FIXES

Fixed bug in Deathmatch games where the Asian Civs could advance to Imperial Age. They no longer can do this on Post-Industrial Settings.

Fixed bug in Deathmatch games where the Japanese Civ did not get sufficient techs. All techs from the Golden Pavilion, the Dutch Church and the Dutch Arsenal now start upgraded.

Fixed bug in Deathmatch games where the Chinese Civ did not get sufficient techs. All techs from the Factory and the Fort now start upgraded (Imperial Cannon starts upgraded in Post-Imperial Settings).

Bug Fix: All Skimisher-type units now have 0.75x penalty against AbstractCoyoteMan instead of 0.75x just against xpCoyoteMan. This makes sure they have a proper penalty vs. Rattan Shields, Tiger Claws, and Disciples.

Fixed bug where Socket Bayonet Tech did not effect all types of Musketeer and Grenadier units.

Fixed bug where Repentant Jaegers, Consulate Roger's Rangers, Consulate Prussian Needle Gunners and SPC Colonial Militia (different than Revolution Colonial Militia) were not affected by Counter Infantry Rifling Tech. Appropriate multipliers have been added.

Fixed bug where the Discovery Travois did not have proper audio.

Fixed bug where the Church Wagon did not have proper audio.

Fixed bug where the Native Embassy Travois did not have proper audio.

Fixed bug where Surgeons from the British Consulate could not build Field Hospitals.

Fixed bug where the Church from the Dutch Consulate could not train the Spy unit.

Fixed bug where Homecity Sohei had less damage against Cavalry than regularly trained Sohei. Properly increased to new stats (3.5x vs. Cavalry, 2.8x vs. Light Infantry, instead of 2.25x vs. Cavalry and 1.8x vs. Light Infantry).

Fixed bug with Wokou and Repentant Blind Monks, where they did not have proper penalties against Cavalry or bonuses against Light Cavalry units. These appropriate multipliers have been added, as well as the proper multipliers against AbstractCoyoteMan and xpEagleKnight.

Fixed bug where Consulate Horse Artillery and Consulate Great Bombards did not recieve proper names while aging up.

Indian Brahmin now have the 'AbstractElephant' tag, and are therefore affected by all elephant cards.

Fixed bug with Indian Terror Charge upgrade: Indian monks were not faster than the elephants' speed they boosted, so upon upgrading, Indian monks recieve an additional +6% speed (to 6.30) instead of just an additional +5% speed (instead of 6.25). Indian monks also boost each others speed, so with two together, they will have 6.615 speed (shows just as 6.61).

Fixed bug with Mansabdar Urumi cover attack, where the Mansabdar Urumi just had 2 range instead of the standard 6. Mansabdar Urumi cover siege attack range increased to 6 (up from 2).

Fixed bug with Consulate Tufanci Corps only having 210 HP, with 2.25x bonus to cavalry and 1.8x bonus to Light Infantry. Upped to new Janissary stats.

Fixed bug where the French TEAM Hand Cavalry Damage Card only affected Hand Cavalry and Coyote Runners. It now affects Hand Cavalry and AbstractCoyoteMan (Coyote Runners, Disciples, Tiger Claws and Rattan Shields).

Fixed bug with Native American Civs not receiving Gaia Trade Route Unit LOS. (Needs Testing).

Fixed bug where Comancheros and Repentant Comancheros did not have proper hand attack. Proper hand attack added.

Fixed bug with Sufi Sharia Tech, where it gave the Dutch +9.0 Settler Build limit. It now gives the proper +5.0 for the Dutch.

Fixed bug where Minor Native Iroquois Tomahawks, Mantlets, and Lakota Axe Riders could not be trained at the Native Embassy. They are now added to trainable units at the Native Embassy.

Fixed bug with Catamaran units: they now have proper attack vs. ships as canoes do.

Fixed bug with Bolas Warriors: they now do proper damage against guardians.

Fixed bug with some Post-Industrial techs, which are used for deathmatch games. The techs should now be ordered properly with correct unit names, plus Native American civs get Steel Traps and some Big Button techs which upgrade units researched with the Post-Industrial Techs, (Steel Traps is, from FP 1.2, in the Native American Tech Tree). Also, European civs no longer start with Advanced Arsenal upgrades researched, and Mission Fervor and State Religion techs now properly start researched.

Fixed bug with Homecity Tiger Claws when Reinforced Gauntlets tech is researched. In early versions of the game, they are not affected by the +50% HP.

Fixed bug with Shaolin Fist Tech, where Ranged units would only get increased hand attack in Volley, Stagger and Guard modes. It now affects regular Melee mode as well.

Fixed bug with Asian Compunction Tech, where it did not increase Repentant Outlaw Rifleman and Repentant Thuggee attack. It now gives these units the proper +35% attack.

Fixed similar bug with Wild West Tech, where it did not increase Repentant Wokou Ronin, Repentant Thuggee, Repentant Outlaw Rifleman, Repentant Outlaw Rider, or Repentant Outlaw Pistolero attack. It now gives these units the proper +35% attack.

Fixed bug with Aztec Old Ways shipment, where it made the Firepit Founder Tech cost 250 Coin (instead of 25 coin, which it should be).

Fixed numerous bugs with Iroquois Old Ways shipment.

Fixed bug with TEAM 5 Manchus Card, where it took only 40 seconds to ship. It now takes the proper 60 seconds to ship, standard of all Mercenary shipments.

Cree Coureurs now have 0.30 armor in order to match with regular Coureurs.

Arsonists and Repentant Arsonists now have 'Mercenary' tag.

Rajput Mansabdar speed reduced to 5.0 (down from 5.5) in order to match with the Rajput unit.

Fixed bug where Flail Elephants and the Flail Elephant Mansabdar did not receive a 0.80x multiplier against Ranged Cavalry. Proper multipliers now added.

Asian Consulate Bank hitpoints reduced to 3500, bounty increased to 70, and kill bounty decreased to 140 in order to fit in line with the regular Bank.

Fixed bug with Indian Fish Market Card, where it costed 1 population to ship. It is also now affected by Conscript Sepoys Card.

Fixed bug with Indian Mystical Syllable Card, where players needed 1 population slot free in order to order it, despite that it did not cost population. (May work).

Fixed bug with Indian East Indiamen Card, where players needed 1 population slot free in order to order it, despite that it did not cost population. (May work)

Brahmin are now properly affected by Tame Elephants and Elephant Combat Cards.

Repentant Fusiliers now have a 1.5x bonus against Light Infantry in ranged guard mode (this was missing in ranged guard mode).

Fixed bug with German Advanced Dock Card. Now standardized to regular Advanced Dock Card (Minus fpSiouxBisons Tech).

East India Company Card: unit HP and damage boosts ordered correctly.

Many Minor Native techs are now affected by Zen Meritocracy and Japanese TEAM Cheaper Unit Upgrades Card. Native American and Asian 'Legendary Native Warriors' techs are now also affected as well.

Aztec CHEAP Warhuts card: now affects current percent, not base percent.

TEAM Early Dragoons Card: now also affects Eagle Runner Knights, Zamburacks and Bow Riders, giving them -15% train points, and allows War Wagons to be trained in Colonial Age.

TEAM Early Skirmishers Card: now also affects Abus guns, giving them -20% train points.

Aztec Religious Unity Card: now makes Temple of Centeotl Support 375 food instead of 750 coin (-25% reduction).

The "King's Hill" building in King of the Hill games can no longer be deleted ingame.

Fixed bug where Heavy Cannon spawning did not work with the Indian and Japanese civs. (This is for scenarios in which designers wish to have the Japanese or Indian civilizations be able to produce Heavy Cannons from the Russian Consulate factory). Imperial Cannon Tech also now set obtainable for all Asian civilizations (instead of just for China).

All Consulate Techs and Brigade Shipments can now be affected by Enlist Gurkhas Tech (This is receiving +3 Gurkhas with every Consulate Tech, for India once Royal Green Jackets shipment has been sent). In previous patches, it only affected Consulate allies that India could ally with ingame. This has been changed to help scenario designers with custom Consulate Allies.


MISCELLANEOUS (non-patch related, really)

Church Wagon now builds a Church only 2.0x the speed instead of 3.0x the speed.

Sacred Field Wagon now builds a Sacred Field 2.0x the speed (up from 1.0x).

For the Asians, the Native Embassy Travois now looks A LOT nicer. This was unsuiting to the Asian architecture, so I made a duplicate unit, but plugged in Asian art files. It also has proper audio. Enjoy!

New Unit added into the Scenario Editor: Fusilier. The Fusilier has been adapted from the Napoleonic Era MOD, but has been rebalanced and uses already ingame art files. Fusiliers are first available in the Fortress Age, and auto-upgrade to Veteran Status. Unit Stats: 80 food, 50 coin, 35 train points, 180 Hitpoints, 0.10 hand armor, 4.0 speed, 29 ranged attack, 14 Range, 18 LOS, 1.1x against Cavalry and Hand Infantry, 16 hand attack, 3x against cavalry in hand mode, 2.4x against light infantry in hand mode, 24 siege attack. Has audio for all European civs except the Ottomans. Veteran status auto-upgrades for Fortress, and Fusiliers have Guard and Imperial upgrades.

Carronade Frigate added into Scenario Editor units. It is a Short-ranged warship armed with devastating cannons, and has audio.

20lb Unicorn Mortar and 5lb Howitzer added into Scenario Editor units. They have long range, minimum range and slow rate of fire, but are devastating against Infantry, Cavalry and buildings.

V1 Rocket Launcher added into Scenario Editor units. Launches V1s for great effect. NOTE: This unit does have a minimum range.

---------------

Again, Enjoy the Patch!


best of regards,



murdilator

[Edited on 01/18/13 @ 11:00 AM]

MandosRex wow... that's a lot to read...

my favorite part was this: "...the well known Improvement Mod..." :)

i for one kinda suck at balancing things... i try my best but i know sometimes i might get things wrong... but it seems you know your stuff.
good work.
murdilator
File Author
I've worked two years trying to balance AOE3, and my first upload had several faults. I, however, am not great at art files and just beginning :). I had most of my suggestions from others, such as friends who played the game earlier (one said I should make ships slower and not pivot so much), and another person said that ships shouldn't be able to overlap one another. I had a personal taste to make the Ironclad a fun ship, for instance. I took suggestions from different players and many unanswered posts that I remembered reading on Age community forums or at my stay at Age Sanctuary, and tested them. I had some ideas of my own, but what I would say is that most of the ideas I took from other people and their suggestions. I, sure, deserve some credit for gathering them together, but the real credit goes to the great support given by the community and those people in my clan.

I think its always good to look at other people's work to study them and find new ideas. I would never want to plagiarize anything of course, always giving the proper credit, but sometimes ideas like "Civilized Government" and "Colonial Goverment" do sound alike, do they not :D? I learned a lot from your mod that I could not have learned elsewhere. I must give you much thanks for all of this, and your willingness to cooperate with others' suggestions.

I also looked at things like Napoleonic Era, remembering ideas like making the Ironclad tech cost 2 Shipments and 2000 coin, for instance, as I remembered that they had techs at the university that simply costed homecity shipments. But, even as simple as editing the Protoy and Techtreey files, I am absolutely a noob at modding otherwise. I would have no clue how to modify villagers to gather fish, etc., though perhaps I could find it out after a couple weeks. But I would be more pragmatic and look how you did it first :D.

Anyways, thanks for the comments! I'm sorry if previously gave a criticism on your mod, I meant it only for improving it! And if you like, feel free to add things from my mod to your mod if you think it makes it better. Perhaps in the future we could work together on something. But I'm gonna be quite short for time when school starts, so I'd have to see first if your interested.



regards,



murdilator

[Edited on 08/12/12 @ 07:35 AM]

Keshik
Rating
5.0
Breakdown
Playability5.0
Creativity5.0
Art and Sound5.0
Installation/Instructions5.0
Story/Description5.0
Could you make Chinese train Manchu horse archers in their temple? Because you have make Manchu bombat card increase the hitpoints and attack of this unit, but actually Chinese can get this units easily.
Khtugg Wow, looks very impressive, I will try it out!

I have a question, murdilator, about the Mahout elephants. Do you think it's possible to make them stomp and gore like the monk's elephant? I allways though Big Huge Games missed the target with the Mahout Elephant's only attack was from the rider on it's back...
Sunthunder Does this work for LAN, You have posted that it works for EOA online but did not specify LAN, I have installed the mod on two computers(running two differant copies of the game) all same version of base game Expansion packs and mod. But I still get a CRC mismatch error when attempting to play lan. Any Help?
murdilator
File Author
Hey there!

1) About Manchu Horse Archers: I simply boosted them because they belonged to China, but the only way of adding them logically would be by letting the Chinese Monastery Compunction Card (which enables Iron Troops) also allow the trainability of Manchus. However, I tell you that this process is actually quite simple if you just want to modify the game yourself. If you want to modify it, go to


My Documents/My Games/Age of Empires III/Fan Patches/N3O Patch FP 1.3z2/Data

Where you will see Protoy and Techtreey files.
I can't give detailed instruction here, but you can ask further questions on the forums. You can just check in the coding and learn by first Backing up your original file, and testing with a new one.

-----------

2) Yes, it is possible to add a stomp ability to Mahouts. This would require a modification of a tactics file, or me changing the Mahout's tactics to the Brahmins (doable in the Protoy), but it could also be much more complicated than that. I personally would think that it would make them OP, but I agree the the animation would be cooler if the Mahout actually attacked with its head like it does in trample mode, instead of just the rider attacking.

-----------

3) About the installation/compatability problems: Yes, this works for LAN. I play my mod on LAN with my Dad and it works fine. But the installation may be a little tricky. First off, this is what I suggest.

a) CRC mismatch here most likely means that just 1 file is wrong, causing the inability to play. Check and see if there are any differences in the Patch notes. If there are any, then follow the instructions for the latest version. Having different Art files and Sound files do not cause CRC Mismatch (unless the Custom Art files can't be found in the game already; I have no foreign art files included in that way). Having different AI will most likely cause a CRC. Normally then, it would be best to download the current version FP from here, and copy and paste the New Files into the Fan Patches folder:

My Documents/My Games/Age of Empires III/Fan Patches/N3O Patch FP 1.3z2/Data


If you are completely lost and it doesn't work. Try reinstalling it thus: Launch your game versions back to RE 1.03. Follow the uninstallation instructions about deleting the following files in Program Files:

My Computer/Local Disk/Program Files(x86)/Age of Empires III/Data

Files/folders to delete:

"Tactics" (folder)
"civs"
"homecitybritish"
"homecitydutch"
"homecityfrench"
"homecitygerman"
"homecityindians"
"homecityottomans"
"homecityportuguese"
"homecityrussians"
"homecityspanish"
"homecityxpiroquois"
"politiciandata"
"civs"
"politician data"


b) Then delete the folder

My Documents/My Games/Age of Empires III/Fan Patches/N3O Patch FP 1.3z2/


c) Then download and install the latest version on both computers. Carefully follow the instructions to make sure that everything is correct.



This is all I can say for now. I hope this helped you some!



regards,



murdilator

[Edited on 10/02/12 @ 04:54 AM]

bizso09 This is great, but I was wondering that with so many changes that you have made, how do you know that the game is still balanced and fun to play?

I know that the original version is unbalanced at points, but still Microsoft and Ensemble had tons of statistics and play testing time available in order to make it as balanced as possible. In my view, that's the only way you can ensure the game is fun to play. Since I doubt you had access to a database of thousands of games played and did play testing with hundreds of people, these changes seem quite significant and based on hunches. I mean balancing a game is a near impossible task for one person alone without any hard data to support the changes.

Just wondering...
dietermoreno I don't like it. You have made minimal changes in unit stats that are classical nerfs, you have nerfed upgrade techs, you have removed the iron clad from being trained from the consulate, and you have removed the iron clad from being sent from revolution homecity EVEN WHEN IRON CLAD IS UNIQUE BENEFIT OF REVOLTING.

All I can see your patch doing is helping musketeer spammers and hurting boomers who like to build real armies late game.


Creativity 1 out of 5

I already said this is unoriginal.


Story/Description: 5 out of 5

Detailed description.


Art and Sound: 5 out of 5

Not applicable so I gave you a 5.


Installation instructions: 5 out of 5

Thorough description.


Playability: 1 out of 5

You make the game play even worse than the unmodded TAD. You are making TAD look like vanilla with native civs and asian civs. You have successfully "vanillaed" TAD, if that was your goal.

[Edited on 01/31/13 @ 09:00 AM]

murdilator
File Author
"Vanillanizing" the game was a huge part of my goal. Or I would rather say I made it like original Warchiefs.

On Creativity: I would argue that this patch is quite creative, because it employs various suggestions from across the community while trying not to change the way the game is played. I apologize if you experienced differently then some of the others here. By no means had I any intention of ruining anyone's fun.

On Playability:

If you played against the AI, I made them build musketeers more often than other units, so I'm sorry if you met a spam of these and didn't like it. They suck with Hand Infantry, and are much better with Ranged Infantry, though I gave Spain and some other civs more hand infantry/hand cavalry based armies. I have tried to make civs build the units they like lategame, in order to make them more treaty-friendly. They do not know how to use special techs yet, like Missionary Unction. I eventually wished to create a separate No-Rush AI.

If you want a challenge, try fighting two Expert AI's on Deathmatch, giving them 30% handicap. Its easy to lose then.

Also: If you liked the AI, but not the patch, I have a version of the AI uploaded in the Miscellaneous files section which is compatible with regular TAD. I hope that you may enjoy this at least :).


Now about the comments that you did make, I can actually agree with some of them. Musketeer battles are a bit too prevalent. I had hoped to fix this with the musketeer changes present. However, I had this musketeer change mostly from expert supremacy players who played the game. I also wanted Musketeers to be able to beat ranged cavalry. So I gave them lessened attack (experts suggestion), 1.1x against Cavalry and Hand Infantry and gave them 1 more range in Industrial. Also, Musketeers themselves (European ones) are a bit overpowering in earlier versions of the game. (were with 23 damage earlier, but lowered to 21 with 1.1x against Cavalry and Hand Infantry, 1.1x against Mantlet units), so I could just take +1 range away in Industrial Age. I have thought of removing musketeers from Germany in the next version.

However, I could also argue that Musketeers have been made better against the units they are supposed to counter (although their game design was to be decent against every unit) and make them a bit worse against Skirmishers and cannons. People will prefer rushing with Pikemen more often now.


Skirmishers - these went hand in hand with the musketeer changes. Do you want me to make them do 3.0x against Heavy Infantry again? This makes Skirmishers too prevalent, though its quite balanced when they have 0.75x against Cavalry. I made it 0.875x against Cavalry because I didn't want cavalry to decide Rush Games: Rush games have always been decided by hand infantry or ranged infantry rushes. I intend that it remains that way. To counter this, Cavalry are cheaper and train faster. Minutemen and Outposts are the counter to rush, not anything else.

What of all the good balances all-around, the ones that help turtling and booming?

What civs do you normally play? Have you tried India lategame, the Iroquois, the Aztecs, or do you just play the Europeans? Do you play Russia where you now must use tactics? My scenarios and patch do not usually impress at first sight; be willing to try different civs several times, because I've added great depth to the game.

What about Grenadiers, Chakrams? What about Heavy Cannons, Rockets and Bombards? What about Elephants? What about Mercenaries? What about Banks? What about Rajputs, Rodeleros - do you like them? What about Ranged Cavalry doing more hand damage? What about Warship combat (I have intended to make Warships a bit less lengthy)? What about improved church upgrades (I admit adding techs to the game may be problematic because people do not like change). What about French Thoroughbreds? (No more ridiculous cavalry spamming), what about Germany's "Tilly's Discipline" Tech, and Wallenstein's Contracts? These are just a few changes mentioned.


Do you play treaty or supremacy regularly? Though I balanced many small things in Supremacy, I balanced more for Treaty and Deathmatch, and I brought many things back to the original.

I admit about Howitzers, I've thought about getting them back to normal, plus I've thought of giving back Russia is Fort Spam a bit with three forts, to give back a more TAD feel to the game. I may also remove Experimental Howitzers from the game. They change the game-play a bit too much, though they are a fun addition. I am definitely for fixing all kinds of faulty changes: many of the changes themselves were a bit iffy, and I could change those back.

I would like to change Schooners back to normal as well (-60% cost for fishing boats).


I would like more comments about improving this patch. However, I think if you rating was given because I forbade Ironclads to the Asians at the Portuguese Consulate, I think that is quite hard.* Also, Revolution people can get Ironclads, but I see you think that having a price of 800 coin to buy one is steep, and it is. Though I like your comments, I do feel a little like you have given few specific suggestions as to why you thought it wrong. You do say I give some little amount of balancing here and there, "classic nerfs," but I have spent two years balancing this game. In other words, I am not a noob, but I am willing to take criticism that you offer me.

*Remember that Ironclads were relatively new technology since 1863 and the Europeans would never let the Asians have that technology, lest the Asians rebell effectively and destroy European sea-power, which was the only real advantage the Europeans had over the Asian Dynasties. Its then unrealistic that the Europeans would send one for Intervention. Besides, they are a bit OP in my version, so I had to find a creative way of removing them. I could add them back and it was a hard decision to make myself.

To conclude my reply, I am more than happy to see an honest person give their time to give a rating, and I am happy with the constructive criticism that you have given me. I assure you that I will improve this, and I hope you will give it another shot, because it really contains depth.


God Bless!



best of regards,



murdilator

[Edited on 10/25/12 @ 02:24 AM]

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HGDL v0.8.2

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Rating
4.3
Breakdown
Playability4.3
Creativity5.0
Art and Sound4.7
Installation/Instructions4.0
Story/Description5.0
Statistics
Downloads:3,592
Favorites: [Who?]7
Size:6.19 MB
Added:07/26/12
Updated:01/18/13