Military Revolution
V1.4.1> Small Update to avoid Industry cost Reductions from Heroes & Buildings stack with Winter effect on Minor/Major faction units that could lead to 0 industry units.
V1.4: Fix to food era 2 techs, now 2 buildings in each as intended. Also some AI evaluation improvements.
Lots of changes specially focused on buildings, techs and luxuries.
The objective is to give some balance, boosting some game techs and resource buildings, and also gives the player more strategic options to consider, lowering the usual luck involved in some strategies (finding quest techs/luck with strategics/luck with luxuries/luck with Silics!!).
The mod has AI support so AI knows about the benefits of new/changed buildings and techs. Full integration with Improved AI mod (load this mod AFTER improved AI in the load order), but also works fine as standalone.
A resume of the changes with explanations:
– Search Party also adds 1 movement on all units.
– Food buildings and techs buffed: Most powerful food buildings also add a food percentage into another resource, and on Era II we have two interesting techs for food (mix of pop on food/passive food and strategy about terrain)
– Additional Influence building on Glory of the Empire tech: was an easily ignored option until public works, now is a bit more of an option.
– Some tweaks on industry buildings: Production Line with only +3 industry/pop was totally lackluster (similar effects on adamantian tomes/slavery necro hero/cultist hero), so also gives an industry percentage bonus. Canal system is a plain bonus of +12 summer industry and +1 industry/pop to be able to push industry on cities with low production from tiles, plus get a minor bonus if the player industry focuses the population a lot.
– Some military bonuses are more dependent on tech and less dependent on the luck of luxuries: lowered exp needed on heroes BUT redsang is half effective, military XP buildings buffed BUT quicksilver is half effective.
– Some bonuses to units production reduction in buildings, to keep some track on building production reductions bonuses.
– More military passive bonuses in the tech tree: Extra XP per turn on units from Brigade System to help low-level units to catch up a bit, and 0.5 strategic resource gain from rare strategics unlock, just like the extra luxury gain from uncommon luxuries unlock.
– Also a unique building for +4 strategic resource on region, buffing the very situational advanced quarry tech, allowing some interesting decisions on strategic resources.
– Some twists in strategic gear techs: Merged all tier 1 techs, Tier 2 Mithrite/Hyperium as Era 5 and enabled for research (still obtainable in quests). The objective is to free tech options for the buffed military techs, or other strategies.
– Some balance restrictions: Max unit/buildings industry reduction is 75%, tech reduction to 85% (for the Forgotten to avoid buying the entire tech tree for 0 gold), Military upkeep calculated in steps so 50% & 50% = 75% (to avoid 0 military upkeep).
– Tweaks on Ultimate techs: Dust and Science also give some trade bonuses for an extra boost: science/dust buildings carry lots of percentage boosts already so the final boost could be not that great. Also serum of Iteru nerfed to 50% health and Damage, I always considered that buff was too extreme.
– Tweaks on Luxuries: I missed a second source of influence and a source of trade science, so pixie dust terrible bonus is added to emeralds, and gets 50% science trade and 25% Influence. Blood crystal gives 20% damage instead of 25% attack, to keep attack vs defense more balanced (we have already an attack boost on the empire plan, strategic weapons get high attack but is mitigated with brigade system).
The strict details on the change notes.
Revisions:
Old revisions of this mod are available below. Click the link to download.
