ERA and Better AI MODMOD
Won't work with 051 or later versions of FF - the AI changes are now Part of the Wild Mana Mod
Won't work with 051 or later versions of FF - the AI changes are now Part of the Wild Mana Mod
Goals:
This Modmod is a Work in Progress and a lot still needs to be done. Any Feedback is always welcome. Whoever wants some real opponents rather then some easy victims hopefully enjoys this modmod. I find FFH on immortal difficulty often rather boring and now even when I play on monarch there are 1 or 2 civs that outtech me
Install Instructions
AI
Turn Tech Brokering off and use the same difficulty as you would in BTS.
Known Bugs
None so far
many many thanks to the FFH and FF team for all their awesome work.
- Make the AI much much better
- Change the pace of the game to make it less of a rush a tech or die game
- Make Civs less dependent on specific Techs
- minor: make Specialist Economy possible (like in BTS)
- Era techs are now optional (or requirements)
- Era techs will give a significant bonus to research techs of later eras
This Modmod is a Work in Progress and a lot still needs to be done. Any Feedback is always welcome. Whoever wants some real opponents rather then some easy victims hopefully enjoys this modmod. I find FFH on immortal difficulty often rather boring and now even when I play on monarch there are 1 or 2 civs that outtech me
Install Instructions
- If you don't already have, install Fall Further 050
- Install patch N
- Unzip ERA and Better AI MODMOD and Install (will install into a different folder so you keep FF 050)
AI
- AI chooses what to build a lot more logical now (Clan of Embers builds warrens for example)
- AI has new arcane UNITAIs
Spoiler :- AI will guard its bigger cities with arcane units now
- AI will terraform its land and upgrade mana nodes based on its needs
- AI will send out arcane units to sanctify hell terrain
- AI will add Warwizards to its Stacks of Doom
- AI chooses it's research less randomly (first tier2 military tech or early religion, then early economy techs, then civ specific techs (masonry as clan of embers for example)
- AI values for civics changed (they still prefere civ/religion specific civics like lost lands or hidden path, but they also love civics they understand (no more 20 city empires without city states!)
- AI will build a decent number of workers
- AI has three new UNITAIs to use magic better
- handicap XP System changed
Spoiler :
- reduced AIFreeXP from 1/2/4/6/8 to 0/1/2/2/3 (prince/monarch/emporer/immortal/deity)
- AI units have decent chance to start with a free counter promotion (shock/cover/formation/Scourge)
- on emporer and higher AI has small chance to get heroic units
- There are 4 Eras in the game and you start in the Era of Survival. The later ones are Era of Growth, Era of Conquest and Era of Domination
- Advancing to a later Era is 100% optional and requires to improve all aspects of a civilization
- Improvements are better in later Eras
- Eras are great to teach the AI how to tech
- Most Civs will need some rework to make sure they are fun in all Eras.
- added Eras to Techtree and costs of techs adjusted
- Improvements
Spoiler :
- Basic improvements can be build at reasonable build speed from turn one (for example if a farm takes 7 turns to finish with agriculture, you need 10 before the tech rather than 28 turns)
- workshops, windmills, lumbermills, watermills, quarry, roads/trails have tech requirements (same as FFH) This can be disabled by setting IMPROVEMENTS_NEED_TECHS to 0 in ASSETS/XML/GlobalDefinesAlt.xml
- improvements are better in later eras
- small balance changes:
mine -1 and +1
workshop +1
watermill +1
- Buildings
Spoiler :
- markets give +2 and another merchant slot, cost 60 more
- elder councils give +2 and another sage slot, cost 60 more
- carnivals give +2 gold and two bard slots
- herbalist needs alteration, +2 and +1 happy with nature mana
- well gives 1 Great Person point engineer
- artisans workshop, artisans enclave, atelier give 1 more engineer slots
- catacomb wonder gives sorcerer Great Person points and slot instead of sage
- new building: port. Only coastal cities. gives +1food,+1production,+1gold from water tiles and +1 trade routes, requires growth of Economy tech
- new building: Wizardacademy needs 5 mage guilds and arcanemastery tech, gives +30% research, passive mage training and 1 sorcerer slot
- civ-specific techs
only two of them are done so far, every civ will get access to one technology from a list of six
Spoiler :- Arcane Mastery
- arcane affinity: small chance for units to gain additional channeling promotions
- lowers cost of Sorcery tech
- Wizardacademy building
- only Amurites/Kahdi/Sheiam/Luchuirp may research arcanemastery
- Defense Mastery
- Gives units a small chance to learn heroic defense everytime they gain a level
- units that defend successful have a small chance to learn heroic defense
- units with heroic defense have a decent chance to trigger stand your ground ability: gives stand your ground Promotion to all units in stack
stand your ground: +1defense,+2 first strikes, 50% to wear off - lowers cost of Bowyers tech
- Arcane Mastery
- new specialists: Sorcerer and Great Sorcerer
Spoiler :
Sorcerer
- 2
- small chance to teach units built in city random tier1 spells
- 3 GPP Great sorcerer
- can start a golden age
- can discover a raw mana source (kills the caster)
- can become a battlemage
- can settle as great sorcerer (+4 research, small chance to teach tier1 and tier2 random spells to units built in city)
- must be upgraded from a Great sorcerer
- 5
- starts with channeling 1+2
- with arcane mastery tech has a decent chance to learn channeling 3 whenever he gains a level
- Civ specific changes see next post
Turn Tech Brokering off and use the same difficulty as you would in BTS.
Known Bugs
None so far
many many thanks to the FFH and FF team for all their awesome work.