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Difficulties up-AddOnMod 1.21: NoHealMod 2016-10-05

Designed for playing with patchmod 1.07 and large fairweather mod with somewhat fewer rivers. As units no longer heal for free and you must draft your artillery from your settlers the WOI has become a lot more difficult. At start the REF seems overwhelming but the AI still isn't the smartest guy and the artilllery has bin nerfed, so it can still absolutely doable, just takes more losses then before.

Download files and extract. Merge the asset folder with the asset folder of the mod/patchmod, replacing existing files.
Replace the fairweather file in the publicmaps folder with the fairweather file from the fw folder

Changes v1.21 :

minor error in traitinfo.xml corrected

Changes v1.20 :

Artillerist proffesion: The cannon is now removed as a unit, but all settlers can instead choose the artillerist proffesion with strength 4 and a 75% city defense bonus neglection. It cost 100 guns and 25 tools.

Healing removed for colonists- Reinforce and Assimilate Mission available instead: Colonist units no longer heal automaticly. In cities wounded units can select the reinforcement mission, it costs 2 food for every lost HP. When chosen the unit immidiatly regains full HP.
If a unit has taken more then 50hp it can choose to assimilte into a settlement. You then gain 2 food for every remaining HP and the unit is removed.

Ships only repairs in settlements.

City attack bonus now works as a neglector of city defenense bonus instead: Artillery doesn't autowin against settlements anymore, but they still neglect most defenses. Still have worked out how to dokument this fulle ingame, but i assure you, this is the way things works nowadays, Even REF artilley attacks against settlements can now be defended.

Cites needs to have food so they can survive for three turn without starving efter popping a colonist or it will be cancelled.
Changes v1.1 :

Trade: Trading with indians should now go from selling guns and horses with big profit to guns, horses, prossessed goods and trade goods with medium profit. It is still a nice way to make money but not such a nobrainer.
All goods now have fixed starting costs. Think it is easier to play the game when one can take it from memore what the stating costs are.
Trade goods now are bought and sold for 1, but the cost is volatile to nerf overselling.
Indians pay less for guns and they cost a bit more. Still worthwhile to sell of starting guns and requuered guns but it is now a real decision wether to arm the indian or not.
Horses costs more, but are still a pretty good trade when required by the indians.

Immigration: Churches and preachers are now more economical than just hurrying immigration.
Hurrying now cost 20+20 per cross.

Units: Added two supercivilians, mostly to boost a few founding fathers. Entrepreneurs, masters at building and experts at refininishing goods added. Scholars, masters att bell production added. Both are unteachable, appears in rare occasions at the docks, bought for a high cost or are brought as free units by some founding fathers.

Founding Fathers: Hopefully most FF should be close to balansed and appear in an intresting order. At least thats my intention. And you can now get all all unitclasses through FF if by any chance there are no villages that train them.
Many founding fathers have new traits and costs.
Founding Fouthers each have a uniquie PP cost and always appear in order of lowest PP cost if requirements are met.
Exploration and Trade FF requires much more trade points/exploration points
5 FF added, Villarroel, Brûle, Usselincx, De Salle and Heyn.
Powhattan removed.

Goody hut: Just thought exploring bacame i little bit to profitable so i nerfed it.
Decreased gold in huts
Author
ADHansa
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