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Mads World 2 2016-10-05

This is a mod that Madscientist had created.

First of all, let me state the UUs that I have altered

Ballista Elephant: A Normal War Elephant that is resourcelss (Yes Khmerian elephants appear like magic, just like camles)
Bowmen: +25% versus melee but start with Shock, thus the shock is retained upon promotion.
Camel Archer: now 20% withdrawl (They ar emagical afetrall!)
Hwacha: No longer have a bonus versus melee but they can kill units outright (Ah, the Vanilla/warlords days!)
Muskateer: 10 strength muskets but 1 movement
Numidean Archer: 6 strength, +25% versus melee, free flanking I
Panzer: 3 movement
Phalanx: Still +100% versus chariots but they do start with the formation promotion.

OK, let's talk traits!

FINANCIAL
+1:commerce:/3:commerce: tiles (thus no bonus for sea tiles unless you build the colossus)
Double production of Banks (classic Vanilla) and Corporate executive
Double production of Wall Street

PHILOSOPHICAL
+50%:gp: Production
+2:science: per city
Double production of Universities/Observatories/Labs
Double production of Oxford

INDUSTRIOUS
+25% to World wonders (NOT National Wonders)
+1:hammers:/4:hammers: tiles
Double Production of Forge/Factory/Levee/Slave Cage/Industrial Park
Double Production of Iron Works

AGRESSIVE
Free Combat I to melee, gunpowder, Naval
Double production of Barracks, drydocks, airbase
Double production of the Heroic Epic +2:gp: GG points

CHARISMATIC
-25% XP needed for promotion (same as before)
+1:) per monument/collesium/broadcast tower
Double production of Collesium and broadcast tower
Double Production of the Globe Theater

EXPANSIVE
+2:health:
+50% Worker production
Double production of Granery, Aqueduct, Grocer, Hospital
Double production of the National Park

CREATIVE
+2:culture:
50% production bonus to all cathedrals
Double production of library, theater
Double production for hermitage

SPIRITUAL
No Anarchy
Double production to temples and missionaries
Double production to Red Cross

IMPERIALISTIC
+100% Great general production (Same)
+50% production of settler
Double production of barracks, stable
Double production of West Point

ORGANIZED
-50% upkeep (same
Double production of courthouse, market, public tansportation, lighthouse, factory, hydro plant, slave cage
Double Forbidden Palace, National Grain Reserve

PROTECTIVE
+100% Great General production within culture borders (same as Geat Wall)
Free Drill I and CG I (same as before)
Double production of wall, castles, bunkers, bomb shelters
Double Mount Rushmore

SEAFARING
+50%:traderoute: final trade route yield (thus a 6 comemrce trade route is now 9)
Free flanking I to naval
Double Naval Units, Sailing Ships, Steamships, Submarines
Double production of Lighthouse, Harbor, CustomeHouse, Cothon
Double Maori Statues. The Great Lighthouse, Trafalgar Square

STRATEGIC
+1:espionage:/city
+1:food:/5:food: tile
Double Jail, Agency, Bureau
Double Espionage Units
Double National Epic

They all work, however the balance is still in question. Also I am not sure how well the AI will use these, perhaps I will get some advice on how to tweak that. However, I am only an XML person!

EDIT: Editted to add double production to spies for Secretive

this is fully working now, no errors
Author
cripp7
Downloads
238
Views
238
First release
Last update
Rating
4.00 star(s) 1 ratings

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