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The Test of Time 1003

Updated for the Winter Patch.
The mod is now completely stand alone, no longer need to replace base game assets.
Great Person Points increased, cumulative 50% per Era.
Increased max lake size from 9 to 14.
Included parts of AI+.
Tweaked AI Formations.
Tweaked AI City attack operations.
Base Amenity per city increased to 3.
Disabled increased Building Maintenace.
All maps will have extra Lone Mountains.
Population with no water reduced to 1.
Tweaked Building and Wonder costs.
Population next to Lake, River and Coast reduced by 1.
Aquaduct population minimum reduced to 4.
Amenity per population increased to 1 for 1.
Lakes within a City's border gain +2 food.
Merchant Quarter, Financial Square, Harbor and Neighbourhood districts provide 3% Growth.
Added River and District Food adjacency bonus and 10% Growth for Aquaduct and Bath.
Fixed Souq requiring population to build.
Fishing Boats increased by +1 food.
Included Russian Translation.
Changed food related buildings to have a base yield of food not gold.
Battering Ram changed to Siege Support can bombard at range 1 and no longer gives melee units the ability to attack walls at full strength.
Siege Tower now grants Melee units the ability to attack walls at full strength, Ignore Walls ability removed due to it been bugged and applies to all units and not just melee.
Keep Building added. Increased range(+1) for stationed units +10 Inner defense and +25 outer hit points.
Siege Units changed to Support Units.
Siege support unit are now very vulnerable to attack.
Ranged units City attack damage reduced by 25%.
Walls outer defense hitpoints doubled.
Siege unit Bombard increased by 15%.
Bastion policy moved to Craftmanship Civic.
Farms gain +2 Food with Agricultural Tools (was Crop Rotation).
Plantations and Pastures gain +1 Food with Crop Rotation.
Farms, Plantations, Pastures and Fishing Boats gain +1 food with Civil Engineering.
Fixed some broken texts.
Doctor, Hospice and Hospital moved to Aquaduct District.
Great Merchants from Classical, Medieval, Renaissance now require Merchant Quarter.
Regraded Warmonger points. Grades up by 3(3,6,9,12 ect) per Era starting in Classical.
Watchtower change to Guard Tower.
Guard Tower provides 25 Outer Hitpoints.
Tweaks to the Game Calender.
Fixed Cook Shop and Butcher Prereq's been wrong way around.
Increased upgrade costs by 10%.
Farmstead now provides +1 food for each adjacent Farm or Pasture.
Increased Farmstead food yield by +2.
Farmstead moved to Merchant Quarter.
Project GP Points reduced to 1/4 of Vanilla.
Updated Settler text.
Added Default Icon for Merchant Quarter Project.
Increased Unique Improvement Yields:-
+1 Faith for Sphinx, Mission, Colossal Head, Kurgan.
+1 Culture for Zigguratand Chateau.
+1 Production for Fort.
+1 Production and Gold for Roman Fort.
Chateau housing increased to 1.
Included Detail Worlds mod. (Since some of you are reporting issues)
Included Wondrous Wonders.
Tweaked Barbarians:-
Added Heavy Chariot and Heavy Cavalry classes to Cavalry Tribe.
Added Masonary as a Free Tech for Barbs.
Increased Barbarian tech rate to 70%.
Increased odds of Camp spawning by 50%.
Increased boldness to pillage and attack cites slightly.
Removed the Food reduction from Dungeon, Prison, Military Ground, Military Camp, Tournament Ground due to the AI refusing to build these buildings due to the minus too Food.
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