ExtraModMod 0.2 has been released. You can find more information at the first post. The changes have been so huge that a proper changelog with the changes between versions would not have been very informative, but I'm going to list the most significant changes here. I may be forgetting many things, though.
More Naval AI updated to r1390. This includes version 2.42 and a few additional fixes by Tholal and red-key.
Events enhanced updated with the most recen changes and fixes by lfgr.
Great Generals and Great Commanders have been merged. Great Generals are available with Advanced Tactics disabled.
Erebus in the Balance has been merged almost completely into ExtraModMod (see https://bitbucket.org/Terkhen/extramodmod/wiki/EitB)
Unsummon (Dimensional II) has been replaced by Labyrinth.
Many changes to the traits assigned to each leader.
The Luchuirp Blasting Workshop no longer requires Blast Powder to be built.
The Pyre Zombie explosion no longer requires Sorcery.
Golem Slayer has been removed.
Puppet States and Vassal States are now available with Code of Laws.
Defensive pacts are now available with Military Strategy.
Lightbringers get better results from tribal villages.
Reduce the cost of Planar gates from 300 to 200
The code of Junil does generate any GPP anymore. Instead, it increases Great General emergence in 20%
Great Commanders can build the Code of Junil-
Malakim get +1 Commerce on Burning Sands.
Nomad gives +5% fire resistance and allows the Malakim to enter into flames.
Nomad gives double movement on Burning Sands.
The Clan of Embers gets +1 food on Marsh and Shallows.
Non Good Adaptive leaders can choose Slaver.
The power ratio no longer requires an embassy to be displayed.
Minor leaders can no longer become leaders of Revolutions and Puppet States.
I have created a project wiki that describes the whole mod in detail. You can now get a complete overview of ExtraModMod changes (compared against MNAI) in the Features page. Future versions will include detailed changelogs, but for this release the complete features page will be your best guide to see the changes
More Naval AI updated to r1390. This includes version 2.42 and a few additional fixes by Tholal and red-key.
Events enhanced updated with the most recen changes and fixes by lfgr.
Great Generals and Great Commanders have been merged. Great Generals are available with Advanced Tactics disabled.
Erebus in the Balance has been merged almost completely into ExtraModMod (see https://bitbucket.org/Terkhen/extramodmod/wiki/EitB)
Unsummon (Dimensional II) has been replaced by Labyrinth.
Many changes to the traits assigned to each leader.
The Luchuirp Blasting Workshop no longer requires Blast Powder to be built.
The Pyre Zombie explosion no longer requires Sorcery.
Golem Slayer has been removed.
Puppet States and Vassal States are now available with Code of Laws.
Defensive pacts are now available with Military Strategy.
Lightbringers get better results from tribal villages.
Reduce the cost of Planar gates from 300 to 200
The code of Junil does generate any GPP anymore. Instead, it increases Great General emergence in 20%
Great Commanders can build the Code of Junil-
Malakim get +1 Commerce on Burning Sands.
Nomad gives +5% fire resistance and allows the Malakim to enter into flames.
Nomad gives double movement on Burning Sands.
The Clan of Embers gets +1 food on Marsh and Shallows.
Non Good Adaptive leaders can choose Slaver.
The power ratio no longer requires an embassy to be displayed.
Minor leaders can no longer become leaders of Revolutions and Puppet States.
I have created a project wiki that describes the whole mod in detail. You can now get a complete overview of ExtraModMod changes (compared against MNAI) in the Features page. Future versions will include detailed changelogs, but for this release the complete features page will be your best guide to see the changes
