[to_xp]Gekko
QCT junkie
Here's MNAI Essentials Lite for MNAI 2.5 , includes:
1) Lumbermills can be built on Ancient Forests
2) Goblin forts start with a strong scorpion goblin instead of a scorpion archer
3) Power Ratio on the scoreboard without Advanced Tactics
4) BalancedPlus mapscript, i.e. Balanced fixed for FFH so it spawns the new resources
MNAI Essentials also includes:
5) Shadow requires Esus state religion
6) Garrim Gyr is Arcane instead of Defender
7) Elohim gains Spiritual instead of Tolerant
8) Decius gains Tolerant instead of Raiders
9) Elohim start with Religion civic, Kuriotates and Sidar with Nationhood ( instead of Pacifism )
10) Doviello Beastmen can upgrade directly to Battlemasters with Iron Working
11) Doviello Battlemasters cost the same as regular Champions
12) Create Battering Ram requires Doviello civilization instead of Khazad
13) Harpy event: AI will no longer choose the great bard ( it cannot evaluate if it's the right choice )
14) Removed the version of the Minister Koun event that does not grant a permanent alliance
15) National Epic no longer gives commander GPP, cost 200 ( was 250 )
16) Heroic Epic gives 2 commander gpp ( was 1 ) , cost 250 ( was 200 )
17) Overcouncil/Undercouncil available at Ways of the Wise/Ways of the Wicked instead of Honour/Deception
18) Planar Gates are cheaper( 200 instead of 300 ) , spawn chance scales linearly with AC
19) Pyre Zombies/Azer explosions damage capped at 90%
20) Sorcery is a higher bulb priority than Alteration/Divination/Elementalism/Necromancy for great sages
21) AIs declare war when you finish the four magical towers, rather than when you start the tower of mastery
22) Removed Mistform from lair exploration spawn list
23) Barbarian Spectres need level 6 to upgrade to wraiths ( was 5 )
24) Replaced starting settler promotion with Sentry
25) Demagogs spawned from towns start with metal weapons if the city has access to metal
26) Sons of the Inferno have max 4 national limit
27) Blur no longer gives immunity to defensive strikes
28) Spirit III allows Calm, a spell which removes Enraged
29) Golden Hammers can still add to city as engineer after they are dropped
30) Blinding Light, Entangle and Spores now work via promotions ( equally effective in SP and MP )
If someone wants an updated MNAI Essentials with more tweaks from here and here , or has other ones to suggest, please go ahead and post what you want in it. Should be fun to develop as a community effort. However be advised that a few tweaks from post #12 are currently above my league and I might need a bit of help to add them
Credits: Vehem, Lone Wolf, MagisterCultuum, Sareln, Sephi, Molach, Terkhen, Tholal, xienwolf, Rystic, Tasunke, possibly others
1) Lumbermills can be built on Ancient Forests
2) Goblin forts start with a strong scorpion goblin instead of a scorpion archer
3) Power Ratio on the scoreboard without Advanced Tactics
4) BalancedPlus mapscript, i.e. Balanced fixed for FFH so it spawns the new resources
MNAI Essentials also includes:
5) Shadow requires Esus state religion
6) Garrim Gyr is Arcane instead of Defender
7) Elohim gains Spiritual instead of Tolerant
8) Decius gains Tolerant instead of Raiders
9) Elohim start with Religion civic, Kuriotates and Sidar with Nationhood ( instead of Pacifism )
10) Doviello Beastmen can upgrade directly to Battlemasters with Iron Working
11) Doviello Battlemasters cost the same as regular Champions
12) Create Battering Ram requires Doviello civilization instead of Khazad
13) Harpy event: AI will no longer choose the great bard ( it cannot evaluate if it's the right choice )
14) Removed the version of the Minister Koun event that does not grant a permanent alliance
15) National Epic no longer gives commander GPP, cost 200 ( was 250 )
16) Heroic Epic gives 2 commander gpp ( was 1 ) , cost 250 ( was 200 )
17) Overcouncil/Undercouncil available at Ways of the Wise/Ways of the Wicked instead of Honour/Deception
18) Planar Gates are cheaper( 200 instead of 300 ) , spawn chance scales linearly with AC
19) Pyre Zombies/Azer explosions damage capped at 90%
20) Sorcery is a higher bulb priority than Alteration/Divination/Elementalism/Necromancy for great sages
21) AIs declare war when you finish the four magical towers, rather than when you start the tower of mastery
22) Removed Mistform from lair exploration spawn list
23) Barbarian Spectres need level 6 to upgrade to wraiths ( was 5 )
24) Replaced starting settler promotion with Sentry
25) Demagogs spawned from towns start with metal weapons if the city has access to metal
26) Sons of the Inferno have max 4 national limit
27) Blur no longer gives immunity to defensive strikes
28) Spirit III allows Calm, a spell which removes Enraged
29) Golden Hammers can still add to city as engineer after they are dropped
30) Blinding Light, Entangle and Spores now work via promotions ( equally effective in SP and MP )
If someone wants an updated MNAI Essentials with more tweaks from here and here , or has other ones to suggest, please go ahead and post what you want in it. Should be fun to develop as a community effort. However be advised that a few tweaks from post #12 are currently above my league and I might need a bit of help to add them
Credits: Vehem, Lone Wolf, MagisterCultuum, Sareln, Sephi, Molach, Terkhen, Tholal, xienwolf, Rystic, Tasunke, possibly others