[Mod] AGs Tweaks Mod

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,466
I think you can ignore my earlier comments about raging barbarians. With the right terrain to turtle, it's possible for a human player to hold out until out-teching the barbarians. I tested a bunch of settings to turn 20 and the AI can't cope even with a lot of bonuses tuned their way.

I did a new map on more reasonable settings and the barbarians did their job of being a tough speedbump for the first 20-30 turns. Also of note is I conquered one AI city that had built 23 slave camps by turn 140. None of the other cities had anything quite like that. Not sure why they went down that path, but it did explain the near constant rebels I was seeing outside that city.
I'm still considering a capital related bonus that favors the defender more. Hopefully, it will improve things a bit.

I have now fixed the slave camp issue. Thanks for catching that! Not sure how I missed it. The AI will hopefully use their resources more wisely once the next version comes out.
 

amateurgamer88

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Joined
Aug 24, 2018
Messages
1,466
So you turtle while letting the barbs detroy all competition until you win?
That seems to be the case for now. Though, it's rather unintended. Will be working on resolving this!
 
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amateurgamer88

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Joined
Aug 24, 2018
Messages
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Spoiler Changelog - v0.0.12 :

-Siege Units (except for Battery Ram and Siege Towers) are now Precision, Bombard or Splash

-Reworked the Promotions a bit with a few new additions for the new siege classes

-Small Project changes like Culture requirements

-AI given a boost against tribal and barbarian units (may need more tweaking)

-Reduced XP overall (to make promotions and/or Training more valuable)

-Minor balance changes and bugfixes


Spoiler Mod Details :

Spoiler Unit Changes/Additions :

Ballista:
Siege, Precision
30 HP, 1 Move, 6 Strength, 2 Range, 3 Visibility
Starts with Torsion Spring, Pierce II
Consumes: -1 Training, -1 Manpower and -3 Iron
Costs: 150 Iron, 50 Wood
Production: 100 Training
Upgrades to Polybolos
Requires Tech: Machinery

Mangonel:
Siege, Splash
Must be Unlimbered before Attacking
40 HP, 1 Move, 7 Strength, 2-4 Range, 3 Visibility
Starts with Splash II
Consumes: -2 Training, -2 Manpower and -4 Stone
Costs: 150 Stone, 100 Wood
Production: 150 Training
Requires Tech:

Onager:
Siege, Splash
Must be Unlimbered before Attacking
30 HP, 1 Move, 6 Strength, 2-3 Range, 3 Visibility
Consumes: -1 Training, -1 Manpower and -3 Stone
Costs: 150 Stone, 50 Wood
Production: 100 Training
Upgrades to Mangonel
Requires Tech: Machinery

Polybolos:
Siege, Precision
40 HP, 1 Move, 9 Strength, 2 Range, 3 Visibility
Starts with Torsion Spring, Pierce II, Field I
Consumes: -2 Training, -2 Manpower and -4 Iron
Costs: 150 Iron, 100 Wood
Production: 150 Training
Requires Tech: Chain Drive


Spoiler Promotion Changes/Additions :

Amphibious:
Available only to Melee and Ship
Not available to Mounted

Besieger:
Available only to Infantry, Ship and Bombard

Bloodthirsty:
Available only to Melee

Bombardment I:
+50% Attack Strength into Urban
Available only to Bombard

Bombardment II:
+25% Attack Strength into Urban
Available only to Bombard

Bombardment III:
+25% Attack Strength into Urban
Available only to Bombard

Brave:
Available to Melee and Ship

Combat I:
Available only to Infantry and Mounted

Combat II:
Available only to Infantry and Mounted

Combat III:
Available only to Infantry and Mounted

Field I:
+25% Attack Strength Vs. Infantry Units
Available only to Precision

Field II:
+25% Attack Strength Vs. Infantry Units
Available only to Precision

Field III:
+50% Attack Strength Vs. Infantry Units
Available only to Precision

Focus I:
Available only to Ranged and Precision

Focus II:
Available only to Ranged and Precision

Focus III:
Available only to Ranged and Precision

Guard I:
Available only to Melee and Ship
Not Available to Mounted

Guard II:
Available only to Melee and Ship
Not Available to Mounted

Guard III:
Available only to Melee and Ship
Not Available to Mounted

Healer:
Not Available to Siege and Ship

Healer II:
Not Available to Siege and Ship

Healer III:
Not Available to Siege and Ship

Heckler:
Available only to Ranged and Precision.

Heckler II:
Available only to Ranged and Precision.

Heckler III:
Available only to Ranged and Precision.

Herbalist:
Not Available to Siege and Ship

Highlander:
Available only to Infantry.

Horsebane:
Available only to Melee.

Horsebane II:
Available only to Melee.

Marksman:
Available to Ranged and Precision

Ranger:
Available only to Infantry.

Shieldbearer:
Available only to Infantry and Ship.

Shieldbearer II:
Available only to Infantry and Ship.

Shrapnel:
Available only to Splash.

Siege:
-50% Road Cost
Ignores Distance Modifier

Precision:
+25% Attack Strength Vs. Infantry Units

Splash:
Attacks Splash at +25%

Steadfast:
Available only to Infantry and Mounted

Steadfast II:
Available only to Infantry and Mounted

Torsion Spring:
+25% Attack Strength Vs. Infantry Units

Tough:
Available only to Infantry, Mounted and Ship


Spoiler Project Changes/Additions :

Animal Sacrifice:
Requires Agriculture
Requires Culture: Weak

Big Harvest:
Requires Culture: Weak

Early Conscription:
Requires Culture: Weak

Grazing Field:
Requires Culture: Weak

Labor Camp:
Loses: On Completion: -50 Manpower
Add: Costs 50 Manpower

Religious Ritual:
Requires Culture: Weak


Spoiler Tech Changes/Additions :

Free Onager:
Requires Hydraulics


Spoiler Misc :

Capital now provides +5 HP/Year for Idle Units.
Permanent Projects are now fixed (used to be no different from repeatable).
AI is given bonuses vs Tribal Units (to better deal with raids) and these bonuses are 25% on lower difficulties, 50% on medium difficulties and 100% on higher difficulties.
AI also given a boost to their Manpower.
Experience gain is lessened: 5 XP from attacking, 10 XP from scoring a kill, 5 XP from Barracks and some Shrines, 5 XP from Commander, 5 XP from Master Officer, 15 XP from Elder Officer
Siege units now split into: Splash, Precision and Bombard

 
Last edited:

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,466
New update is out! Added some events that give players choices

Spoiler Changelog - v0.0.13 :

-Introduced new events with big bonuses that are accessible through some level 2 and level 3 improvements.

-Forestry moved to a different part of the tech tree and has new projects unlocked by it


Spoiler Mod Details :

Spoiler Promotion Changes/Additions :

Heavy Armor:
+40% Guard Strength


Spoiler Policies Additions :

Policies are events triggered when their respective improvement is built. The event will provides up to 3 options that will affect the city where the improvement is built. Policies are broken into five groups: Government, Legal, Labor, Economy and Fervor.

Government focuses on Science and Culture. Legal focuses on Civics and Discontent. Labor focuses on Manpower and Growth. Economy focuses on tradeable resources (Money, Food, Stone, etc...) and Order. Fervor focuses on Training and Faith.

Government I:
Unlocked by Academy
[City] +20% Science
[City] +20% Culture
[City] +2 Culture to the Odeon line Improvements

Government II:
Unlocked by University
[City] +1 Science to Specialists
[City] +4 Science/Year per Culture Level
[City] +2 Culture to Urban Specialists

Legal I:
Unlocked by Ministry
[City] +1 Civics to Specialists
[City] +2 Civics to Odeon line, Hamlet line and Market line Improvements.
[City] -1 Discontent from all Scribes

Legal II:
Unlocked by Palace
[City] +20% Civics
[City] +1 Civics per Population
[City] -2 Discontent/Year from Courthouses

Labor I:
Unlocked by Stronghold
[City] +2 Manpower to Barracks and Range
[City] +4 Manpower/Year per Family Opinion Level
[City] +5 Growth/Year per Religion

Labor II:
Unlocked by Citadel
[City] +20% Manpower
[City] +20% Growth
[City] +4 Growth/Year per Culture Level

Economy I:
Unlocked by Grocer
[City] +2 Order to Markets
[City] +50% Money
[City] +15% to Large Farm, Large Mine and Large Quarry

Economy II:
Unlocked by Fair
[City] +1 Order per Elder Specialist
[City] +10 Money/Year per Specialist
[City] +15% to Large Grove, Large Camp and Large Lumbermill

Fervor I:
Unlocked by Veteran Barracks
[City] +3 Training to Barracks and Range
[City] +2 Faith to Officers
[City] New Melee Units start with Heavy Armor

Fervor II:
Unlocked by Veteran Range
[City] +20% Training
[City] +1 Training per Population
[City] +20% Faith



Spoiler Improvement Changes/Additions :

Academy:
Limited to 1 per Player

Citadel:
Limited to 1 per Player
No longer has an Active Laws Requirement
Requires Culture: Legendary

Fair:
Limited to 1 per Player

Grocer:
Limited to 1 per Player

Ministry:
Limited to 1 per Player

Palace:
Limited to 1 per Player

Stronghold:
Limited to 1 per Player
No longer has an Active Laws Requirement
Requires Culture: Strong

University:
Limited to 1 per Player

Veteran Barracks:
Urban Improvement
Consumption: -4 Iron/Year
+15% Training
+15% Manpower
+10 XP/Year for Idle Melee Units
Enables Officer
+20% for Adjacent Garrison Class Improvements
Costs 80 Stone, -1 Order (for 5 Years)
Each Labor Policy 1A: +2 Manpower
Requires Military Drill
Requires Urban, Lush, Temperate, or Arid
Requires Culture: Strong
Requires Improvement: Barracks
Limited to 1 per Player

Veteran Range:
Urban Improvement
Consumption: -4 Wood/Year
+15% Training
+15% Manpower
+10 XP/Year for Idle Ranged Units
Enables Officer
+20% for Adjacent Garrison Class Improvements
Costs 80 Wood, -1 Order (for 5 Years)
Each Labor Policy 1A: +2 Manpower
Requires Composite Bow
Requires Urban, Lush, Temperate, or Arid
Requires Culture: Strong
Requires Improvement: Range
Limited to 1 per Player


Spoiler Project Changes/Additions :

Big Harvest II:
Add Harvest: +1 Growth and +4 Manpower/Year
Requires Culture: Developing
Costs 100 Manpower
Production: 30 Civics

Conscription:
Requires Culture: Developing

Grazing Field II:
On Completion: +200 Food
Requires Culture: Developing
Production: 30 Civics

Improved Housing I:
On Completion: -50 Discontent
Add Housing: +2 Growth
Requires Culture: Developing
Costs 100 Wood
Production: 50 Civics
Required Tech: Forestry

Improved Housing II:
On Completion: -75 Discontent
Add Housing: +2 Growth
Requires Culture: Strong
Costs 100 Wood
Production: 50 Civics

Wood Workshop I:
Add Workshop: +3 Civics/Year and -1 Wood/Year
Requires Culture: Developing
Costs 200 Wood
Production: 60 Civics
Required Tech: Forestry

Wood Workshop II:
On Completion: +25 Civics
Add Workshop: +3 Civics/Year and -1 Wood/Year
Requires Culture: Strong
Costs 200 Wood
Production: 60 Civics

Wood Workshop III:
On Completion: +100 Civics
Add Workshop: +3 Civics/Year and -1 Wood/Year
Requires Culture: Legendary
Costs 200 Wood
Production: 60 Civics


Spoiler Tech Changes/Additions :

Forestry:
Moved to Second Column.
Prerequisite Techs: Fishing and Bronze Working
Leads to: Navigation
Unlocks: Improved Housing, Wood Workshop, Free Court Scholar


 

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,466
New Update is out! Some fixes, balances and Iceni is added as a nation.

Spoiler Changelog - v0.0.14 :

-Added new nation: Iceni

-Minor Balance Changes and Bugfixes


Spoiler Mod Details :

Spoiler Nation Changes/Additions :

Iceni:
[All Cities]: +33% Strength in Friendly Territory
+50 Training and +50 Manpower per War.
Leader: Boudica
Families: Farmer, Hunters, Champions, Traders
Unique Units: Chosen Spear and Chosen Sword
Unique Shrines: Warhorse, Wooden Shield, Iron Axe, Angry Beast



Spoiler Unit Changes/Additions :

Chosen Spear:
Melee, Infantry, Polearm
50 HP, 7 Strength, 2 Move
Has ZoC
Can Fortify
Starts with Anti-Mounted II, Shieldscreen
Consumes: -4 Money, -4 Food and -4 Manpower
Costs 50 Food, 50 Wood, 50 Manpower
Production: 120 Training
Requires Stronghold

Chosen Sword:
Melee, Infantry
60 HP, 10 Strength, 2 Move
Has ZoC
Can Fortify
Starts with Anti-Infantry II, Shield Wall
Consumes: -8 Money, -8 Food and -8 Manpower
Costs 100 Food, 100 Manpower
Production: 160 Training
Requires Citadel


Spoiler Improvement Changes/Additions :

Shrine of Warhorse:
Output: +2 Training/Year
+5 XP/Year for Idle Infantry Units

Shrine of Wooden Shield:
Output: +2 Growth
Heals +5 HP for Idle Unit

Shrine of Iron Axe:
New Melee Units: +1 Level
+20% for Adjacent Large Farms

Shrine of Angry Beast:
Output: +2 Faith


Spoiler Promotion Changes/Additions :

Shieldscreen:
+33% Vs. Ranged Units

Shieldwall:
+33% Defense Strength


Spoiler Family Changes/Additions :

Farmer Family Class:
[Family Cities]: +5 Food/Year
[Family Cities]: -50% Specialist Costs
[Family Cities]: +10 Money/Year per Crop Resource
[Family Seat] +4 Growth/Year per Culture Level
[On Seat Founded] +250 Manpower
Available to: Iceni


Spoiler Misc :

All Experienced Rural Specialist yields decreased from 250% to 200%.
Manpower Consumption for all units are doubled.
Tribal Encampments are buffed by improving faster and will have more units defending them.
Mercenary costs readjusted where they are more expensive early on.
Turns extended to 800 to accommodate how slow the game is.

 

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,466
Spoiler Changelog - v0.0.15 :

-Added new nation: Aksum

-Minor Balance Changes and Bugfixes


Spoiler Mod Details :

Spoiler Nation Changes/Additions :

Aksum:
[All Cities]: +10 Food, Iron, Stone, Wood and Manpower if Connected
New Cities: +500 Money
Leader: Ezana
Families: Merchants, Champion, Hunters, Traders
Unique Units: Shotelai and Spear Throwers
Unique Shrines: Astar, Mahrem, Meder, Hawbas



Spoiler Unit Changes/Additions :

Shotelai:
Melee, Infantry
50 HP, 7 Strength, 2 Move
Has ZoC
Can Fortify
Starts with Anti-Infantry I, Focus I
Consumes: -4 Money, -4 Iron and -4 Manpower
Costs 50 Food, 50 Iron, 50 Manpower
Production: 120 Training
Requires Stronghold

Elite Shotelai:
Melee, Infantry
60 HP, 10 Strength, 2 Move
Has ZoC
Can Fortify
Starts with Anti-Infantry III, Focus III
Consumes: -8 Money, -8 Iron and -8 Manpower
Costs 100 Iron, 100 Manpower
Production: 160 Training
Requires Citadel


Spoiler Improvement Changes/Additions :

Shrine of Astar:
Output: +2 Growth
+20% for Adjacent Large Farms

Shrine of Mahram:
Output: +1 Training/Year
+10 XP/Year for Idle Infantry Units

Shrine of Hawbas:
Output: +2 Culture and +1 Faith

Shrine of Meder:
+20% for Adjacent Large Mines
+2 Money/Year per Adjacent Large mines


Spoiler Family Changes/Additions :

Merchant Family Class:
[Family Cities]: Unlocks Imports
[Family Cities]: +10 Money per Family Opinion Level
[Family Cities]: Fair and Town: +50% Output
[Family Seat] +50% Money
[On Seat Founded] +1000 Money
Available to: Aksum


Spoiler Misc :

Some Ambitions modified to make them more achieavable.
 
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