amateurgamer88
Emperor
- Joined
- Aug 24, 2018
- Messages
- 1,612
Overview:
AGs Tweaks Mod is meant to be an experimental mod that tries various things to see their impact on the game. This doesn't necessary suggests that the mod lacks focus.
The mod hopes to achieve the following goals:
Installation:
For those interested in trying this mod out, you can do so in the game itself (see screenshot in the spoiler below). This is only v0.0.3 so it's quite early in the mod's development. More changes are coming and the frequency will depend entirely on my free time. Ideally, I can get an update every week, though the size of the update will vary.
Links for versions:
v0.0.8
v0.0.7
v0.0.6
v0.0.5
v0.0.4
Mod Additions/Changes:
-New Units. Some are Light and Heavy version of existing versions.
-New Techs. Add to the decision-making regarding what direction you wish to take with your nation and what advantages you wish to benefit from.
-New Improvements. Small and large versions of rural improvements added. Large improvements are always much better but they require time to develop as small improvements can be built and these eventually develop to large improvements.
-New Specialists. Second level specialists added for rural improvement and these, along with the first levels, are only available to large improvements.
-New Yields. Manpower added and now crucial to all your units in terms of building them and their consumption. Faith is needed for those who want to focus on their religious game.
-Barbarian and Tribal Units more dangerous in the early game but, due to lower scaling than Nation units, will be weaker in the mid to late game.
-Rural Improvements now strengthen your City so pillage them during offensive sieges and protect them during defensive sieges.
-Warrior can now upgrade into the two new Axemen (Light and Heavy)
[/spoiler]
Future Updates:
The following list include things I plan on changing or adding (in no particular order):
I'm no artist and probably won't be an adept one. Therefore, you'll see that art assets will be very lacking in this mod. Odds are I'll be using copyright free images or reuse existing assets within the game itself with minor modifications.
Help Appreciated:
I would appreciate any help that can be given. Help can include the following but not limited to:
AGs Tweaks Mod is meant to be an experimental mod that tries various things to see their impact on the game. This doesn't necessary suggests that the mod lacks focus.
The mod hopes to achieve the following goals:
- Nerf the importance of war. Currently, war has too much emphasis and, for me personally, controlling a lot of units even with order limiting everything can be a grind eventually
- Buff economic gameplay to emphasize the importance of developing your cities in all regards.
- More goals to be added?
- Higher resource cost (not training) and higher consumption forces the player and AI to actually focus on economy. You won't be sustaining a powerful fighting force unless you have the economy to back it up.
- Decrease yields from easily accessible improvements (farms, mines, quarries) and increase yields of more advanced improvements and master/elder specialists. Therefore, new Cities won't be as valuable as developed Cities.
Installation:
For those interested in trying this mod out, you can do so in the game itself (see screenshot in the spoiler below). This is only v0.0.3 so it's quite early in the mod's development. More changes are coming and the frequency will depend entirely on my free time. Ideally, I can get an update every week, though the size of the update will vary.
Spoiler :
Links for versions:
v0.0.8
v0.0.7
v0.0.6
v0.0.5
v0.0.4
Spoiler Mod Summary :
Mod Additions/Changes:
-New Units. Some are Light and Heavy version of existing versions.
-New Techs. Add to the decision-making regarding what direction you wish to take with your nation and what advantages you wish to benefit from.
-New Improvements. Small and large versions of rural improvements added. Large improvements are always much better but they require time to develop as small improvements can be built and these eventually develop to large improvements.
-New Specialists. Second level specialists added for rural improvement and these, along with the first levels, are only available to large improvements.
-New Yields. Manpower added and now crucial to all your units in terms of building them and their consumption. Faith is needed for those who want to focus on their religious game.
-Barbarian and Tribal Units more dangerous in the early game but, due to lower scaling than Nation units, will be weaker in the mid to late game.
-Rural Improvements now strengthen your City so pillage them during offensive sieges and protect them during defensive sieges.
-Warrior can now upgrade into the two new Axemen (Light and Heavy)
[/spoiler]
Future Updates:
The following list include things I plan on changing or adding (in no particular order):
- New and revised Promotions
- New Units
- Extra Families
- New Projects and Improvements
- New Techs
- More Events
- More Resources
- Maybe balance for PvP (though PvE is the main focus for now)
- more stuff TBD...
I'm no artist and probably won't be an adept one. Therefore, you'll see that art assets will be very lacking in this mod. Odds are I'll be using copyright free images or reuse existing assets within the game itself with minor modifications.
Help Appreciated:
I would appreciate any help that can be given. Help can include the following but not limited to:
- Playtest: Providing feedback and report bugs can aid the development and balance of the mod. (Yes, I do want to make the mod as balanced as possible)
- Modding: People with experience with XML and willing to dig deep into the mod.
- Artist: People with artistic skills and are willing to help make icons (promotions, tech, etc)
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