![]() Civilization loading symbols, unique unit and technology IDs for AIs.Image file names used by the civilization selection and loading screens.Internal civilization names used by the technology tree, future items display, and civilization icon and emblem widgetui material names.Civilization name string IDs and AI leader name string range.Civilization interface style (used in the interface material names).The amount of civilizations in the data mod (the minimum number of non-gaia civilizations that can be present is 1 the current maximum is the amount of civilizations in the official dataset).It is now possible to modify previously hardcoded civilization settings in civilizations.json file:.Militia-line, Knight-line, and Centurions train 50% faster and receive a 5 damage charge attack.Scorpions and Galley-line fire 33% faster.Roman Unique Infantry Unit, replaces Two-Handed Swordsman/Champion at the Barracks.The effect does not stack for multiple Centurions. Increases movement speed by 10% (15% Elite) and attack speed by 25% (33% Elite) of Militia-line units in 10 (12 Elite) tile radius. Roman Unique Cavalry Unit, trained at Castle.Scorpions cost -60% gold and benefit from Ballistics research.Infantry receives double effect from Blacksmith armor upgrades.War Galleys +1/+1P armor, Galleons and Dromons +2/+2P armor.Villagers gather, build, and repair 5% faster.Infantry Civilization Civilization Bonuses: Note: Romans are not initially available for ranked multiplayer, but will in the near future. New Civilization available with purchase of Return of Rome DLC! Fire ship 25% attack speed bonus now also applies to Dromon.Elephant units converted from a Bengali player no longer lose their bonus conversion resistance.(Elite) Cannon Galleon now benefits from Siege Engineers technology.Maybe that combined with the now -20% gold discount will make them interesting again. I will say the Portuguese bonus seems cool though. At the same time I don't see why Indians would need to be nerfed because outside of their camel speciality their lack of actual heavy cavalry limits their offensive potential. Indians seem strange considering they have a very high win rate in team games, due to how common knights are and how their Imperial Camels are such a good counter. Plus they're getting that bonus for their blacksmith as well AND their blacksmiths work even faster? Bulgarians were never weak to begin with, they just have a slow start due to a lack of a decent eco bonus. The siege workshop bonus also seems OP considering how expensive those techs are and how much a 50% food savings is for them - we're talking 650 food for the battering ram, 500 for the scorpion and 1125 for the onager line. With something like the Bulgarians attack rate, is it actually being buffed or are they just correcting the mistype? SOTL pointed out that stirrups actually is a 33% boost already, not a 25% boost, and it already gives the Bulgarians the strongest Hussars and Cavaliers in the game, so I don't see why that's being buffed. Same with Celts: Celts are still largely considered the no 1 siege civ and are an obvious choice for maps like Black Forest, why improve them further? If they really wanted to buff Saracens they needed a land boost, not a naval one. ![]() Why buff what was already a strong bonus? Saracen faster firing galleons already made them very strong throughout the game on water maps. Nerf: Loom can be researched instantly rather than free, thanks to FurtherLime 7936 on the official Forum for noticingīuff: Military created 11% faster rather than 10% (But this is more like a rephrashing, so no change)Īre you sure all of these are real? Some of them seem really strange to me, like the Saracen galley buff. Nerf: Battle Elephants move 10% faster, rather than 15%īuff: Galleys attack 25% faster rather than 20% Nerf: Faster Infantry Bonus starts in Feudal Age, rather than Dark Ageīuff: Unique Tech trains Light Cav, Cavary Archer and Steppe Lancer 100% faster, rather than 50% New: Towncenter spawn 2 Sheeps starting in Feudal Ageīuff: Unique tech gives Light Cav, Cavalry Archer and Steppe Lancer +1/+1 rather than just +1Pīuff: Siege fires 25% faster rather than 20% Nerf: Teambonus now only adds +4 vs Buildings rather than +5 Speculation: They will probably remove Bloodlines, else that wouldnt make any sense ![]() New: Blacksmith and Siege Workshop Technologies cost -50% foodīuff: Stirrups increase Attack Speed by 33% rather than 25%īuff: Teambonus is now 80% rather than 50% (thanks to for noticing)īuff: Camels now get +1P and +2P Armour in Castle / Imp Remove: Panokseon: Turtle Ships move 15% faster replaced with: Remove: Extra Range on Towers (now as Unique tech) ![]()
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