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Thread: [Download] Europa Perdita v0.4

  1. #1
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    Default [Download] Europa Perdita v0.4




    Standalone version: Europa Perdita v0.4
    Steam version: Europa Perdita

    Download Instructions:
    • Download the above mod and extract it using 7zip.
    • Place the pack in your Attila data folder.
    • Run Attila and select Mods in the Launcher.
    • Click "Enable out of date mods."
    • Click the check box on top right of the mod pack file to activate it.


    Instructions for FotE compatibility: Since the recent update to Fall of the Eagles, the main version of EP should be compatible, provided that you load FotE first (named higher alphabetically. Should be automatically for the Steam version). I've removed the link to the FotE-compatible version for now, since it's not necessary anymore.

    Patch Notes:
    Spoiler Alert, click show to read: 
    v0.2
    • Plague and sanitation overhaul added.
      • No AI bonuses against disease
      • Reworked sanitation bonuses, added new effects to sanitation and religious buildings, enabled construction of barbarian well chain in major cities.
      • Reworked disease effects. Some diseases will ignore your sanitation level.

    • WIP religion overhaul added - new effects for all religions.
    • WIP edict overhaul added - new effects for non-religious edicts.
    • Political power effects reworked.
    • Stance effects reworked.
    • Imperium effects reworked.
      • The number of recruitment slots in your cities is now tied to imperium level.
      • Recruitment/upkeep costs changed per imperium level. The higher your imperium is, the higher your recruitment costs are, but upkeep costs are cheaper.
      • Increased number of governors allowed with higher imperium.

    • Some simple CAI changes, attempting to make the Huns act a little differently, and maybe a bit more rationally.
    • Changed seasickness penalties somewhat.
    • Irrigation effects added to some sanitation buildings, improving local fertility.
    • Some "adjacent province" effects from Charlemagne buildings added to grand campaign buildings.
    • Added war weariness.
    • WIP houses/tribes traits for the Alamans, Danes, and Sassanids.
    • Added FotE-compatible version.

    v0.2a

    • WIP Religious traits added. New generals have a chance of being assigned one of these traits. Descriptions are still missing. Working on that now.
    • Fixed transports in the Last Roman.
    • The Last Roman is now playable. Our grand campaign mechanics have been added to that campaign as well.
    • Fixed Roman equipment building bonuses.
    • A few other bug fixes, nothing major.

    v02.b

    • Added zombieflanders' Authentic City Names to the mod, and added him to the EP team.
    • Renamed religions in advance of the next major update - full religion overhaul coming for 0.3. Don't worry that they're not accurate for some factions currently - that will be changed for 0.3.
    • Descriptions for religious traits added. Slavic Polytheism doesn't have a trait yet, but will soon.
    • Osmosis effects for religions removed, as they caused religions to spread far too quickly and easily. This will also be addressed in 0.3.
    • War Weariness removed for now. It may be back soon.
    • New edict added: Quarantine. Severely reduces economic output of a province but slows the spread of disease just as drastically. A last resort tool for stopping an epidemic in your provinces.
    • Fixed bug with missing text for the effect that reduces disease attrition.
    • Added growth penalties for several buildings (mostly industrial ones) and reduced public order penalties for those.
    • Added new effect to bathhouses to reduce the influence of Christian religions.

    v0.3


    • Startpos edits!
      • Added AOR functionality based on the work Ahiga, Swiss Halberdier, and GrungeNL did in their community AOR map. EP's AOR map is slightly different, but their work was invaluable in adding this feature. Note that there are no units restricted by this feature currently - only the framework is there for future updates.
      • 10 Climate Change levels instead of 5 - a modified version of Magnar's Climate Change mod.
      • State religions for many factions are different. Both Roman factions start as the same religion, for example.
      • Starting local traditions are also edited.
      • Mercenary onagers removed.
      • Onagers in rebellions and the starting Visigoth armies removed.
      • Roman starting positions rebalanced - all armies are at full strength, and important border cities start at higher levels with more fortifications.
      • Sassanid starting position rebalanced - most satrapies are removed, and the Afrighids (Xvarazm) made a satrapy instead of an ally.
      • Migratory and nomadic factions can re-emerge in some regions - this may need a bit of testing, by the way.
      • Changed victory conditions and barracks religious requirements for the Lakhmids to accommodate the religion overhaul.
      • Added a TLR startpos with changed starting religions and religious buildings. This one may get more work later.

    • Religion Overhaul
      • Rebalanced religious buildings. All religions should have useful buildings now.
      • Changed local traditions.
      • Slower religious conversion.
      • Lowered requirements for EoS level 5 barracks buildings to 70% state religion, from 75%.

    • Economic rebalancing (still needs some work)
      • Trade and industry are better sources of income than before.
      • ERE interest faction trait nerfed, but their income from trade trait increased.

    • Character Traits
      • Religious traits for all religions
      • House/tribe traits for Danes, Jutes, Geats, Alamans, and Sassanids.
      • Historic character traits for Alaric, Attila, Honorius, Arcadius, Bahram, and Stilicho. Arcadius, Honorius, and Bahram all start with negative traits - level them up to alleviate the effects.
      • Modified version of Prometheus' Heirloom traits mod added (mostly nerfed ).
      • Nerfed some vanilla traits.

    • New faction symbols, faction colors, and uniform colors for many factions - more to come.
    • Remaining edicts reworked.
    • Reskinned several faction leaders - more to come when I have time.
    • EXPERIMENTAL: Reduced distance AI armies will chase the player. I'm not 100% sure this one is working.

    v0.3a

    • Reduced penalty to state religious influence at high imperium levels.
    • Renamed the Gothic factions, again. And changed several separatist faction names.
    • Added a reskin of the Vandal faction leader to the non-FotE version.

    v0.35

    • Economic Rebalancing
      • Removed base income for all factions.
      • Gave AI factions a boost to avoid them going into negative income at the start. Bigger AI factions will be much stronger.
      • The AI will be much more likely to accept a trade agreement with you if they benefit more from it than you do. Big factions with access to more trade resources will have an easier time securing trade agreements, as more factions will want to trade with them.
      • Added bonus tax rate for factions at lower imperium levels.
      • Increased building maintenance costs at higher imperium levels.
      • Increased income from industrial, commercial, and agricultural buildings.
      • Increased the value of all trade agreements.
      • Increased income from raiding.
      • Decreased unit upkeep for smaller factions. Many do still start with negative income, but it should be manageable.
      • Changed some starting buildings for the Sassanids, so they start with better income.
      • Rebalanced corruption values (max 100% at 140 regions now).
      • Reduced food and income from horse buildings.
      • Reduced food from camels.

    • Startpos Changes (require a new campaign)
      • Fixed starting religions in Palestina, Cappadocia, and Arabia Felix.
      • Visigoths now start as Arian Christians.

    • Recruitment Changes
      • Added 1 base recruitment point for horde factions.
      • Removed recruitment point gain from imperium level.
      • Added 1 recruitment point to cities.
      • Added 1 bonus recruitment point for your faction capital.

    • Religion Changes
      • Added 1 point of Judaism to Aethiopian local traditions.
      • Slightly reduced public order penalties from religious differences.
      • Decreased imperium level penalties to religious conversion and public order.
      • Disabled EoS factions from building temples of their opposing religion unless they convert.
      • Added Alexandrine Christianity to the "Christian Following" and "Christian Support" effect bundles.
      • Slightly reworked Semitic Pagan "Military Fervour" edict, renamed to "Religious Fervour."

    • Other Stuff
      • New faction symbols and colors. All playable factions are done.
      • Reduced public order penalty from provincial food shortage.
      • Slightly reduced imperium gain from creating new hordes.
      • Added Lakhmid house traits.
      • Added higher resistance to occupation at higher imperium levels.
      • Reduced the diplomacy bonus from governor buildings.
      • Reduced many positive diplomatic modifiers.



    • Bugfixes
      • Fixed garrison compatibility with FotE. Garrisons won't be so absurdly large with both mods enabled now.
      • Fixed Roman unit recruitment faction trait for the Franks and migrators.
      • Fixed some faction names.
      • Fixed missing religion effect icons for EoS religions (vanilla bug ).
      • Fixed missing base food production and income for level 3 and 4 wheat farms.


    v0.35a

    • Fixed ERE chapter 1 religious missions, and victory condition buildings (requires a new campaign).
    • Added new faction leader reskins for the Lakhmids, Tanukhids, Suebians, and Burgundians, and redid the Garamantian one.
    • Changed Garamantian uniform colors.
    • Added Council of Carthage event to Alexandrine Christian factions. There might be some other Christian events that also aren't normally available to that religion (att_rel_church_east), so let me know if I should add them.
    • Fixed missing anti-disease effects for Antiochene monasteries.
    • Changed the effect scope for barbarian Warrior Rites edict +XP effect.
    • Rebalanced barbarian livestock buildings.
    • Reduced loyalty penalties from character traits for Romans and Sassanids.

    v0.4


    • Bugfixes
      • Fixed AI crash on Lakhmid turn, thanks to Dresden!
      • Fixed some trait effect scopes.
      • Fixed Burgundian faction leader skin.
      • Fixed name of the Religious Fervour Edict for Judaism and Alexandrine Christianity (I had earlier assumed that this edict was only for Semitic Polytheism somehow, but all three EoS religions have access to it).
      • Fixed some religious effect scopes.
      • Fixed effect scopes of anti-plague bonuses on all buildings, and decreased their effects. Decreased some effects of the Quarantine edict as well.
      • Added in missing Desert and Alan garrisons to foreign cities, and rebalanced Alan garrisons.
      • Added recruitment entries to all city types for basic Alanic, Celtic, and Desert levy units.
      • Fixed vanilla bug where EoS factions didn't have technology requirements for religious buildings of religions other than their own, as well as non-Roman factions not having technology requirements for the Patriarchal See building chain.

    • New stuff
      • Grand Campaign
        • Changed Armenia, Abasgia, and Kartli, and Arran to Antiochene Christianity, and the local traditions in those regions too (requires a new campaign).
        • Changed Garamantia, Gaetuli, and Mauri to Greco-Roman Polytheism, adjusted local traditions, and changed one Garamantian optional objective to match. This change is a bit of a stopgap, a way to represent the varied beliefs of the Berbers. They have unique names for their level 4 religious buildings. We may look at giving some factions unique religious buildings in the future.
        • Rebalanced the economy. Reintroduced base income at a lower level than vanilla, and reworked some buildings according to suggestions by Jurand of Cracow.
        • Slightly increased the food bonus for the AI so they don't starve as often.
        • Rebalanced several building effects, boosted sanitation slightly, bigger penalties for industrial buildings, several other changes to buildings.
        • Added/changed some resource requirements for buildings.
        • Reduced maintenance costs for Christian religious buildings.
        • Increased maintenance costs for sanitation buildings (except food storage ones).
        • Changed Ebdani and Pict faction names.
        • Created a new Alexandrine Pentarchy See building chain to allow Alexandrine Christians to actually build a religious building in Alexandria.
        • Reworked garrisons slightly.
        • Nerfed several ancillaries, mostly the ones that give sanitation bonuses.
        • Nerfed the Ollam Ri's sanitation bonus.
        • Brought back high imperium penalties to unit and building upkeep.
        • A small number of experimental CAI tweaks - added chance for the AI to sally forth in minor settlement battles, increased chance of AI using night battles, a few things like that. Also the AI shouldn't chase player hordes around quite as much. You shouldn't really notice these. If you see the AI behaving more strangely than normal, let me know though.

      • The Last Roman
        • Rebalanced the economy and buildings.
        • Reduced maintenance costs for Christian religious buildings.
        • Allowed for minor sanitation building chain to be built in major cities (same as barbarians in the grand campaign). Also renamed those building chains, as they are in the grand campaign.
        • New faction symbol for the Roman Expedition.
        • Added/changed some resource requirements for buildings.
        • Reworked garrisons.

      • Age of Charlemagne
        • AoC is now playable in EP!
        • Some buildings rebalanced, sanitation/plague effects rebalanced. Maintenance costs and other penalties added to many buildings that had no negative effects previously.
        • Rebalanced recruitment slots as they are in the other campaigns in EP (based on the cities you control in each province mostly).
        • Faction symbols by ep1c_fail added.
        • Reworked garrisons. Garrisons for AoC work a little differently than the other campaigns. I may rework them further in the future. Garrisons in AoC are generally smaller than in the other campaigns right now. At the moment, only the "military" versions of major cities (long hall, court, and alcazar chains) give increased garrisons, and have higher maintenance costs than the other city buildings. Minor cities do not have a maintenance cost.




    Credits:
    Last edited by Augustusng; October 22, 2016 at 03:06 PM.


  2. #2

    Default Re: [Download] Europa Perdita v0.10

    Updated for the new patch.
    Last edited by Augustusng; May 05, 2017 at 11:32 AM. Reason: Removed out-of-date information to avoid confusion.

  3. #3

    Default Re: [Download] Europa Perdita v0.10

    Update - fixed some faction traits.

  4. #4

    Default Re: [Download] Europa Perdita v0.12

    Updated for the Empires of Sand DLC. Keep an eye out the next few days for a new public test pack with some significant additions.

  5. #5

    Default Re: [Download] Europa Perdita v0.2

    Big Update: The previous test pack has been incorporated into the main mod, and everything is updated for the Charlemagne DLC/White Huns patch. More detailed patch notes are in the OP.

    Also some new features:

    Thanks to Magnar for letting us use his Magnar Mechanics mods, specifically War Weariness for the grand campaign, now included as part of EP. We plan to include his climate change mod in the future as well (not included until we do startpos edits).

    Also thanks to Viking1978 for the idea of his Houses, Ranks, and Bonds mod. PrometheusTWC has developed a prototype feature for EP based on this idea, where your generals will now be assigned to a house or the royal bloodline, giving them certain bonuses. This is still early, and currently only present for the Alamans, Danes, and Sassanids.

    Almost forgot, thanks to dmboss for the inspiration from his Imperiales Oeconomiae mod. We've added a similar upkeep/recruitment cost feature to EP.

    And finally, I've added a second version of the mod, that should be more easily compatible with Fall of the Eagles. If you like their battle system and units, but want to use our campaign features, give that version a try.
    Last edited by Augustusng; December 22, 2015 at 01:14 PM.

  6. #6

    Default Re: [Download] Europa Perdita v0.2a

    Update:
    v.02a

    • WIP Religious traits added. New generals have a chance of being assigned one of these traits. Descriptions are still missing. Working on that now.
    • Fixed transports in the Last Roman.
    • The Last Roman is now playable. Our grand campaign mechanics have been added to that campaign as well.
    • Fixed Roman equipment building bonuses.
    • A few other bug fixes, nothing major.


    This update is mostly just to give people something for the next week, before the Slavic DLC comes out. It may take a while to update the mod after that though, as we plan to add more features at that point. Maybe I'll rush out a version that's just playable, but without the new changes until we get those done.
    Last edited by Augustusng; February 18, 2016 at 02:24 PM.

  7. #7

    Default Re: [Download] Europa Perdita v0.2b

    Update:
    v02.b


    • Added zombieflanders' Authentic City Names to the mod, and added him to the EP team.
    • Renamed religions in advance of the next major update - full religion overhaul coming for 0.3. Don't worry that they're not accurate for some factions currently - that will be changed for 0.3.
    • Descriptions for religious traits added. Slavic Polytheism doesn't have a trait yet, but will soon.
    • Osmosis effects for religions removed, as they caused religions to spread far too quickly and easily. This will also be addressed in 0.3.
    • War Weariness removed for now. It may be back soon.
    • New edict added: Quarantine. Severely reduces economic output of a province but slows the spread of disease just as drastically. A last resort tool for stopping an epidemic in your provinces.
    • Fixed bug with missing text for the effect that reduces disease attrition.
    • Added growth penalties for several buildings (mostly industrial ones) and reduced public order penalties for those.
    • Added new effect to bathhouses to reduce the influence of Christian religions.


    Like the last update, this is a stopgap until our next major update, v0.3. We plan to complete the religion overhaul and add startpos changes in 0.3, among other possible additions.
    Last edited by Augustusng; March 11, 2016 at 05:58 AM.

  8. #8

    Default Re: [Download] Europa Perdita v0.3

    Big 0.3 update! Finally, startpos edits and a Steam version!

    EDIT: Oh, an important note for the FotE-compatible version: load it before FotE now. Make sure EP is named higher alphabetically (the new version should be already, both Steam and standalone)

    v0.3 Patch Notes


    • Startpos edits!
      • Added AOR functionality based on the work Ahiga, Swiss Halberdier, and GrungeNL did in their community AOR map. EP's AOR map is slightly different, but their work was invaluable in adding this feature. Note that there are no units restricted by this feature currently - only the framework is there for future updates.
      • 10 Climate Change levels instead of 5 - a modified version of Magnar's Climate Change mod.
      • State religions for many factions are different. Both Roman factions start as the same religion, for example.
      • Starting local traditions are also edited.
      • Mercenary onagers removed.
      • Onagers in rebellions and the starting Visigoth armies removed.
      • Roman starting positions rebalanced - all armies are at full strength, and important border cities start at higher levels with more fortifications.
      • Sassanid starting position rebalanced - most satrapies are removed, and the Afrighids (Xvarazm) made a satrapy instead of an ally.
      • Migratory and nomadic factions can re-emerge in some regions - this may need a bit of testing, by the way.
      • Changed victory conditions and barracks religious requirements for the Lakhmids to accommodate the religion overhaul.
      • Added a TLR startpos with changed starting religions and religious buildings. This one may get more work later.

    • Religion Overhaul
      • Rebalanced religious buildings. All religions should have useful buildings now.
      • Changed local traditions.
      • Slower religious conversion.
      • Lowered requirements for EoS level 5 barracks buildings to 70% state religion, from 75%.

    • Economic rebalancing (still needs some work)
      • Trade and industry are better sources of income than before.
      • ERE interest faction trait nerfed, but their income from trade trait increased.

    • Character Traits
      • Religious traits for all religions
      • House/tribe traits for Danes, Jutes, Geats, Alamans, and Sassanids.
      • Historic character traits for Alaric, Attila, Honorius, Arcadius, Bahram, and Stilicho. Arcadius, Honorius, and Bahram all start with negative traits - level them up to alleviate the effects.
      • Modified version of Prometheus' Heirloom traits mod added (mostly nerfed ).
      • Nerfed some vanilla traits.

    • New faction symbols, faction colors, and uniform colors for many factions - more to come.
    • Remaining edicts reworked.
    • Reskinned several faction leaders - more to come when I have time.
    • EXPERIMENTAL: Reduced distance AI armies will chase the player. I'm not 100% sure this one is working.
    Last edited by Augustusng; March 25, 2016 at 09:02 PM.

  9. #9

    Default Re: [Download] Europa Perdita v0.3

    Small update:

    v03.a

    • Reduced penalty to state religious influence at high imperium levels.
    • Renamed the Gothic factions, again. And changed several separatist faction names.
    • Added a reskin of the Vandal faction leader to the non-FotE version.

  10. #10

    Default Re: [Download] Europa Perdita v0.35

    Update:

    v0.35

    • Economic Rebalancing
      • Removed base income for all factions.
      • Gave AI factions a boost to avoid them going into negative income at the start. Bigger AI factions will be much stronger.
      • The AI will be much more likely to accept a trade agreement with you if they benefit more from it than you do. Big factions with access to more trade resources will have an easier time securing trade agreements, as more factions will want to trade with them.
      • Added bonus tax rate for factions at lower imperium levels.
      • Increased building maintenance costs at higher imperium levels.
      • Increased income from industrial, commercial, and agricultural buildings.
      • Increased the value of all trade agreements.
      • Increased income from raiding.
      • Decreased unit upkeep for smaller factions. Many do still start with negative income, but it should be manageable.
      • Changed some starting buildings for the Sassanids, so they start with better income.
      • Rebalanced corruption values (max 100% at 140 regions now).
      • Reduced food and income from horse buildings.
      • Reduced food from camels.

    • Startpos Changes (require a new campaign)
      • Fixed starting religions in Palestina, Cappadocia, and Arabia Felix.
      • Visigoths now start as Arian Christians.

    • Recruitment Changes
      • Added 1 base recruitment point for horde factions.
      • Removed recruitment point gain from imperium level.
      • Added 1 recruitment point to cities.
      • Added 1 bonus recruitment point for your faction capital.

    • Religion Changes
      • Added 1 point of Judaism to Aethiopian local traditions.
      • Slightly reduced public order penalties from religious differences.
      • Decreased imperium level penalties to religious conversion and public order.
      • Disabled EoS factions from building temples of their opposing religion unless they convert.
      • Added Alexandrine Christianity to the "Christian Following" and "Christian Support" effect bundles.
      • Slightly reworked Semitic Pagan "Military Fervour" edict, renamed to "Religious Fervour."

    • Other Stuff
      • New faction symbols and colors. All playable factions are done.
      • Reduced public order penalty from provincial food shortage.
      • Slightly reduced imperium gain from creating new hordes.
      • Added Lakhmid house traits.
      • Added higher resistance to occupation at higher imperium levels.
      • Reduced the diplomacy bonus from governor buildings.
      • Reduced many positive diplomatic modifiers.



    • Bugfixes
      • Fixed garrison compatibility with FotE. Garrisons won't be so absurdly large with both mods enabled now.
      • Fixed Roman unit recruitment faction trait for the Franks and migrators.
      • Fixed some faction names.
      • Fixed missing religion effect icons for EoS religions (vanilla bug ).
      • Fixed missing base food production and income for level 3 and 4 wheat farms.


  11. #11

    Default Re: [Download] Europa Perdita v0.35a

    Small update, mostly bug fixes:

    v0.35a


    • Fixed ERE chapter 1 religious missions, and victory condition buildings (requires a new campaign).
    • Added new faction leader reskins for the Lakhmids, Tanukhids, Suebians, and Burgundians, and redid the Garamantian one.
    • Changed Garamantian uniform colors.
    • Added Council of Carthage event to Alexandrine Christian factions. There might be some other Christian events that also aren't normally available to that religion (att_rel_church_east), so let me know if I should add them.
    • Fixed missing anti-disease effects for Antiochene monasteries.
    • Changed the effect scope for barbarian Warrior Rites edict +XP effect.
    • Rebalanced barbarian livestock buildings.
    • Reduced loyalty penalties from character traits for Romans and Sassanids.

  12. #12

    Default Re: [Download] Europa Perdita v0.4

    Update!

    v0.4



    • Bugfixes
      • Fixed AI crash on Lakhmid turn, thanks to Dresden!
      • Fixed some trait effect scopes.
      • Fixed Burgundian faction leader skin.
      • Fixed name of the Religious Fervour Edict for Judaism and Alexandrine Christianity (I had earlier assumed that this edict was only for Semitic Polytheism somehow, but all three EoS religions have access to it).
      • Fixed some religious effect scopes.
      • Fixed effect scopes of anti-plague bonuses on all buildings, and decreased their effects. Decreased some effects of the Quarantine edict as well.
      • Added in missing Desert and Alan garrisons to foreign cities, and rebalanced Alan garrisons.
      • Added recruitment entries to all city types for basic Alanic, Celtic, and Desert levy units.
      • Fixed vanilla bug where EoS factions didn't have technology requirements for religious buildings of religions other than their own, as well as non-Roman factions not having technology requirements for the Patriarchal See building chain.

    • New stuff
      • Grand Campaign
        • Changed Armenia, Abasgia, and Kartli, and Arran to Antiochene Christianity, and the local traditions in those regions too (requires a new campaign).
        • Changed Garamantia, Gaetuli, and Mauri to Greco-Roman Polytheism, adjusted local traditions, and changed one Garamantian optional objective to match. This change is a bit of a stopgap, a way to represent the varied beliefs of the Berbers. They have unique names for their level 4 religious buildings. We may look at giving some factions unique religious buildings in the future.
        • Rebalanced the economy. Reintroduced base income at a lower level than vanilla, and reworked some buildings according to suggestions by Jurand of Cracow.
        • Slightly increased the food bonus for the AI so they don't starve as often.
        • Rebalanced several building effects, boosted sanitation slightly, bigger penalties for industrial buildings, several other changes to buildings.
        • Added/changed some resource requirements for buildings.
        • Reduced maintenance costs for Christian religious buildings.
        • Increased maintenance costs for sanitation buildings (except food storage ones).
        • Changed Ebdani and Pict faction names.
        • Created a new Alexandrine Pentarchy See building chain to allow Alexandrine Christians to actually build a religious building in Alexandria.
        • Reworked garrisons slightly.
        • Nerfed several ancillaries, mostly the ones that give sanitation bonuses.
        • Nerfed the Ollam Ri's sanitation bonus.
        • Brought back high imperium penalties to unit and building upkeep.
        • A small number of experimental CAI tweaks - added chance for the AI to sally forth in minor settlement battles, increased chance of AI using night battles, a few things like that. Also the AI shouldn't chase player hordes around quite as much. You shouldn't really notice these. If you see the AI behaving more strangely than normal, let me know though.

      • The Last Roman
        • Rebalanced the economy and buildings.
        • Reduced maintenance costs for Christian religious buildings.
        • Allowed for minor sanitation building chain to be built in major cities (same as barbarians in the grand campaign). Also renamed those building chains, as they are in the grand campaign.
        • New faction symbol for the Roman Expedition.
        • Added/changed some resource requirements for buildings.
        • Reworked garrisons.

      • Age of Charlemagne
        • AoC is now playable in EP!
        • Some buildings rebalanced, sanitation/plague effects rebalanced. Maintenance costs and other penalties added to many buildings that had no negative effects previously.
        • Rebalanced recruitment slots as they are in the other campaigns in EP (based on the cities you control in each province mostly).
        • Faction symbols by ep1c_fail added.
        • Reworked garrisons. Garrisons for AoC work a little differently than the other campaigns. I may rework them further in the future. Garrisons in AoC are generally smaller than in the other campaigns right now. At the moment, only the "military" versions of major cities (long hall, court, and alcazar chains) give increased garrisons, and have higher maintenance costs than the other city buildings. Minor cities do not have a maintenance cost.



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