The latest version of the AE Mod is here:
Original Post:
Has anyone got a list of the changes made in the AE Mod?
version 0.01
The AE mod is the combined efforts of the posters at the Apolyton CtP2 sourcecode forum (http://www.apolyton.net/forums/forum...s=&forumid=213) to rebalance, restructure, and generally improve the experience of playing CtP2.
It focuses on neither military, economic, scientific or diplomatic gameplay, but seeks to balance all styles to be equally effective, but to be played in completely different ways to each other.
Post any comments on this mod at the forum thread here: http://www.apolyton.net/forums/showt...hreadid=165870
AE Mod changes:
GENERAL:
========
fortified bonus +200% defence, was 50%. will perhaps be incremental in future release. 1 turn +50%, 2 turns +75% etc.
ADVANCES:
=========
added:
Infantry Tactics - requires Gunpowder - gives Musketeer(see units)
Plasma Engineering - requires Plasma Weaponry - gives Plasma Destroyer(see units)
changed:
Fascism - requires Nationalism + Mass Media (was Gunpowder+Theology)
BUILDINGS:
==========
changed:
food silo - maxpop +0 > maxpop +8
arcologies - maxpop +14 > maxpop +10
aqua filter - maxpop +14 > maxpop +10
forcefield - now does not require city walls to build
security monitor - -30% crime -3 happiness > -30% crime -1 happiness
TERRAIN:
========
food/production/commerce - add/remove advance > changed to
forest: 10/5/10 - agri.rev./agr.rev. > 5/15/5 - conservation/toolmaking
plains: toolmaking/toolmaking > toolmaking/agri.rev.
tundra: 0/5/0 - adv.composites/adv.comp > 5/5/0 - NONE/adv.composites
glacie: adv.composites/adv.comp > NONE/gaia theory
grassl: toolmaking/toolm. > agri.rev./agri.rev.
desert: 0/0/5 - agri.rev./agri.rev. > 0/10/5 - NONE/agri.rev.
swamp : industrial rev./indus.rev. > NONE/agri.rev.
jungle: 5/10/5 - agri.rev./agri.rev. > 10/10/5 - conservation/toolmaking
mounta: 0/15/10 - fusion/fusion > 0/15/5 - NONE/Fusion
hill : 5/10/10 - explosives/explos. > 5/10/5 - NONE/explosives
shallo: 10/10/5 > 10/5/10
deep : 10/10/5 > 10/5/10
volcan: 0/25/15 > 10/20/10
beach : 10/10/10 > 10/5/10
shelf : 5/10/5 > 10/5/10
d.moun: 0/10/10 - fusion/fusion > 0/15/5 - NONE/fusion
dunes : explosives/explos. > NONE/explosives
p.hill: 0/5/5 - explosives/explos. > 0/10/5 - NONE/explosives
p.moun: 0/10/5 - fusion/fusion > 0/15/5 - NONE/fusion
kelp : 15/10/0 > 15/5/10
reef : 10/15/5 > 10/10/10
rivers: 5/5/5 > 5/0/5
defence of all terrain doubled. e.g forest 25% > 50%, mountain 100% > 200%.
UNITS:
======
att/def/ran/damage/armour - tech - catagory
added:
legion - 20/10/0/1/1 - Iron Working - attacker
longbowman - 10/15/25/2/1 - Feudalism - ranged
musketeer - 40/20/10/3/1 - Infantry Tactics - attacker
plasmatica - 60/70/40/5/1 - Plasma Weaponry - defence
changed:
mounted archer - 10/10/20 - ranged > 15/10/10 - flanker
samurai - 20/10/0 - Iron Working > 30/10/0 - Bureaucracy
plasma destroyer - Plasma Weaponry > Plasma Engineering
war walker - sprite changed
artillery - sprite changed
mobile SAM - name changed to mobile missile system
movement of most units lowered. generally foot=1, mounted=2, wheel=3, future units are greater. see Great Library in game for more details.
WONDERS:
========
Aristotle's Lyceum - +20% science > +10% science, obsolete at Classical Education.
Central Matter Decompiler - "building everywhere"(Matter Decompiler), costs 20,000 > costs 30,000. (better solution at soem point)
Chichen Itza - -30% crime > -30% crime, obsolete at Theology
Field Dynamics Lab - +35% science > +10% science
Genome Project - +10% prod., +10% health (+1HP) for units. > only +10% Health for units.
Globe Sat - full radar coverage, costs 12,400 > costs 18,600 (better solution at some point)
Gutenberg's Bible - +2 happiness, eliminates conversion > only gives "Eliminates conversion"
Internet - "building everywhere" (Computer Center) > +20% science, obsolete at Space Flight(Orbital Laboratories)
Pyramids - +100 gold per turn > +300 gold per turn
Ramayana - +3 happiness > +1 happiness, obsolete Age of Reason
Zero Crime Bill - -60% crime > -30% crime, obsolete at Neural Reprogramming
The AE mod is the combined efforts of the posters at the Apolyton CtP2 sourcecode forum (http://www.apolyton.net/forums/forum...s=&forumid=213) to rebalance, restructure, and generally improve the experience of playing CtP2.
It focuses on neither military, economic, scientific or diplomatic gameplay, but seeks to balance all styles to be equally effective, but to be played in completely different ways to each other.
Post any comments on this mod at the forum thread here: http://www.apolyton.net/forums/showt...hreadid=165870
AE Mod changes:
GENERAL:
========
fortified bonus +200% defence, was 50%. will perhaps be incremental in future release. 1 turn +50%, 2 turns +75% etc.
ADVANCES:
=========
added:
Infantry Tactics - requires Gunpowder - gives Musketeer(see units)
Plasma Engineering - requires Plasma Weaponry - gives Plasma Destroyer(see units)
changed:
Fascism - requires Nationalism + Mass Media (was Gunpowder+Theology)
BUILDINGS:
==========
changed:
food silo - maxpop +0 > maxpop +8
arcologies - maxpop +14 > maxpop +10
aqua filter - maxpop +14 > maxpop +10
forcefield - now does not require city walls to build
security monitor - -30% crime -3 happiness > -30% crime -1 happiness
TERRAIN:
========
food/production/commerce - add/remove advance > changed to
forest: 10/5/10 - agri.rev./agr.rev. > 5/15/5 - conservation/toolmaking
plains: toolmaking/toolmaking > toolmaking/agri.rev.
tundra: 0/5/0 - adv.composites/adv.comp > 5/5/0 - NONE/adv.composites
glacie: adv.composites/adv.comp > NONE/gaia theory
grassl: toolmaking/toolm. > agri.rev./agri.rev.
desert: 0/0/5 - agri.rev./agri.rev. > 0/10/5 - NONE/agri.rev.
swamp : industrial rev./indus.rev. > NONE/agri.rev.
jungle: 5/10/5 - agri.rev./agri.rev. > 10/10/5 - conservation/toolmaking
mounta: 0/15/10 - fusion/fusion > 0/15/5 - NONE/Fusion
hill : 5/10/10 - explosives/explos. > 5/10/5 - NONE/explosives
shallo: 10/10/5 > 10/5/10
deep : 10/10/5 > 10/5/10
volcan: 0/25/15 > 10/20/10
beach : 10/10/10 > 10/5/10
shelf : 5/10/5 > 10/5/10
d.moun: 0/10/10 - fusion/fusion > 0/15/5 - NONE/fusion
dunes : explosives/explos. > NONE/explosives
p.hill: 0/5/5 - explosives/explos. > 0/10/5 - NONE/explosives
p.moun: 0/10/5 - fusion/fusion > 0/15/5 - NONE/fusion
kelp : 15/10/0 > 15/5/10
reef : 10/15/5 > 10/10/10
rivers: 5/5/5 > 5/0/5
defence of all terrain doubled. e.g forest 25% > 50%, mountain 100% > 200%.
UNITS:
======
att/def/ran/damage/armour - tech - catagory
added:
legion - 20/10/0/1/1 - Iron Working - attacker
longbowman - 10/15/25/2/1 - Feudalism - ranged
musketeer - 40/20/10/3/1 - Infantry Tactics - attacker
plasmatica - 60/70/40/5/1 - Plasma Weaponry - defence
changed:
mounted archer - 10/10/20 - ranged > 15/10/10 - flanker
samurai - 20/10/0 - Iron Working > 30/10/0 - Bureaucracy
plasma destroyer - Plasma Weaponry > Plasma Engineering
war walker - sprite changed
artillery - sprite changed
mobile SAM - name changed to mobile missile system
movement of most units lowered. generally foot=1, mounted=2, wheel=3, future units are greater. see Great Library in game for more details.
WONDERS:
========
Aristotle's Lyceum - +20% science > +10% science, obsolete at Classical Education.
Central Matter Decompiler - "building everywhere"(Matter Decompiler), costs 20,000 > costs 30,000. (better solution at soem point)
Chichen Itza - -30% crime > -30% crime, obsolete at Theology
Field Dynamics Lab - +35% science > +10% science
Genome Project - +10% prod., +10% health (+1HP) for units. > only +10% Health for units.
Globe Sat - full radar coverage, costs 12,400 > costs 18,600 (better solution at some point)
Gutenberg's Bible - +2 happiness, eliminates conversion > only gives "Eliminates conversion"
Internet - "building everywhere" (Computer Center) > +20% science, obsolete at Space Flight(Orbital Laboratories)
Pyramids - +100 gold per turn > +300 gold per turn
Ramayana - +3 happiness > +1 happiness, obsolete Age of Reason
Zero Crime Bill - -60% crime > -30% crime, obsolete at Neural Reprogramming
Has anyone got a list of the changes made in the AE Mod?
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