Say, if a Heavy Infantry requires Scale armor but there is Mail armor in the City the unit will equip them Mail armor instead of the Scale and gain a bonus to strength. As you buy and sale in the game you gain trade points that slowly unlock new Trade Routes and other features.Īlternate Equipment- There is now Alternate Equipment. Trade Points: New Trade Screen and trade points. Invaders can not found villages until they raze their first one. Invader Leaders: some Leaders have the Invader trait. Those being Culture, Religion, and Education. Much like Immigration Culture is actually effected by other yields. Luxury Food is produced by your Butchers and Bakers.Ĭulture: is now its own Yield with buildings that produce it. Also, Pages are produced with enough stored Luxury Food. With research you can produce Free Peasants instead. Population Growth: Your towns produce Serfs when enough Food is stored. In a future update I'll make it so you get a bonus if you manage to start your Conquest early. You can start your Conquests at 50% Fealty or it will start automatically after 350 turns so be prepared. Leaders such as Saladin must defeat the Crusaders and the Byzantines must put down the Ottoman Threat. Some Leaders must build up their power and Proclaim to be Emperor and then defeat the Popes Holy Expeditionary Force. Independence: has been changed some what. The amount of Immigration and Culture a city produces can be seen in the Prosperity help text in your Cities. The formula is Religion + (Fealty+ Education) / 2.Ĭrosses is now Religion and Rebel Sentiment is now Fealty. Those being Religion, Education, and Fealty. On Landstart Civs immigrants will auto travel from "distant lands" through the Europe Screen or they may appear at any friendly foreign City and automaticly begin to travel to your Domain.Īlso there are multiple factors that effect Immigration. Only effective on Civs with Land starts at the moment. Immigration: Introducing Live Immigration 1.0. Rebel Sentiment: is now changed to Fealty but works the same. Their ships can not sail to Europe but instead your units must use the Pedler and Merchant Professions to travel to the Fair to sell goods. Land starts: some Civs start on land and have a different type of Europe. There is a small tutorial so the best thing to do is just start the game and discover things as you go Tons of new things have been added, units, professions, buildings, lots of art, you name it. Thanks to Mastrude, Nightinggale, raystuttgart, Jennvare, Dragonlord, KJ Jansson, Thonnan, Deon, Radunz, millansoft, and any others I may have missed If I have missed someone please let me know. I borrow some units so far but I am sure I'll get more later.Īnd lots of others I'll name as I go about this. Thanks to raystuttgart and the team at TAC for their awesome mod. Mastrude, Nightinggale, Aymeric, Deliverator, KJ Jansson, Androrc the Orc, TC01, drjest2000, The Turk for Ideas, Code, Art, Tutorials etc.īakuel for his awesome Arabian style units, and orlanth for the opening movie. They should be marked as ///TKs at the start of the change then ///TKe at the end but no guarantees ![]() All the Changes that I made all start with ///TK or #TK in Python. In the mean time just try to over look it In a future update I hope to have it set up so that the game spawns the actual Enemy nation to do war with the player. ![]() ![]() And right now for some nations things may be a bit off, for instance with the Vikings and Mongols its the "Adviser" that declares war on you when its not suppose to be. The Medieval Tutorial in the game can be turned off in player options The Professions Pedia is still incomplete Most of the Art and new Fathers are in the game but all of the old FF stats are basically the same. It is something I plan to implement in the future. However, I have been accumulating ideas and researching history to make a good simulation of the Islamic Civs as well. I am more familiar with these concepts so that is what I worked on first. Note to Islam Civs: As of this version the main focus has been on European History and themes so most of the buildings and units reflect that. Welcome to Medieval: Conquests, where you must raise your fledgling tribe to become the supreme power of the age. It is the year 476 the last Roman Emperor of the Western Empire has fallen ushering in the Dark Ages.
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