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TE FunPatch Beta, It will give you the most fun you ever h
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Ha_Luke
post Jul 6 2010, 04:14 AM
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We all know that RE 1.02 is not very balanced, that's why experts from the Triple Entente clan have made a fan patch, the Triple Entente Funpatch. We don't take one baseline civ and then nerf the OP civs, while improving the UP civs. Instead, we just make every other civ also OP. Major credits go to No_Nickname, SunilD93, _Ha_Luke_331, and Bart331 for most of the modding and thanks to various other members of the clan for testing and ideas!

On a more serious note, this patch is pretty much just a patch with very weird and interesting changes in an attempt to drastically change game play in a hopefully "Fun" manner.
You cannot rely on previous strategies/build orders and all civilizations have been changed quite a bit. Hope everyone enjoys it!

Read these steps carefully if you don't want to mess your game up. If you follow these steps than everything will go ok.

Downloading instructions
Step 1: Download + install the AS patch launcher Here is the latest version

Step 2: Unzip the TAD patch launcher.exe file to your desktop

Step 3: Run it once

Step 4: Download the Funpatch which is posted in this topic

Step 5: Unzip that folder to: Documents->My Games->AOE3 -> Fan Patches

Step 6: Run the patch launcher again, and there it is :)

Step 7: When done playing, switch back to RE patch by using the patch launcher.



Important:

Changing back to RE1.02 with the patch launcher will make all changes of the funpatch undone, always start with RE1.02 when you use the patch launcher, and end with RE1.02 .


Do not change any files manually when you are using the patch launcher for the funpatch.



Attached File(s)
Attached File  TE_Funpatch_Beta.zip ( 9.56mb ) Number of downloads: 51

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Ha_Luke
post Jul 6 2010, 04:18 AM
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Lance Corporal
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Now on to the changes:

Here are the changes to the game done in the TE FunPatch.

General Changes

Texts, names and user messages
- Many messages and texts in the game have been changed. The word "nub" is now very common in the game.
- Many unit names and random names have been changed.

Player colors
- New player colors added.

Taunts and game sounds
- Several new taunts added (typing in the numbers 34-68 will now produce taunts).

Explorer
- Can now use the Hot Air Balloon ability by default in the Colonial age. No longer necessary to send the Hot Air Balloon card to get this ability.
- Gets the Swashbuckler special attack in Fortress age
- Can now build Walls.
- Hitpoints increased to 500 (up from 400)
- Crackshot attack damage decreased to 2000 (down from 5000), but it now has an area of effect of 1

Minor Natives
- All Minor Native units have their cost decreased by 25%
- Build limits for all Minor Native units doubled

Mercenaries
- Black Riders
- Now frightens nearby enemy units so they have -3% attack
- Now have a build limit of 9

- Swiss Pikemen
- Swiss Pikemen now have twice as much hitpoints, but their attack is cut in half.
- Hitpoints increased to 650 (up from 325)
- Hand attack reduced to 11 (down from 22)
- Siege attack reduced to 32 (down from 64)

- Fusiliers
- Ranged attack disabled so they can only fight in melee
- Area of effect of 1 added to their hand attack
- Speed reduced to 4
- Fusiliers now boost each others speed
- Now automatically regenerate their hitpoints
- Build limit of 12 added
- Can now be trained in the Fortress age (down from the Industrial age)
- Cost reduced to 250 coin (down from 300 coin)

- Manchu
- Now have an area of effect of 1
- Ranged attack reduced to 25 (down from 27)
- Damage cap of 32 added
- Now fire flaming arrows

- Ninja
- Hitpoints reduced to 200 (down from 400)
- Hand attack increased to 30 (up from 20)
- Siege attack increased to 150 (up from 60)
- Damage bonus of x2 vs. Japanese Samurai added
- Damage bonus of x10 vs. Japanese Daimyos and Shoguns added

- Jaegers
- Can now hunt huntable animals such as Deers and Bison
- Gather food from huntable animals at a rate of 2.00 food/second

- Stradiots
- Hitpoints reduced to 535 (down from 585)
- Bonus of x1.5 vs infantry added to their hand attack

- Barbary Corsairs
- Siege attack increased to 70
- Bonus of x2 vs villagers added to their hand attack

- Hackapells
- Hackapells now counter heavy infantry anc heavy cavalry, and get beaten by non-heavy ranged infantry and light cavalry.
- Hand attack now causes ranged damage
- Hand attack decreased to 100 (down from 121)
- Bonus of 5x vs heavy infantry and a penalty of x0.2 vs infantry added to hand attack
- Bonus of x1.75 vs heavy cavalry, x0.57 vs light cavalry and x1.2 vs Coyote Runners added
- Cavalry flag removed so they don't get countered by heavy infantry
- Light cavalry and ranged cavalry flags added


Skirmishers
- Skirmisher speed increased to 5 (up from 4)

Grenadiers
- Hitpoints increased to 240 (up from 200)
- Ranged resistance decreased to 30% (down from 50%)
- Ranged attack damage increased to 18 (up from 16)
- Their projectiles now move at 50 speed instead of 20

Crossbowmen
- All bonuses vs. Heavy Infantry increased to 1.5 (up from 1.25)
- Ranged attack increased to 17 (up from 16)
- Crossbowmens ranged attack now causes siege damage instead of ranged damage

Halberdiers
- Halberdiers now function as highly resistant meatshields for units of all sorts
- Hand resistance changed to ranged resistance and increased to 0.50 (up from 0.10)
- Hitpoints increased to 210 (up from 200)
- Speed reduced to 3.25 (down from 4)

Cavalry Archers
- Area of effect of 1 added
- Ranged attack reduced to 12 (down from 13)
- Damagecap of 16 added
- Now fire flaming arrows (the arillery projectile)

Culverins
- Damage bonus of x3 vs villagers added

Mortars
- Projectile now has a line of sight of 25 (up from 0)

Petards
- Now explodes on units as well as buildings (instead of just hitting units)
- Area of Effect of 4 added to its explode attack
- Penalties of x0.2 added vs infantry, cavalry and artillery
- Hitpoints reduced to 200
- Speed reduced to 3.5 (down from 4)
- Penalty of x0.1 vs villagers added

Nitroglycerine Petards
- As normal Petards they can now also explode on units with an area of effect of 4, but they have no penalties vs. units

Healers
- All standard healers trained from the European church/mosque (Priests, Imams and Missionaries) now heal at a rate of 15 hitpoints/seconds (up from 10 hitpoints/second)
- Priest and Imam cost decreased to 150 coin (down from 200 coin). Build and kill bounties changed accordingly.
- Missionary cost decreased to 75 wood and 75 coin (down from 100 wood and 100 coin). Build and kill bounties changed accordingly.
- Surgeons now heal at a rate of 20 hitpoints/second (up from 10 hitpoints/second)
- Surgeon cost decreased to 175 coin (down from 300 coin)
- Surgeon hitpoints increased to 360 (up from 240)

Sheep
- Now suck at pathing
- Obstruction radii increased to 1.49 (up from 0.49)

Covered Wagon
- Can now transform into Mills and Plantations as well as Town Centers

Walls
- As a little treat to you wall spammers (you know who you are) we have improved wall placement a bit
- Fixed a bug where you could not convert a wall into a gate if a unit was standing near the wall
- WallStraight5 (the longest walls) can now be placed over Trade Routes, and can also be converted to gates over Trade Routes

- Advanced Wonders (card)
- Effect changed to make wonders build 35% faster (up from 25%)

Factories and Factory cards
- Factory
- Build limit set to 2

- Factory (card)
- Can now be sent infinite times

- Robber Barons (card)
- Instead of delivering a Factory Wagon, it now increases Factory work rate for resources by 25% and reduced heavy artillery (Heavy Cannons, Great Bombards and Rockets) train time by 25%

- Industrial Revolution (card)
- Instead of delivering a Factory Wagon, it now increases Factory work rate for resources by 25% and reduced heavy artillery (Heavy Cannons, Great Bombards and Rockets) train time by 25%


Town Centers
- Cavalry can now garrison inside Town Centers

Resource crates
- Resource crates can now move around at 1 speed

Immigrants (age 5 technology at Capitol)
- Instead of just giving +100 population, it now also increases your maximum population to 250.
- Cost increased to 5000 coin (up from 2000 coin)

Ironclad
- Is now trainable in the Imperial age by the following civilizations: Britain, France, Spain, Portugal and the Dutch.
- Is now affected correctly by the warship upgrades at the dock.
- Ranged resistance changed to siege restistance, and increased to 0.90 (up from 0.75)
- Ranged attack increased to 200 (up from 115), a bonus of x2 vs ships is added, and its rate of fire is reduced to 1.25 (down from 2.00)
- Long-ranged attack now does x20 bonus damage vs. buildings (up from 5)
- Now also has a broadside attack that does 90 siege damage per cannonaball
- Cost changed to 1000 wood and 1000 coin
- Build limit decreased to 1 (down from 3)

Saloon
- Build limit increased to 5 (up from 1)
- Cost decreased to 125 wood (down from 200 wood)

Wild West (technology)
- Now also increases Mercenary attack and hitpoints by 25%
- Moved to the Imperial age (up from the Industrial age)

Monastery
- Build limit increased to 5 (up from 1)
- Cost decreased to 150 wood (down from 225 wood)


Houses
- Build limit increased to 25 (up from 20)

Spies (the unit)
- Hitpoints increased to 175 (up from 150)
- Line of sight increased to 32 (up from 28)
- Build limit of 5 added
- Hand attack increased to 25 (up from 5)
- x6 vs Mercenaries (down from x20)
- x8 vs Heroes (down from x40)
- x2 vs natives (down from x4)
- Penalty of x0.25 vs villagers added
- Bonus of x8 vs Japanese Daimyos and Shoguns added
- Now have a ranged attack of 15
- 14 range
- 3.0 ROF
- x6 vs Mercenaries (down from x20)
- x8 vs Heroes (down from x40)
- x2 vs natives (down from x4)
- x0.25 vs villagers
- x8 vs Japanese Daimyos and Shoguns


Native Scouts
- Random names changed

Tomahawks (from treasures)
- Penalty of x0.1 vs villagers added

Siege Dance (Fire Pit dance)
- Effect on infantry and artillery reduced

Fodder (new unit)
- Can be trained from Houses by the following civilizations: Russia, France, Britain and the Dutch
- Age: Fortress age
- Cost: free, 0 population
- Hitpoints: 40
- Hand resistance: 20%
- Attack: none
- Build limit: 30
- Kill XP: 1
- Build XP: 0
- Train time: 10 seconds

Revolution Changes
We have significally boosted Revolutions in this patch, and added a lot of new features. After you have revolted, it is almost like you control a new civilization:

Town Center
- Town Centers now produce XP at a rate of 0.8/s after you have revolted
- Build limit for Town Centers after you have revolted reduced to 5 (down from 10)

Colonial Militia
- Can now gather resources at these rates:
- Food (huntable animals): 0.336/s
- Food (herdable animals): 0.80/s
- Food (Mills): 0.26/s
- Food (berries): 0.26/s
- Wood: 0.20/s
- Coin (mines): 0.24/s
- Coin (Plantations): 0.20/s
- Crates: 16.0/s


- Are affected by all economic gathering improvements
- Only train one at a time instead of in batches of 5, but train time is reduced to 6 seconds (down from 30 seconds)
- Now trainable from Barracks as well as Town Center
- Colonial Miltia can now build these special buildings:
- Tents
- Cost: 90 wood
- Build limit: 15
- XP trickle: 0.15 XP/s
- Each tent provides a 4% hitpoint boost to your nearby units

- Campfires
- Cost: 120 wood
- Build limit: 5
- XP trickle: 0.80 XP/s
- Each campfire provides a 10% attack boost to your nearby units

- Field Hospital
- Cost: 200 wood
- Build limit: 4
- Can train Surgeons
- Heals nearby friendly units

- Feed Stores
- Cost: 250 wood, 250 coin
- Build limit: 4
- Food trickle: 1.75/s
- Can train Covered Wagons for 500 wood each
- In Feed Stores you can research these technologies:
- Agricultural Revolution
- Cost: 400 wood, 400 coin
- Lets your Colonial Militia gather food faster: 20% faster from Mills, 40% faster from huntable animals, 40% faster from berries, 25% faster from herdable animals

- Revolutionary Wood Chopping
- Cost: 400 food, 400 coin
- Lets your Colonial Militia gather wood 25% faster

- Industrial Revolution
- Cost: 400 food, 400 wood
- Lets your Colonial Militia gather coin faster: 20% faster from Plantations, 40% faster from mines

- Revolutionary Economy
- Cost: 500 food, 500 wood, 500 coin
- Lets your Colonial Militia gather all resources faster: 25% faster from huntable animals, herdable animals, berries, trees, mines. 15% faster from Mills and Plantations.

- Advanced Wagons
- Cost: 100 wood
- Wagons cost 200 wood less, train 75% faster and can now also build Markets, Churches/Mosques and Livestock Pens


- Weapons Cache
- Cost: 300 wood 300 coin
- Build limit: 4
- Wood Trickle: 1.75/s
- Can train Petards, and all Arsenal improvements (including the advanced ones) can be researched here.

- Bank

- Cost: 275 wood 275 coin
- Build limit: 4
- Coin Trickle: 1.75/s


Ironclads
- After you have revolted, Ironclads are improved:
- Build limit increased to 5 (up from 1)
- Cost decreased to 750 wood and 750 coin (down from 1000 wood and 1000 coin)
- Trainable from Dock

Shipments
- Some shipments available from the Revolution Home City have been improved. Also, you will be getting much more shipments after revolting now, as you get a lot of XP from Tents, Campfires and Town Centers.
- 16 Colonial Militia
- Now also provides 2 Large Crates of Food

- 4 Gatling Guns
- Now also provides 2 Large Chests of Coin

- 1 Fort Wagon
- Now also provides 2 Large Cords of Wood


Factories and Factory Wagons
- Factory Wagons can be trained at the Town Center for 1000 food, 1000 wood and 1000 coin after you have revolted
- Factory limit set to 2

Gatling Guns
- Hitpoints increased to 180 (up from 150)
- Attack increased to 33 (up from 30)
- Range increased to 28 (up from 24)
- Line of sigh increased to 32 (up from 26)
- Penalties vs. buildings, ships and artillery removed
- Bonus of x1.33 vs infantry added
- Area of effect increased to 3 (up from 2)

O'Higgins Revolution Politician
- The Imperial Hussars you get from this politician now show their correct name (Imperial Hussars) instead of Veteran Hussars


[big] Flying units[/big]
Several units that previously could only move on the ground, now fly instead. Every civilization now also has access to 3-4 new, flying units, mostly ships. The new flying units add a new dimension to the game, as you now not only can fight on land and on the water, but also in the air. The new flying ships are powerful but quite expensive, and can only be attacked by buildings, ranged land units and ships (and of course each other). They are countered by artillery and buildings. The new flying ships open up a wide variety of tactical possibilities. European civilizations train flying ships from their Outposts and Forts, Native civilizations train them from their Farms, and Asian civilizations train them from their Castles. The Towers you start with on The Great Lameage and Siberia can also train flying ships.

Old units that now fly:
- Arrow Knights
- Ruyters
- Flying Crows

New, flying units:
- Flying Canoe
- A light aircraft that excels at killing heavy flying ships, and is weak against land units.
- Civilizations: Britain, the Dutch, France, the Ottomans, Portugal, Russia, Spain
- Age: Fortress age
- Type: light flying
- Cost: 200 wood, 200 coin
- Build limit: 8
- Hitpoints: 275
- Ranged Resistance: 75%
- Ranged attack: 160 siege damage; 20 range, 3.0 ROF, 1 area of effect, x0.05 vs villagers, x0.1 vs infantry, x0.1 vs cavalry, x0.1 vs artillery, x1.5 vs heavy flying, x0.75 vs bomber ship
- Speed: 7.50
- Line of sight: 24

- Marathan Aircraft
- Asian version of the flying canoe, only that this is a flying catamaran.
- Civilizations: Japan, China, India
- Age: Fortress age
- Type: light flying
- Cost: 200 wood, 200 coin
- Build limit: 8
- Hitpoints: 275
- Ranged Resistance: 75%
- Ranged attack: 160 siege damage; 20 range, 3.0 ROF, 1 area of effect, x0.05 vs villagers, x0.1 vs infantry, x0.1 vs cavalry, x0.1 vs artillery, x1.5 vs heavy flying, x0.75 vs bomber ship
- Speed: 7.50
- Line of sight: 24

- Airship
- A heavy flying ship good against land units and buildings, and can also defeat bomber ships.

- Civilizations: the Aztecs, Britain, China, France, Germany, India, the Iroquous, Japan, Portugal, Russia, the Sioux, Spain
- Age: Fortress age
- Type: heavy flying
- Cost: 750 wood, 750 coin
- Build limit: 3
- Hitpoints: 2500
- Ranged Resistance: 75%
- Ranged attack: 200 ranged damage; 14 range, 3.0 ROF, 2 area of effect, x0.5 vs artillery, x0.75 vs light flying, x1.5 vs buildings.
- Broadside attack: 90 siege damage per cannonball, 28 range, 2 area of effect, x2 vs flying ships
- Speed: 6.75
- Line of sight: 42

- Bomber Ship
- A slow, powerful ship with a high attack that can withstand large ammounts of fire from enemy buildings. Also counters light flying ships.
- Civilizations: all
- Age: Industrial age
- Type: bomber ship
- Cost: 800 wood, 800 coin
- Build limit: 2
- Hitpoints: 650
- Siege Resistance: 75%
- Ranged attack: 500 siege damage; 14 range, 6.0 ROF, 5 area of effect, x2 vs buildings, x0.5 vs infantry, x0.5 vs cavalry, x0.1 vs artillery, x0.1 vs villagers, x0.5 vs Advanced Hot Air Balloon, x1.5 vs light flying, x0.5 vs heavy flying
- Long-ranged attack: 2000 siege damage, 60 range, 10 area of effect, x2 vs buildings, x0.05 vs villagers
- Speed: 6.75
- Line of sight: 36

- Flying Dutchman
- Dutch version of the Airship. This heavy flying ship however is faster in both speed and fire rate, and has no specific advantage against buildings. In addition, this flying ship has the stealth ability and can train Ruyters. The Flying Dutchman is the only heavy flying ship that can be trained in the Colonial age.
- Civilization: the Dutch
- Age: Colonial age
- Type: heavy flying
- Cost: 750 wood, 750 coin
- Build limit: 4
- Hitpoints: 1750
- Ranged Resistance: 75%
- Ranged attack: 175 ranged damage; 16 range, 2.0 ROF, 3 area of effect, x0.5 vs artillery, x0.75 vs light flying
- Broadside attack: 90 siege damage per cannonball, 28 range, 2 area of effect, x2 vs flying ships
- Speed: 7.25
- Line of sight: 42
- Can stealth
- Trains: Ruyters

- Spy Ship
- A reconaissance ship that goes well with Britains long-range nuclear rocket launchers.
- Civilization: Britain
- Age: Colonial age
- Type: light flying
- Cost: 60 wood, 40 coin
- Build limit: 8
- Hitpoints: 225
- Ranged Resistance: 75%
- No attack
- Can stealth
- Speed: 10
- Line of sight: 48


- Jet Plane
- A light and extremely fast plane with rapid rate of fire.
- Civilization: Germany
- Age: Fortress age
- Type: light flying
- Cost: 320 wood, 180 coin
- Build limit: 10
- Hitpoints: 240
- Ranged Resistance: 20%
- Ranged attack: 40 siege damage; 22 range, 0.5 ROF, x0.25 vs infantry, x0.25 vs cavalry, x0.1 vs artillery, x0.1 vs villagers, x1.5 vs heavy flying, x0.5 vs bombers, x1.25 vs buildings, x0.75 vs light flying
- Speed: 21
- Line of sight: 26

- Flying Galley
- A fast and agile but fragile ship with a high attack and high speed, but low hitpoints
- Civilization: the Ottomans
- Age: Fortress age
- Type: heavy flying
- Cost: 500 wood, 500 coin
- Build limit: 4
- Hitpoints: 1150
- Ranged Resistance: 60%
- Ranged attack: 280 ranged damage; 16 range, 2.0 ROF, 3 area of effect, x0.25 vs artillery, x0.75 vs light flying, x1.5 vs buildings
- Speed: 14
- Line of sight: 43


- Flying Purple Tapir
- Not a ship, but a flying animal. This flying herbivore functions as a scout.
- Civilization: the Aztecs, the Iroquois, the Sioux
- Age: Fortress age
- Type: light flying
- Cost: 120 food, 60 wood
- Build limit: 10
- Hitpoints: 205
- Siege Resistance: 90%
- Speed: 10.25
- Line of sight: 36


Other changes related to flying units
- Advanced Hot Air Balloons
- The Advanced Hot Air Balloon has gone from being an useless scouting unit to become a powerful military unit.
- Can now garrison 10 units
- Line of Sight increased to 45 (up from 30)
- Can now attack units by throwing grenades at them
- Ranged attack: 200 ranged damage with 2 area of effect and a rate of fire of 5.0
- Siege attack: 200 siege damage with 2 area of effect and a rate of fire of 3.0
- Special ability: a bomb attack that causes 800 siege damage, x8 vs buildings and 4 area of effect.

- Attackable by ranged units
- Hitpoints increased to 800 (up from 240)
- Ranged resistance of 0.75 added
- Build limit: 8

- Admirality (card)
- Now also increases the build limit of flying ships and some flying units:
- Flying Canoes: +4
- Marathan Aircrafts: +4
- Airships: +2
- Bomber ships: +1
- Flying Dutchmen: +2
- Flying Galleys: +2
- Jet Planes: +5
- Flying Purple Tapirs: +10


- Advanced Balloon (card)
- In addition to delivering an Advanced Hot Air Balloon, it now also allows you to train them from your Town Center for 500 coin

- Hot Air Balloons (card)
- Instead of enabling the Hot Air Balloons ability for Explorers (this is enabled by default now anyway), it increases Advanced Hot Air Balloons hitpoints, speed, LOS and attack:
- +93% hitpoints
- +93% attack
- +93% speed
- +93% LOS
- Name changed to Improved Balloons


[big] Big Buttons[/big]
All the European civilizations now have 3 unique Big Buttons each, researchable in various buildings. See more under the Civilization specific changes.

[big] Pet Changes[/big]
Many pets have had their cost and stats changed, and they now play a larger role in the game, particularily for some civilizations.

Duber the Pet Monkey
- Now functions as a nearly indestructible scout
- Hitpoints increased to 910 (up from 90)
- Speed increased to 7 (up from 5)
- Hand attack reduced to 0 (down from 6)
- Line of sight increased to 20 (up from 12)

Randy the Pet Rhino
- Now functions as a meatshield unit
- Hitpoints increased to 500 (up from 220)
- Hand resistance changed to ranged resistance and increased to 0.70 (up from 0.10)
- Speed increased to 6.5 (up from 5)
- Cost decreased to 200 food (down from 250 food)

Petey the Pet Panda
- Hand attack increased to 20 (up from 10)
- Hand resistance changed to ranged resistance and increased to 0.20 (up from 0.10)
- Train time increased to 30 seconds (up from 10 seconds)
- Cost decreased to 120 food and 60 coin (down from 275 food)

Pet Tiger
- Pet tigers now counter ranged infantry such as skirmishers and archers
- Hitpoints increased to 150 (up from 120)
- Hand resistance changed to ranged resistance and increased to 20% (up from 10%)
- Hand attack increased to 15 (up from 14)
- Bonus of x2 vs infantry added
- Penalty of x0.5 vs heavy infantry added
- Penalty vs. villagers removed
- Speed increased to 6 (up from 5)
- Train time decreased to 20 seconds (down from 22 seconds)
- Build limit increased to 30 (up from 10)
- Cost changed to 90 food and 60 coin (from 135 food)
- Population cost of 1 added
- Now unavailable until the Colonial age (up from Discovery age)


Pet White Tiger
- Pet white tigers now counter heavy infantry

- Hand resistance changed to ranged resistance and increased to 40% (up from 10%)
- Bonus of x2 vs heavy infantry added
- Penalty vs. villagers removed
- Speed increased to 6 (up from 5)
- Train time increased to 20 seconds (up from 13 seconds)
- Build limit increased to 30 (up from 10)
- Cost changed to 75 food and 25 wood (from 120 food)
- Population cost of 1 added
- Now unavailable until the Colonial age (up from Discovery age)

Pet Wolf
- Pet wolves now counter cavalry and light infantry
- Hand resistance increased to 20% (up from 10%)
- Bonuses of x4 vs cavalry and x3.5 vs light infantry added
- Penalty vs. villagers removed
- Build limit increased to 30 (up from 12)
- Population cost of 1 added
- Now unavailable until the Colonial age (up from Discovery age)

Pet Polar Bear
- Pet polar bears now counter all infantry

- Hand attack increased to 20 (up from 10)
- Bonus of x2 vs infantry added
- Bonus vs guardians and penalty vs villagers both removed
- Hand resistance changed to ranged resistance and increased to 30% (up from 10%)
- Build limit increased to 20 (up from 12)
- Cost changed to 150 food and 100 coin (from 450 food)
- Population cost of 2 added
- Now unavailable until the Fortress age (up from Discovery age)


Pet Lion
- Pet lions now counter cavalry
- Hand attack decreased to 13 (down from 18)
- Bonus of x4 vs cavalry
- Build limit increased to 20 (up from 12)
- Cost changed to 180 food (from 170 food)
- Population cost of 2 added
- Now unavailable until the Fortress age (up from Discovery age)


Trample mode
The Trample mode available for most hand cavalry units no longer damages the unit itself, significally boosting the effectiveness of this ability. Cavalry in trample mode now also get damage multipliers of x1.2 vs infantry and x0.8 vs heavy infantry (x2.0 and x0.5 for Asian cavalry).

This post has been edited by Ha_Luke: Jul 8 2010, 01:59 AM

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Ha_Luke
post Jul 6 2010, 04:23 AM
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Civilization specific changes
Our changes to the different civilizations have made many civs more unique, and has also improved game balance.

The Aztecs
The Aztecs will rely on melee units: Super fast Coyote Runners, Puma Spearmen and Jaguar Prowl Knights, and slow but powerful and siege heavy Skull Knights.

General Changes
- Temple of Coatlicue Support (card)
- Now provides +30% boost to Arrow Knights attack and delivers 10 Arrow Knights (up from +20% damage and delivering 10 Arrow Knights)

- Great Temple of Huitzilopochtli Support (card)
- Now provides 15 Skull Knights and +1 area damage for Skull Knights(up from 11 Skull Knights and +1 area damage for Skull Knights)

- Temple of Centeotl Support (card)
- In addition to the normal effect (+25% hitpoints for Macehualtins and delivers 18 Macehualtins) it now also gives Macehualtins +3 LOS and +2 range

- Great Temple of Quetzalcoatl Support (card)
- Now delivers 18 Jaguar Prowl Knights and gives them +30% attack (up from 18 Jaguar Prowl Knights and +25% attack)

- Great Temple of Tezcatlipoca (card)
- Now delivers 20 Janey the Pet Jaguar's (up from 12) and increases their hitpoints and attack by 40% (up from 35%)

- Temple of Tlaloc Support (card)
- Now delivers 8 Eagle Runner Knights and gives them +5 range and LOS (up from 8 Eagle Runner Knights and +4 range and LOS)


Coyote Runners
- Speed increased to 8.75 (up from 6.25)
- Improved pathing
- Ranged resistance reduced to 0.01 (down from 0.10)
- Penalty of x0.5 vs villagers added
- Penalty of x0.75 vs light cavalry added

Puma Spearmen
- Speed increased to 7 (up from 5)
- Siege attack reduced to 18 (down from 48)

Jaguar Prowl Knights
- Speed increased to 5.50 (up from 4.50)

Skull Knight
- Speed reduced to 1.5 (down from 4)
- Hitpoints increased to 345 (up from 300)
- Siege attack increased to 122 (up from 72)
- Area of effect for hand attack increased to 4
- Hand attack reduced to 10 (down from 20)
- Bonuses vs. cavalry and light infantry increased to x5 (up from x3 vs cavalry and x2 vs light infantry)

War Chief
- Speed increased to 5.50 (up from 4.50)
- Build limit increased to 5 (up from 1)
- Cost set to 20 gold
- Now builds Trading Posts 67% faster


Arrow Knights
- Is now a flying unit
- Hitpoints reduced to 100 (down from 150)
- Speed increased to 4.75 (up from 3.75)

Warrior Priests
- Build limit increased to 15 (up from 10)
- Work rate for Fire Pit increased to 0.15 (up from 0.1)
-

Tlaloc Canoes
- Can now train Nobles Hut units (Arrow Knights, Jaguar Prowl Knights and Eagle Runner Knights)

Janey the Pet Jaguar
- Build limit increased to 20 (up from 12)


The British
The British army will now consist of mainly Musketeers, Grenadiers and Longbowmen. Also, their economy has been boosted. Later in the game the British can also combine their flying Spy Ships with their long-range Rockets.

General changes
- Now always start with at least 300 wood in crates
- In addition to the normal flying ship types for Europeans, the British can also train the Spy Ship from their Outposts
- Musketeer/Grenadier attack (card)
- Now gives +20% attack to Grenadiers and +15% attack to Musketeers (up from +15% to Grenadiers and +15% to Musketeers)

- TEAM Musketeer/Grenadier Hitpoints
- Now gives +20% hitpoints to Grenadiers and +15% hitpoints to Musketeers (up from +15% hitpoints to Grenadiers and +15% hitpoints to Musketeers)
- Now correctly affects Janissaries

- Improved Grenades (card)
- Now increases Grenadier siege attack by 90% (up from 67%)

- Yeomen (card)
- Now also increases Longbowman siege attack range by 4

- Florence Nightingale (card)
- Now lets Manors heal at 10 hitpoints/second instead of 5 hitpoints/second


Manors
- Now gives 2 Settlers upon construction (up from 1 Settler)
- Cost increased to 220 wood (up from 135 wood).
- Speed increased to 0.5 (up from 0)
- Siege resistance increased to 90% (up from 0%)
- Kill Bounty XP increased to 200 (up from 54)
- Build limit increased to 25
- Big Button: Settler Spam
- Cost: 2500 wood
- Age: Industrial age
- Each Manor will perform a one-time muster of 2 Settlers

Longbowmen

- Cost changed to 60 food and 40 gold (from 60 food and 40 wood)
- Ranged attack reduced to 13 (down from 17)
- Bonus damage vs. heavy infantry increased to 1.5 (up from 1.25)
- Ranged attack range increased to 28 (up from 22)
- Siege attack range increased to 28 (up from 6)

Hussars
- Unavailable until the Fortress age as British

Pikemen
- British Pikemen are completely changed. Instead of countering cavalry, they now counter ranged, non-heavy infantry and artillery.
- Hitpoints increased to 140 (up from 135)
- Bonus damage vs. cavalry and light infantry removed
- Bonus of x5 vs infantry and a penalty of x0.2 vs heavy infantry added
- Bonus of x5 vs artillery added
- Speed increased to 6.5 (up from 5)
- Hand resistance changed to ranged resistance and increased to 0.20 (up from 0.10)
- Can be upgraded to Guard and Imperial Status

Rockets
- Rockets now function as long-ranged missile launchers with slow ROF but a very high attack and area of effect
- Attack increased to 1000 (up from 300)
- Range increased to 60 (up from 28)
- Line of sight reduced to 20 (so you have to use other units, for example your Spy ships, for LOS to fire your Rockets)
- Damage cap increased to 5000 (up from 600)
- Area of effect increased to 10 (up from 4)
- Penalty vs. artillery changed to x0.25 (down from x0.75)
- Penalty vs. Arrow Knights changed to x0.1 (down from x0.5)
- ROF reduced to 50 (down from 5)
- Hitpoints reduced to 200 (down from 350)
- Ranged resistance reduced to 50% (down from 75%)
- Train time increased to 125 seconds (up from 98 seconds)
- Build limit set to 8
- Projectile now has 25 LOS (up from 0)

Town Center
- Big Button: Rocket Damage

- Cost: 1500 wood, 1500 coin
- Age: Imperial age
- Rockets get +100% attack and +5 area of effect

Barracks
- Big Button: Improved Longbowmen
- Cost: 600 wood, 600 coin
- Age: Fortress age
- Longbowmen get +4 range and +20% hitpoints

China
China will now be centered around heavily boosted Chu Ko Nu and Flamethrowers.

General changes
- Old Han Reforms (card)
- Effect changed to provide +150% to Qiang Pikeman and Chu Ko Nub hitpoints and attack (up from 100%)

- Ever Victorious Army (card)
- Now delivers 3 Flying Crows and 10 Iron Flails (up from 10 Flying Crows and 8 Iron Flails)

- Banner Reforms (card)
- Name changed to Nubcake Reforms
- Now converts all Chu Ko Nubs into Flamethrowers instead of Arquebusiers. Effect on Qiang Pikemen (changes them to Changdao Swordsmen) stays the same.
- Cost increased to 1000 food (up from 200 food)

- Mandarin Duck Squad (card)
- Now delivers 8 Chu Ko Nubs and 3 Flamethrowers (up from 8 Chu Ko Nubs and 1 Flamethrower)

- Beiyang Army (card)
- Now delivers 10 Steppe Riders and 10 Keshiks (up from 8 Steppe Riders and 8 Keshiks)

- 2 Flying Crows (card)
- Now delivers 3 Flying Crows (up from 2)


Chu Ko Nu
- Name changed to Chu Ko Nub
- Ranged attack increased to 6 (up from 5)
- Ranged bonus vs. heavy infantry and light cavalry increased to x3 (up from x2)
- Hand attack increased to 10 (up from 6)

Flamethrowers
- Range increased to 14 (up from 10)
- Speed increased to 6.25 (up from 4.25)
- Cost decreased to 150 wood and 150 coin (down from 170 wood and 170 coin)
- Population cost reduced to 3 (down from 4)

Qiang Pikemen
- Hitpoints reduced to 95 (down from 110)

Steppe Riders
- Hitpoints reduced to 125 (down from 150)
- x3 Bonus vs heavy infantry added in Trample mode


Arquebusier
- The Arquebusier looses its status as Chinas Fortress age counter vs. heavy infantry, and now functions as a scouting unit instead
- Hitpoints reduced to 47 (down from 97)
- Line of sight increased to 44 (up from 24)

Keshiks
- Speed increased to 7.30 (up from 7.25)
- Bonus of x2 vs villagers added
- Line of sight increased to 26 (up from 15)

Hand Mortars
- Attack reduced to 2 (down from 5)
- Rate of fire increased to 1 (up from 4)

Monk
- Can now stealth
- Can now be ransomed to the Town Center even when he is alive
- Cost decreased to 30 coin (down from 300)
- Critical attack chance increased to 70% (up from 20%) and makes him do 3x more damage (up from 2x)
- Hitpoints reduced to 250

Disciple
- Name changed to Jackie Chan
- Build limit increased to 20 (up from 5)
- Cost decreased to 40 food (down from 80)
- Hand attack reduced to 1 (down from 10)
- Critical attack chance increased to 30% (up from 10%) and now does x15 damage (up from x2)

Flying Crows
- Are now flying units
- Range increased to 20 (up from 18)
- Line of sight increased to 34 (up from 32)
- Now trainable from the Castle in the Industrial age
- Cost increased to 100 wood and 600 coin (up from 100 wood and 500 coin)

Villages
- Build limit increased to 8 (up from 6)
- Name changed to Zoo
- Can no longer train Goats
- Can now train Petey the Pet Panda's


The Dutch
The Dutch will rely on a good economy and fast ranged units. Their Fortress age has been improved, but it is now harder for them to get there.

General changes
- Instead of Airships, the Dutch can train Flying Dutchmen from their Outposts
- Exciled Prince politician (fast age-up to Fortress) has been replaced with The Marksman politician (6 Skirmishers)

- Military Reforms (card)
- Instead of giving Halberdiers +20% speed and reducing their damage vs. infantry by 25%, it now gives Skirmishers +25% speed

- Coffee Trade (technology)
- Now only increases Bank build limit by 1 (down from 2) and decreases military speed by 20% (up from 10%)



Ruyters
- Is now a flying unit
- Range increased to 14 (up from 12)
- Line of sight increased to 16 (up from 14)
- Ranged attack increased to 18 (up from 14)
- Hitpoints reduced to 100 (down from 140)

Horse Artillery
- Now trainable in the Fortress age as Dutch

Envoys
- Name changed to Chuck Norris
- Can now walk through buildings and obstacles, can climb cliffs and can walk through water
- Hand attack increased to 15, and an area of effect of 2 is added
- Penalty of x0.3 vs villagers added
- Build limit increased to 10
- Automatically upgrades each age after Colonial:
- +20% in Fortress age
- +30% in Industrial age
- +50% in Imperial age

Bank
- Cost increased to 400 food and 400 wood
- Bank gold trickle increased to 3.14 (up from 2.75)
- Speed increased to 0.5 (up from 0)
- Big Button: Fighting Banks
- Cost: 250 food, 800 wood
- Age: Colonial age
- Banks get a ranged attack (30 ranged damage), +100% hitpoints and +2.5 speed

Town Center
- Big Button: Improved Chuck Norris'es
- Cost: 1500 wood, 1500 coin
- Age: Industrial age
- Envoys get +331% hitpoints and +331% attack. Enables them to use a special attack named Blood Smash, that does 180 hand damage at base with an area of effect of 3.

Barracks
- Big Button: Improved Halberdiers
- Cost: 1500 food, 600 coin
- Age: Fortress age
- Halberdiers get +20% speed and +30% attack


France
Frances army will be based around the Crossbowman. Also, their Couruer des Bois have been improved greatly in combat.

General changes
- Can't train Skirmishers anymore

- Tirailleurs (card)
- Instead of converting all Crossbowmen into Skirmishers, it now improves Coureur des Bois, giving them Oprichnik-like stats:
- +79 siege attack
- Adds a bonus of x3 vs villagers at range and in melee

- The Marksman (age-up politician to Fortress age)
- Now provides 8 Crossbowmen instead of 6 Skirmishers

- The Cavalier (age-up politician to Industrial age)
- Now provides 10 Coureur des Bois instead of 3 Cuirassiers

- 7 Skirmishers (card)
- Now delivers 11 Crossbowmen (instead of 7 Skirmishers)

- 8 Skirmishers (card)
- Now delivers 12 Crossbowmen (instead of 8 Skirmishers)

- 9 Skirmishers (card)
- Now delivers 12 Crossbowmen (instead of 9 Skirmishers)

- 12 Skirmishers (card)
- Now delivers 26 Crossbowmen (instead of 12 Skirmishers)

- Wilderness Warfare (card)
- Now affects Crossbowmen instead of Skirmishers

- TEAM Early Skirmishers (card)
- Instead of enabling you to train Skirmishers in the Colonial age, it now decreases Crossbowman rate of fire by 1.
- Icon and name changed.


- Garde Imperial 2 (technology)
- Now improves Grenadier hitpoints and attack by 25% (in addition to delivering 8 Grenadiers and upgrading them to Guard level)

- Code Napoleon (technology)
- Now also increases Coureur des Bois hitpoints by 50%, increases all their attacks by 6, adds 8 to their ranged attacks range and 9 to their LOS
- Cost increased to 200 food, 200 wood, 200 coin (up from nothing)

Crossbowmen
- Gain +1 range in Fortress age and +2 range in Industrial age
- Can be upgraded to Guard and Imperial level
- Guard Crossbowmen increases their hitpoints and attack by 35%
- Imperial Crossbowmen increases their hitpoints and attack by 65%

Explorer
- Can now train Coureur des Bois

Coureur des Bois
- Damage bonus of x3 vs infantry added to ranged attack
- Area of effect of 2 added at range
- Area of effect of 3 added in melee
- Damage cap set to 12 at range and 15 in melee

Cuirassier
- Hand attack increased to 34 (up from 30)
- Damage cap for hand attack increased to 78 (up from 70)
- Hitpoints reduced to 300 (down from 500)

Town Center
- Big Button: Coureur Combat
- Cost: 1000 food
- Age: Industrial age
- Couruer des Bois get +25% hitpoints and +50% attack

Barracks
- Big Button: Crossbowman Attack
- Cost: 500 food, 500 coin
- Age: Fortress age
- Crossbowmen get +25% attack

Stable
- Big Button: Cuirassier Attack
- Cost: 1500 wood, 1500 coin
- Age: Industrial age
- Cuirassiers get +1 area of effect and +10% attack


Germany
Early in the game Uhlans are now very important, while later in the game the Dopplesoldner dominates the German army.

General changes

- 4 Nitro Petards (card)
- Now delivers 6 Nitroglycerine Petards (up from 4)
- Can now be sent infinite times

- Germantown Farmers (card)
- Effect changed to improve Settler Wagon hitpoints and attack by 40% and to enable them to be trained from Mills (up from only enabling training from Mills)

- Guild Artisans (card)
- Effect changed to improve Settler Wagon hitpoints and attack by 50% and to increase their gather rate for all resources by 35% (up from only increasing gather rate)

- Cavalry Combat (card)
- Now also affects Settler Wagons (+15% attack and hitpoints)

- TEAM Cavalry Attack (card)
- Now increased cavalry attack by 30% (up from 15%)

Uhlans
- Hitpoints now decay at a rate 0.67 hitpoints per second (similiar to Minutemen)
- Hand attack increased to 41 (up from 37)
- Speed increased to 7 (up from 6.75)
- Hitpoints increased to 210 (up from 190)
- LOS increased to 20 (up from 15)
- Cost decreased to 25 food and 75 coin (down from 50 food and 100 coin)
- Train time reduced to 20 seconds (down from 35 seconds)
- Kill and build bounty XP reduced to 7 (down from 15)
- Trample attack increased to 41 (up from 25)
- Damage cap for trample attack increased to 100 (up from 75)

Explorer
- Can now train Uhlans

Settler Wagons
- Speed increased to 8 (up from 4)
- Ranged attack increased to 6 (up from 3)
- Hand attack increased to 11 (up from 10)
- Penalty of x0.25 vs villagers added to hand attack
- Cost increased to 110 food, 110 wood

Petards and Nitro Petards
- Can now Stealth

War Wagons
- Cost decreased to 140 food and 140 coin (down from 150 food and 150 coin)
- Speed increased to 6.5 (up from 6)
- Can now garrison up to 8 infantry, villagers and/or cavalry units

Dopplesoldner
- Range of 5 added to their hand attack

Town Center
- Big Button: 6 Settler Wagons
- Cost: 400 wood, 400 coin
- Age: Colonial age
- Delivers 6 Settler Wagons

Barracks
- Big Button: Skirmisher range
- Cost: 600 wood, 600 coin
- Age: Industrial age
- Skirmishers get +10 range

Stable
- Big Button: Skirmisher range
- Cost: 1200 food, 600 coin
- Age: Fortress age
- Uhlans get +50% attack


India
The main Indian anti-heavy infantry unit is now the Zamburak, while the Gurkha has become a sniper unit.

General changes

- Royal Green Jackets (card)
- Effect changed to provide +15% hitpoints to Gurkhas (instead of increasing bonus vs. heavy infantry by 1)

- Battlefield Construction (card)
- Instead of enabling Sepoys to build Barracks, Caravanserais and Castles, it now lets them rebuild destroyed Wonders.

- Sepoy Resistance (card)
- In addition to its normal effect (changes all Villagers into Sepoys) it now also boosts Monk hitpoints and attack by 300%

- Advanced Wonders (card)
- Effect changed to reduce wonder build time by 35% (down from 25%)

- All Urumi shipments (several cards)
- All Urumi shipments now add +0.5 to their bonus vs. heavy infantry (including the one that can be sent infinite times)

- Camel Attack (card)
- Now only increases Sowar and Zamburak attack by 20%, but also gives Zamburaks an additional +0.25x vs. Heavy infantry


- Desert Terror (card)
- Now gives Zamburaks +0.75x vs. Heavy infantry instead of +0.5x vs cavalry

- Disciplined Rajputs (technology)
- Cost increased to 250 wood and 150 coin (up from 200 wood and 100 coin)
- Now increases Rajput build limit by 40%


Gurkha
- The Gurkha is now a sniper unit, capable of killing most units except artillery and villagers in one shot.
- Ranged attack increased to 4000 (up from 16), but rate of fire decreased to 45 (up from 3)
- Range increased to 60 (up from 18)
- Line of sight not increased
- Ranged bonuses/penalties vs. heavy infantry, light cavalry, heavy cavalry, Eagle Runner Knights and Coyote Runners removed
- Penalty of x0.1 vs artillery and ships added to ranged attack
- Penalty of x0.01 vs villagers added to ranged attack
- Hitpoints reduced to 65 (down from 115)
- Cost increased to 100 food and 75 coin (up from 70 food and 50 coin)
- Build limit set to 13
- Can now use the Stealth ability


Rajputs
- Rajputs stats have been weakened, but they now boost each others hitpoints and attack, so the more of them you have, the stronger they get.
- Each Rajput now boosts nearby Rajputs:
- +16% hitpoints
- +5% attack
- 30 range

- Build limit set to 28
- Hitpoints reduced to 130 (down from 150)
- Hand attack reduced to 13 (down from 18)
- Siege attack reduced to 10 (down from 20)
- Speed increased to 5.5 (up from 5)
- Cost decreased to 100 food and 15 wood (down from 100 food and 35 wood)

Mahout Lancers
- Hitpoints increased to 1400 (up from 917)
- Hand attack increased to 46 (up from 28)
- Trample attack increased to 46 (up from 28)
- Siege attack increased to 150 (up from 100)
- Bonus of x2 vs cavalry added to hand attack and trample attack
- Speed increased to 7 (up from 6)
- Population cost reduced to 5 (down from 7)
- Cost increased to 800 food and 500 wood (up from 400 food and 250 wood)
- Wood gather rate increased to 0.2 (up from 0.1)
- Mansabdar Mahout changed accordingly

Howdahs
- Hitpoints increased to 930 (up from 667)
- Ranged attack increased to 120 (up from 60)
- Cost increased to 500 food and 700 coin (up from 250 food and 350 coin)
- Wood gather rate increased to 0.2 (up from 0.1)
- Mansabdar Howdah changed accordingly

Sepoys
- Can now build Barracks, Corrals and Castles by default.
- Hitpoints reduced to 170 (down from 190)

Jat Lancers
- Population cost reduced to 3 (down from 4)

Flail Elephants
- Can now transport infantry and villagers

Siege Elephants and Mansabdar Siege Elephants
- Now fire laser beams from their cannons (up from cannonballs)

Agra Fort
- Now fires laser beams from its cannons (up from cannonballs)

The Iroquois

General changes
- Conservatice Tactics (card)
- Now also increases Travois attack and hitpoints by 20%

Travois
- The Travois has been changed from a simple, unharmful builder to a dangerous support unit that functions a lot like a monster truck ("TUCK TUCK TUCK")
- Now have a trample attack of 7.50 hand damage with 1 area of effect, 3.0 ROF, x2.25 infantry, x0.45 vs heavy infantry, x0.2 vs light cavalry, x0.001 vs villagers, x0.001 vs buildings
- +2.5 damage in Colonial age
- +5 damage in Fortress age
- +10 damage and +1 area of effect in Industrial age
- +25 damage and +1 damage area in Imperial age

- Speed reduced to 3.50
- +0.5 speed in the Colonial age
- +0.5 speed in the Imperial age

- Hitpoints reduced to 125
- +50 hitpoints in the Colonial age
- +75 hitpoints in the Fortress age
- +150 hitpoints in the Industrial age
- +250 hitpoints in the Imperial age

- Can no longer build buildings

Aennas
- The entire Aeanna unit has been drastically sped up
- Speed increased to 6 (up from 5)
- Ranged attack ROF increased to 1.0 (up from 3.0)
- Hand attack ROF increased to 0.5 (up from 1.5)
- Aenas' arrows now travel twice as fast

Tomahawk
- Hitpoints decreased to 100 (down from 150)
- Ranged attack reduced to 17 (down from 19)
- Area of effect of 1 added to ranged attack
- Area of effect of 2 added to hand attack
- Damage cap of 25 added for ranged attack, 20 for hand attack

Mantlet
- Ranged attack decreased to 2.5, but ROF is increased to 0.1

Rams
- Rams can now attack units. They have a low attack against units, but a high area of effect.
- Cost changed to 75 food and 75 wood
- Ranged resistance reduced to 30% (down from 50%)
- Speed increased to 5.5 (up from 3.5)
- Hand attack of 4 added
- Hand attack has an area of effect of 5 with a damage cap of 25

War Hut
- Fusiliers are now trainable in the War Hut from the Fortress age

War Canoe
- War Canoes can now train Tomahawks, Aennas and Forest Prowlers

Longhouse
- Build limit increased to 17 (up from 14)


Japan
The Japanese economy has been improved in this patch, and some of their military units speeds have also been increased

General changes

- Start with +1 wood crate
- 10 Ninja (card)
- Now delivers 12 Ninja (up from 10)

- TEAM 10 Ninja (card)
- Now delivers 12 Ninja (up from 10)

Shrines
- Speed increased to 0.7 (up from 0)
- Build limit increased to 40 (up from 20)
- Cost increased to 220 wood (up from 125 wood)
- Build time decreased to 10 seconds (down from 20)
- Food production rate increased to 0.21 (up from 0.07)
- Wood production rate increased to 0.15 (up from 0.05)
- Coin production rate increased to 0.15 (up from 0.05)
- Experience production rate increased to 0.51 (up from 0.34)

Ashigaru Musketeers
- Speed increased to 5.5 (up from 4.5)
- Light cavalry flag added

Yumi Archers
- Speed increased to 5 (up from 4)
- Name changed to Yummy Archer

Consulate Yamabushi
- Speed increased to 6 (up from 5)

Hatamoto Samurai
- Now trainable from the Barracks in the Colonial age
- Cost changed to 150 food and 150 coin (instead of 290 Export)
- Cost decreases by 23 food and 24 coin in the Fortress age, Industrial age and Imperial age
- No longer trainable from the Consulate after choosing Japanese Isolation
- Build limit set to 10
- Hand resistance reduced to 0.1 (down from 0.4)
- Damage capacity reduced to 72 (down from 80)


The Ottomans
The Ottoman army is now centered around Abus Guns, and Spahi now also play a much larger role. In addition, their economy has been improved greatly.

General changes
- Instead of Airships, the Ottomans can train Flying Galleys from their Outposts
- 6 Spahi (card)
- Can now be sent infinite times

- TEAM Silk Road (card)
- Effect increased to provide 25% boost to crate resources (up from 15%)

- Acemi OIglan School (card)
- In addition to its normal effect (-20% Janissary cost), it now also reduces Janissary train points by 40%
- Moved to Discovery age


- Irregulars (card)
- Effect changed to provide 3x against enemy villagers (up from 2x)

- 12 Ninja (card)
- Now delivers 15 Ninja (up from 12)

- Settlers
- Train speed reduced to 30 seconds (down from 48 seconds)
- Settler training speed upgrades

- Millet System
- Effect decreased to reduce Settler train time by 4 seconds (down from 5 seconds)

- Koprulu Viziers
- Effect decreased to reduce Settler train time by 4 seconds (down from 5 seconds)

- Abbassid Market
- Effect decreased to reduce Settler train time by 6 seconds (down from 8 seconds)


Abus Guns
- Ranged bonus vs. heavy infantry increased to 2.5 (up from 1.5)
- Hitpoints reduced to 70 (down from 130)
- Ranged resistance increased to 80% (up from 20%)
- Ranged penalty vs. villagers removed
- Ranged and hand damage multiplier vs. cavalry decreased to 0.25 (down from 0.5)
- Now trainable from the Town Center
- Now fire a lazer beam instead of normal projectiles

Spahi
- Now trainable from Stables in Fortress age
- Cost set to 331 food
- Hitpoints reduced to 500 (down from 750)
- Hand attack reduced to 30 (down from 35)

Great Bombards
- Now fire sheep instead of cannonballs

Barracks
- Big Button: Janissary Melee Fighting
- Cost: 850 food, 850 coin
- Age: Colonial age
- Janissaries get +50% hand attack, +25% hitpoints and have an area of effect of 2 in melee. Makes Janissaries get a melee penalty vs. infantry of x.05 and a bonus vs. heavy infantry of x2

Saloon
- Now trains Hoop Throwers. Their stats are:
- Cost: 100 food, 50 coin
- Pop: 2
- Hitpoints: 200
- Hand resistance: 20%
- Ranged attack: 25 siege damage; 12 range, 2 area of effect, 5.0 ROF, x1.5 vs Janissaries, x0.5 vs cavalry, x0.5 vs light infantry
- Hand attack: 10 hand damage; 1.5 ROF
- Siege attack: 20 siege damage; 12 range, 5.0 ROF
- Speed: 4
- LOS: 15
- Trainable in the Colonial age

- Veteran, Guard and Imperial upgrades for Hoop Throwers now available in the Ottoman Saloon

Town Center
- Big Button: Artillery Range
- Cost: 1000 wood, 500 coin
- Age: Fortress age
- Abus Guns, Grenadiers and all artillery get +6 range

House
- Big Button: Settler Speed
- Cost: 1200 wood
- Age: Industrial age
- Settlers get +1 speed, their train time is reduced by 3 seconds, they gather all resources 10% faster and they build buildings 50% faster


Portugal
The Portuguese civilization is now even more of a late-game civilization, as some of their late-game cards and units have been improved, and they can now train more Settlers than other European civilizations.

General changes
- Now start with +1 wood crate
- Now start with a free house
- Now start with a free church
- Now start with an Organ gun
- Maximum population capacity increased to 220 (up from 200)
- Fire Pits
- The Portuguese can now build and use the Fire Pit
- Can now be built by Portuguese Settlers for 100 wood
- Portuguese Settlers can now dance at the Fire Pit
- The following dances are now available at the Portuguese Fire Pit:
- Fertility Dance
- Water Dance
- Building Dance
- Siege dance
- Alarm dance
- Warchief dance (affects Explorer instead of War Chief, as the Portuguese have no War Chief)


- Rangefinding (card)
- Now increases Mortar range by 20 (up from 10)

- Genitours (card)

- Now increases Dragoon range by 16 (up from 6)
- Also increases Cacadore range by 4

- 5 Ronin (card)
- Now delivers 6 Ronin (up from 5)

- 12 Ninja (card)
- Now delivers 15 Ninja (up from 12)


Settlers
- Build limit increased to 119 (up from 99)

Minutemen
- Now loose their hitpoints 75% slower than other European civilizations' Minutemen

Cacadore
- Range increased to 26 (up from 20)
- Speed increased to 5.5 (up from 4.5)

Organ Gun
- In memory of StrategicJoeL, Organ Guns are now much more effective at killing villagers.
- In the Discovery age, the Organ gun has an attack of 5, with x0.1 vs villagers and x3 vs treasure guardians, in addition to its normal damage multipliers
- In the Colonial age, the Organ guns attack goes back up to the original 33, the x0.1 penalty vs. villagers is changed into a 3x bonus, and the bonus vs. treasure guardians is removed
- Hitpoints increased to 180 (up from 150)
- Can now heal allied units at a rate of 15 hp/second
- Now regenerate hitpoints at a rate of 0.33 hp/second
- Cost increased to 100 wood and 350 coin (up from 100 wood and 300 coin)
- Big Button: Improved Organ Guns
- Cost: 1500 food, 500 wood
- Age: Fortress age
- Organ guns get +25% attack and +2 area of effect
- This Big Button is researched at the Organ Gun itself instead of in a building

Stable
- Big Button: Mameluke Training
- Cost: 500 food, 500 wood
- Age: Industrial age
- Enables you to train Mamelukes from the Stable, and also enables them in the Saloon if they weren't already there. Also lets you research Imperial Mamelukes in the Imperial age.


Barracks
- Big Button: Mameluke Training
- Cost: 600 wood, 600 coin
- Age: Colonial age
- Increases Cacadore attack by 50%

Church
- Can now train Organ guns.
- Can no longer train Priests.


Russia

General changes
- Now start with +1 food crate
- Settlers
- Settlers now train in batches of 5 (up from 3) from the Russian Town Center

- National Redoubt (card)
- In addition to it's normal effect, it now also delivers a Fort Wagon
- Moved to the Colonial age (down from Industrial age)
- No longer increases Fort build limit by 1

- Suvorov Reforms (card)
- Instead of changing your Strelets into Musketeers, it now changes your Cavalry archers into Manchu
- Cost increased to 2000 food (up from nothing)

- Forts
- Now buildable in the Colonial age as Russia
- In the Fortress age, Russians automatically get their Fort build limit increased by 1


Oprichniks
- Oprichniks are now even more siege heavy
- Siege attack increased to 85 (up from 75)
- Hitpoints reduced to 200 (down from 250)
- Can now be trained in the Colonial age (down from Fortress age)

Strelets
- Strelets are now machine gunners, and their hand attack has also been increased so their large axe is more realistic
- Rate of fire increased to 0.4 (up from 3.0)
- Ranged attack decreased to 2 (down from 10)
- Hand attack increased to 15 (up from 5)
- Train time reduced to 22.5 seconds (down from 30 seconds)
- 0.75x Penalty vs. cavalry changed to a 0.75x penalty vs. heavy cavalry
- Bonuses vs. light cavalry and Eagle Runner Knights reduced to 1.5

Musketeers
- Train time reduced to 15 seconds (down from 22.5 seconds)

Halberdiers
- Train time reduced to 16.5 seconds (down from 24.75 seconds)

Blockhouse
- Pet Rhinos can now be trained from the Russian Blockhouse in batches of 3
- Big Button: Strelet Damage
- Cost: 750 wood, 250 coin
- Age: Industrial age
- Strelets get +25% attack and now have an area of effect of 1. Penalty vs. cavalry changed to x0.5 (down from x0.75)

Stable
- Big Button: Oprichnik Siege
- Cost: 1200 wood
- Age: Colonial age
- Increases Oprichnik siege attack by 50%

Town Center
- Big Button: Improved Forts
- Cost: 900 wood, 900 coin
- Age: Fortress age
- Increases Fort build limit by 2, adds 50% to their hitpoints and increases their attack by 100%


Church
- Now trains Boneguards. Their stats are:
- Cost: 100 food, 50 coin
- Pop: 1
- Hitpoints: 400
- Hand resistance: 10%
- Hand attack: 12 hand damage; 1.5 ROF, x2 vs. cavalry
- Siege attack: 14 siege damage; 6 range, 3.0 ROF
- Speed: 4
- LOS: 12
- Trainable in the Colonial age

- Veteran, Guard and Imperial upgrades for Boneguards now available in the Russian Church


The Sioux
The Sioux will focus heavily on cavalry, and can no longer access their normal infantry. Instead, they train pet animals from their War Huts and Teepees.

General changes
- Instead of Cetan Bows, War Clubs and Wakina Rifles, the Sioux now train Pet Wolves, Pet Tigers and Pet White Tigers from their War Hut
- The Sioux can now train Pet Polar Bears, Pet Lions and White Buffaloes from their Teepees
- Can now train Dragoons, Ruyters, War Wagons and Cavalry archers from their Corrals:
- These units automatically upgrade as you advance through the ages

- Can now build Banks:
- Build limit set to 2

- Instead of Sheep, the Sioux now train Tame Bison from their Farms:
- Cost: 120 food
- Fatten at the rate of 0.55 food/s (x2.10 when tasked on Livestock Pens or Farms)
- Start with 90 food inside, can have a maximum of 800 food inside
- Decay at 0.25 food/s once killed
- Build limit set to 20

- War Drums (Big Button at War Hut)
- Effect changed to reduce Pet Wolf, Pet Tiger and Pet White Tiger train time by -33% (instead of reducing Cetan Bow, War Club and Wakina Rifle train time by -33%, -33% and -25% respectively)

- Wind Runner (card)
- Effect changed to increase Pet attack by 15% instead of boosting infantry speed by 10%

- Nakota Support (card)
- Effect changed to increase Dog Soldier speed by 25% (up from 15%)

- Dakota Support (card)
- Effect changed to increase Tashunke Prowler hitpoints by 30% (up from 25%)

- Santee Support (card)
- Effect changed to increase Axe Rider hitpoints by 30% (up from 25%)

- Santee Support (card)
- Effect changed to increase Wakina Rifle hitpoints by 30% (up from 20%)

Teepees
- Teepees can now move, so they are now a key part of any Sioux army.
- Speed increased to 3 (up from 0)
- Cost decreased to 40 wood (down from 50). Build/kill bounty changed accordingly
- Hitpoints decreased to 175 (down from 300)
- Build time reduced to 2.5 seconds (down from 5 seconds)
- Obstruction radius reduced to 1.75 (down from 2.0)
- Line of sight reduced to 2 (down from 12)
- Name changed to Animal Reservation.

Bow Riders
- The Bow Rider has now become a strong raiding and sieging unit.
- Ranged attack decreased to 13 (up from 20)
- Ranged bonus vs. heavy cavalry reduced to 1.5 (down from 2.25)
- Hand bonus vs. heavy cavalry reduced to 3.0 (down from 4.5)
- Bonus of x2 vs villagers added to ranged attack and hand attack
- Siege attack increased to 30 (up from 10)
- Line of sight increased to 25 (up from 14)

- Rifle Riders
- Range increased to 15 (up from 12)
- Ranged attack increased to 15 (up from 13)
- Heavy Cavalry flag removed
- Hitpoints reduced to 195 (down from 205)
- Can now be trained in the Colonial age (down from Fortress age)

- Axe Riders
- Bonus of x1.25 vs cavalry added to hand attack
- Penalty of x0.8 vs villagers added to hand attack

Canoes
- Can now train all cavalry available from the Corral (Bow Riders, Rifle Riders, Axe Riders, Tashunke Prowlers, Dragoons, Cavalry archers, Ruyters and War Wagons)

Tashunke Prowlers
- Tashunke Prowler speed is no longer reduced in Stealth mode, so they have the same speed both stealthed and un-stealthed


Spain
The Spanish will now recieve Home City shipment points even faster. The Unction card has been boosted dramatically, and the Spanish army will now mainly consist of fast units such as Lancers, Rodeleros and Dragoons. In addition, Spain can now access, as the only European civilization, the Consulate. Spain now starts the game with less Settlers, but more resource crates, so you could for example build Trading Posts or a Consulate in the Discovery age. Spain can now also build a new building, the Command Post, that has a lot of unique technologies available for research.

General Changes
- Recieve Home City shipment points twice as fast.
- Now begin the game with 4 Settlers (down from 6), but +100 food, +100 coin and +200 wood
- Caballeros (card)
- Now also gives Dragoons +1x bonus vs. Heavy Cavalry, and +1x bonus vs. light infantry (in addition to giving Lancers +1x bonus vs. all infantry)

- TEAM Improved Explorer (card)
- In addition to its normal effect, it now also increases War Dog build limit by 6


Consulate
- Spain can now build the consulate
- Pay for armies, shipments and technologies at the Consulate with Coin instead of Export
- Allying with a nation at the consulate costs 100 coin (instead of 100 export)
- Can access the following civilizations at the consulate:
- France
- The Dutch
- The Ottomans
- Russia

Command Post
- A new building, unique for Spain that has a lot of uniqe technologies.
- Hitpoints: 5000
- Ranged attack: 40; 16 range
- The following technologies can be researched at the Command Post in the Fortress age:
- Bronze Scimitar
- Rodeleros get +0.5x vs. hand infantry and -0.5x vs. cavalry
- Enables RodUpgrade2, disables Crocs and Chainmail
- Cost: 150 wood, 150 coin

- Emerald Scimitar
- Rodeleros get +0.5x vs. hand infantry and -0.5x vs. cavalry
- Enables Rune Scimitar
- Cost: 150 wood, 150 coin

- Rune Scimitar
- Rodeleros get +0.5x vs. hand infantry and -0.5x vs. cavalry
- Cost: 150 wood, 150 coin

- Crocs
- Rodeleros get +0.25 speed
- Enables RodSpeed2, disables Bronze Scimitar and Chainmail
- Cost: 300 wood, 300 coin

- Converse
- Rodeleros get +0.25 speed
- Enables Nike
- Cost: 300 wood, 300 coin

- Nike
- Rodeleros get +0.25 speed
- Cost: 300 wood, 300 coin

- Chainmail
- Rodelero hand resistance increased by 25%, speed reduced by 0.5
- Enables RodMeatshield2, disables Crocs and Bronze Scimitar
- Cost: 150 wood, 150 coin

- Platemail
- Rodelero hitpoints increased by 20%, speed reduced by 0.5
- Enables Bulletproof vest
- Cost: 150 wood, 150 coin

- Bulletproof vest
- Rodelero hitpoints increased by 30%, speed reduced by 0.5
- Cost: 150 wood, 150 coin

- Sharpening Stones 1
- Hussar attack increased by 1%
- Cost: 20 wood, 20 coin
- Enables Sharpening Stones 2

- Sharpening Stones 2
- Hussar hitpoints increased by 2%
- Cost: 40 wood, 40 coin
- Enables Sharpening Stones 3

- Sharpening Stones 3
- Hussar attack increased by 3%
- Cost: 60 wood, 60 coin
- Enables Sharpening Stones 4

- Sharpening Stones 4
- Hussar attack increased by 3%
- Cost: 60 wood, 60 coin
- Enables Sharpening Stones 5

- Sharpening Stones 5
- Hussar attack increased by 3%
- Cost: 60 wood, 60 coin
- Enables Sharpening Stones 6

- Sharpening Stones 6
- Hussar attack increased by 1%
- Cost: 20 wood, 20 coin
- Enables Sharpening Stones 7

- Sharpening Stones 7
- Hussar hitpoints increased by 2%
- Cost: 50 wood, 30 coin
- Enables Sharpening Stones 8

- Sharpening Stones 8
- Hussar hitpoints increased by 6%
- Cost: 90 wood, 150 coin

- Bronze Sword

- Hussars get +1x vs cavalry, -0.5x vs artillery
- Cost: 150 wood, 150 coin
- Enables: Emerald Sword, disables Mares

- Emerald Sword
- Hussars get +0.5x vs cavalry, -0.25x vs artillery
- Cost: 250 wood, 250 coin

- Mares
- Hussars get +1x vs artillery, -0.5x vs cavalry
- Cost: 150 wood, 150 coin
- Enables: Stallions, disables Bronze Sword

- Stallions
- Hussars get +0.25x vs artillery, -0.25x vs ranged cavalry
- Cost: 250 wood, 250 coin

- Pistols
- Dragoons get +1x vs hand cavalry, -2 speed
- Cost: 100 wood, 100 coin
- Enables: Shotguns

- Shotguns
- Dragoons get +75 hitpoints, -1 speed
- Cost: 125 wood, 100 coin
- Enables: AK-47

- AK-47

- Dragoons get +1 range, -0.25 speed
- Cost: 50 wood, 50 coin

- Cocaine
Boneguards get +1 speed
- Cost: 150 wood, 200 coin
- Enables: BOOM, HEADSHOT!

- BOOM, HEADSHOT!
- Boneguards get +20% attack
- Cost: 250 wood, 100 coin

- Contraceptive Fail
- Missionaries +1 build limit, -20% hitpoints
- Cost: 50 wood, 150 coin
- Enables: Advanced Contraceptive Fail

- Advanced Contraceptive Fail
- Missionaries +1 build limit, -10% hitpoints
- Cost: 200 wood, 250 coin

- Square Wheels
- Artillery get +0.75 speed
- Cost: 200 wood, 200 coin

- Gasoline Torches
- Pikemen get +40% siege attack
- Enables Bronze Boots
- Cost: 300 wood, 300 coin

- Bronze Boots
- Pikemen get +0.5 speed
- Enables Rune Boots
- Cost: 200 wood, 200 coin

- Rune Boots
- Pikemen get +0.5 speed
- Cost: 200 wood, 200 coin

- Rune Daggers
- Villagers gather food from all sources 15% faster
- Cost: 300 wood, 300 coin

- Washington
- Delivers one Colonel Washington.
- Cost: idk

- General Warwick
- Delivers one General Warwick.
- Cost: idk

- Kuechler
- Delivers one Kuechler.
- Cost: idk

- Lt. Nanib
- Delivers one Lt. Nanib. He's awesome.
- Cost: idk

- 6 Railroad Workers
- Delivers 6 Railroad Workers.
- Cost: idk

- Nathaniel Black
- Delivers one Nathaniel Black
- Cost: idk

Rodeleros
- The Rodelero now also counters hand infantry (in addition to cavalry), but does worse vs. skirmisher-types and archer-types.
- Hand attack increased to 11 (up from 10)
- Penalty of x0.75 vs. infantry added
- Bonus of x1.33x vs. heavy infantry added
- Bonus of x1.5x vs. hand infantry added

Explorer
- Regenerates hitpoints faster

War Dogs
- The War Dog now functions as a meat shield unit, but are still good for treasure hunting.
- Hitpoints increased to 90 (up from 85)
- Hand resistance changed to ranged resistance and increased to 0.20 (up from 0.10)
- Build limit increased to 15 (up from 5)
- Hand attack decreased to 4
- Bonus vs. treasure guardians increased to x2.2 (up from x1.2)

Barracks
- Big Button: Improved Rodeleros
- Cost: 800 food, 800 wood, 800 coin
- Age: Colonial age
- Increases Rodelero hitpoints by 25%, their attack by 15% and their hand resistance by 50%

Stable
- Big Button: Missionary damage
- Cost: 800 food, 400 wood
- Age: Fortress age
- Increases Missionary attack by 400%, gives them a 3x bonus vs artillery and infantry, a penalty of x0.35 vs heavy infantry, and adds an area of effect of 2 to their attack

Town Center
- Big Button: Missionary damage
- Cost: 500 coin
- Age: Colonial age
- All Consulate armies have their cost decreased by 25% and their train time decreased by 50%

Church
- Now trains Boneguards. Their stats are:
- Cost: 125 food, 75 coin
- Pop: 2
- Hitpoints: 500
- Hand resistance: 10%
- Ranged attack: 15 ranged damage; 3.0 ROF, 10 range
- Hand attack: 8 hand damage; 1.5 ROF, x2 vs. cavalry
- Siege attack: 13 siege damage; 6 range, 3.0 ROF
- Speed: 4.50
- LOS: 16
- Trainable in the Colonial age
- Veteran, Guard and Imperial upgrades for Boneguards now available in the Spanish Church[hr]Updated with up-to date changes.[hr]Had to make a new reply for civ specific changes cause the whole one was too long for 1 post rofl

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PorT_RdC
post Jul 6 2010, 07:12 AM
Post #4


Corporal
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lots of laughs i had... if u knew portuguese you would censor some of your created names lool

btw cassador is really caçador, not cacadore

nice work anyways maybe ill dl just to try some ultra lamming :D

This post has been edited by PorT_RdC: Jul 6 2010, 07:13 AM

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CelticFTW
post Jul 6 2010, 09:26 AM
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2nd Lieutenant
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WOW awesome will give this a try for sure

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Phoenix
post Jul 6 2010, 09:28 AM
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Major
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opris are still a fortress unit.

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VooDoo_BoSs
post Jul 6 2010, 09:42 AM
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General
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Organs don't work on firepit :\

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BoBThEImaM
post Jul 6 2010, 10:08 AM
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Colonel
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Organs are still a work in progress. We had to give them a vil tag in order to do this, as we know atm. Then, they would get raped by vil killers.

Opris may have been changed to fort, iirc they were too OP in colonial. The patchnotes arent fully updated with everything, so idk bout this

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Musketeer925
post Jul 6 2010, 01:23 PM
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Private
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QUOTE(Ha_Luke @ Jul 6 2010, 05:23 AM)
Petards and Nitro Petards
- Can now Stealth

That sounds fun. :chinese:

This post has been edited by Musketeer925: Jul 6 2010, 01:24 PM

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No_nickname
post Jul 6 2010, 01:39 PM
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QUOTE
- Washington
- Delivers one Colonel Washington.
- Cost: idk

- General Warwick
- Delivers one General Warwick.
- Cost: idk

- Kuechler
- Delivers one Kuechler.
- Cost: idk

- Lt. Nanib
- Delivers one Lt. Nanib. He's awesome.
- Cost: idk

- 6 Railroad Workers
- Delivers 6 Railroad Workers.
- Cost: idk

- Nathaniel Black
- Delivers one Nathaniel Black
- Cost: idk
Lol, looks like I forgot to fill in the costs :P

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Vancebla
post Jul 6 2010, 02:27 PM
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Major
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wow I want to try

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BoBThEImaM
post Jul 6 2010, 04:34 PM
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Colonel
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Do it, gogogo. Weve had it in our sigs forever, btw :D .


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BoBThEImaM
post Jul 6 2010, 04:34 PM
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Colonel
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*edit, double post

This post has been edited by BoBThEImaM: Jul 6 2010, 04:35 PM

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Zutazuta
post Jul 6 2010, 05:30 PM
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The King
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btw its RE 1.03 now not 1.02 ;)

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Prawny
post Jul 6 2010, 06:13 PM
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Brigadier
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:wub:


Luke why don't you post this at agecomm?



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