00 19/01/2014 23:32
Re: Re:


trovato....

Divide et Impera v0.71:
www.mediafire.com/?n8404nz8fa271f4

STEAM VERSION:
Part 1: steamcommunity.com/sharedfile.../?id=206186932
Part 2: steamcommunity.com/sharedfile.../?id=206192605
Part 3: steamcommunity.com/sharedfile.../?id=206197785
Part 4: steamcommunity.com/sharedfile.../?id=218366360

What's new in this version (0.71):

- Corrected missing descriptions on some Ache Bosphoros units
- Added new naval units to the roster of Ache Boshpros
- Balanced better some units of Ache Bosphoros
- Removed Armored Elephants from Carthage
- Made Marine units recruitable only from naval military buildings
- Corrected some variants for satrapies
- Tweaked some unit variants


What's new in this release (0.70):

- 38 Completely new Iberian units + 31 completely new Mercenary units (recruitable in Terraconensis, Carthaginensis, Lusitania)
- 36 Completely new Ache Bosphoros (Cimmeria) units + 8 new Mercenary Units (recruitable in Bosphoros)
- 2 New units and visual overhaul of Ptolemaic Kingdomn
- Overhaul of Carthage roster (with 4 new units)
- Overhaul of Pontus Roster
- 40 completely new shields textures for units in the game that you will see in this and future updates
- Resolved bug on all the new Mercenaries units that didn't let them appear in-game; now you will finally have the chance to see some unique Mercenary units that are found anywhere else
- Tweaked projectile damage to be more balanced (slingers are more accurate from range and javelins are stronger close but less accurate on range)
- Made Generals have less impact on morale for troops so that they don't unbalance unduly armies on higher ranks
- Increased velocity onto which experience is gained for troops on lower ranks but higher ones will still be much more difficult to get
- Slighly increased cavalry charge damage from the rear
- Slightly decreased AI desire for war with disliked factions. Increased last stand peace priority.
- Increased Unit Cost and Upkeep for player by 20%.
- Increased building costs for player by 50%.
- Slave tax bonus doubled to make them more effective/desirable.
- Removed culture conversion rate reduction (new culture system makes this unnecessary).
- Changed Foreign Troop Garrison tradition effects (it was causing a rare late game AI turn crash).
- Reduced chance for Unseasonal effects.
- Fixed build times for some buildings that hadn't been increased from vanilla times.
- Added new Main City buildings for all factions. These new options include:
- New Tier 3 and 4 options for Capital Region buildings. You can choose the Normal type, Fortified type or Economic type. Each faction has different bonuses, but in general the Fortified Capitals focus on garrisons/defense at the expense of food and trade. Economic capitals focus on trade/income at the expense of public order and defense.
- Added New Tier 4 options for Timber, Copper and Iron resources. These options work in a similar manner to the Fortified/Economic choices.
- Slightly decreased food and public order penalties on Tier 4 normal Main City Upgrades for types that had both food and public order penalties. These include Major City, Minor City, Glass, Hides, Marble, Silk, Horse, Slave, Lead, Timber, Iron and Copper.
- Removed resource requirement from Tier 3 Major and Minor Main City buildings.
- Sanitation buildings have been upgraded. Food usage has been decreased, public order increased and replenishment added on some options (Note: Eastern factions sanitation options contained in industry/agriculture chains).
- Barbarian Agriculture chain has new sanitation options. Also, tier 4 buildings have slight decrease in public order negative.
- Slightly reduced public order penalties on Tier 4 Industrial buildings for non-Barbarian factions.
- New icons for Fish Resource buildings.
- Now transport ships will require a port to embark freely.