Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

Expanded Mod Core
XLightningStormL  [developer] 1 Oct, 2023 @ 1:59am
Expanded Mod Update 2.8
-- EM 2.8 --

GENERAL
- Fiddled with "Scout Cavalry" stats (i.e Kataskopos) so they are closer to the AoE2 Scout Cavalry, apart from the Atlantean Cursarius; all are now trash units again.
- Close Quarters Efficiency, Nobility and Thumb Ring now increase attack rates by 20%.
- Wheelbarrow and Handcart now increase Villager speed by +0.3 each.
- Added Self Bows to the Chinese, Egyptians and Norse, which decreases wood cost of Archers by 15%
- Added Bracers to the Atlanteans, Egyptians and Greeks, which increases hitpoints of Archers by +10.
- Added Conditioning to Atlanteans, Egyptians and Chinese, which increases hitpoints of Infantry by +15.
- Bloodlines now increase Cavalry/Cav Archer HP by 20 points instead of 20% (this formula was chosen over percentage increases as it benefits weaker units more than stronger units, Agoge will not take these changes so it keeps that tech unique as it will benefit the stronger Greek infantry over weaker ones)
-- Reseperated Bloodlines (Chinese, Atlanteans, Norse) and Horsemanship (everyone but Atlanteans) again
-- Horsemanship available in the Classical Age, Bloodlines in Heroic Age.
- Overhauled Dogs:
-- War Dogs disabled from Supremacy.
-- Dogs moved to Town Center/Citadel Center, now available in the Archaic Age. Now take up 1 population instead of being constricted by build limit.
-- Molossus renamed to Mastiff, now available to the Norse and Atlanteans.
-- General rebalance, Dogs are now suited more for scouting, aiding hunting villies and micro-raiding than assaults, and are cheaper.
-- Dogs are now countered by Villagers and Anti-Cavalry Spear Infantry (i.e Spearman)
-- Dogs can now be upgraded with "War Dogs" which provides speed, attack, LOS, armor and hitpoints.
-- Lose direct bonus damage versus prey-animals (i.e Deer)
-- Fixed Hounds losing player color when moving.
- Siegecraft now costs 200f, 100w.
- Reworked Medicine slightly, now available in the Mythic Age, and increases the healing range of healer units.
- Renamed Urban Planning to Urbanization.
- Added Afterlife (Heroic Age) to the Temple and Shrine/Monastery/Palaestra, which increases Hero and Myth unit train rate.
- Added Theocracy (Mythic Age) to the Temple and Shrine/Monastery/Palaestra, which decreases the cost of technologies researched in those buildings.
- Added third variation for Goat (Brown)
- Levy/Conscript technologies got merged again (at the Fortress for non-Norse, Norse research it at Tingholl) now cost 200/400 food and 200/400 gold.
- Hyper Infantry (such as Baskilon Guards) overhauled (to be more in line with AoE1's Hoplite line) now a bit cheaper (120f, 80g is baseline) more resistant to hack damage, now resistant to crush damage, but much weaker vs archers, not as easily countered by counter-infantry infantry, and deals more damage.
- Fixed an issue where Docks didn't heal warships.
- Libraries can now be built in the Classical Age.
– Wall/Tower Upgrades moved to the Tingholl/Library.
-- Masons and Architects moved back to the Library/Tingholl in the Heroic/Mythic Age
- Due to affecting Ships, Engineers has been moved to the Library/Tingholl.
- Ashlar Polygonal Masonry renamed to Citadels, and moved to the Mythic Age.
- Renamed Mathematics to Arithmetic, now costs 400w, 250g, no longer affects Town Center technologies, but instead increases Siege Weapon tracking rate, decreases dropsite and market tech cost by 33%, now requires Ballistics.
-- Ballistics no longer affects Siege Weapon tracking rates.
- Reverted House, Tower, and Town Center hitpoints to unmodded AoM levels (i.e Houses have 450 HP vs 250)
- Ambassadors moved back to the Heroic Age.
- Gold Hushing now only provides a 10% increase to Gold Mining rate, rather than 15%.
- Generally speaking, war ships move and turn slower.
- Added Cartography for 250w, 300g to the Dock a successor to the Astronomy tech; provides +4 LOS, +15% speed.
-- Astronomy now only provides +4 LOS, +15% speed.
- Removed Layered Decks, Enclosed Deck no longer affects ship hitpoints, now provides archer ships with 10 capacity instead of 5.
- Reinforced Hulls, Shipbracing and Lead Sheaths now increase ship hitpoints.
- Archer ships normalized in stats; all can now carry up to 5 units (10 with Enclosed Deck)
- Villagers and Infantry can no longer heal siege weapons (use the healers) and ships (use the dock)
- Guilds no longer available to Norse or Greeks.
- Overhaulled how military buildings handle in EM, they now function akin to AoE/AoK where generally speaking archers come from archery ranges, etc.
-- This means variations of Barracks, Academies, etc are now unified in icons, sounds and unit type training (i.e Charioteria is now Stable, and can train Camelry)
-- Incendiary Pigs moved to Heroic Age and to Fortress-type buildings.
-- Siege Catapult moved to Fortress-type buildings.
-- Apart from Greeks, all major god unique heroes moved to Fortresses.

ATLANTEANS
- Gain access to Immortality tech.
- Gaia loses Rangers and regain Augurs.
-- Augurs have 15 healing range, now cost 80f, 40g, and have a x3 bonus vs myth units.
- Oracle Scouts and Oracle Heroes can now heal units (0.5 hp/s and 0.75 hp/s) though at a small range.
- Lose access to Architects, Pulley, Heated Shot and Geometry.
- Atlas' Polygonal Masonry now decreases building gold cost by 25%.
- Cursarius now have the AbstrastScout tag (and are affected by Harter's Folley relic, and Cartography)
- Re-enabled Atlantean Archery Barracks.
- Disabled Counter Barracks (Cheiroballista moved to Siege Foundry, Infantry moved to Barracks, Archers moved to Archery Barracks)

CHINESE
- Removed mention of Nuwa increasing Garden favor rate, instead Gardens now provide +2 population instead of +1, Nuwa no longer gets Archaic Markets, but instead increases the fire rate of foot and mounted archers by 15%.

EGYPTIAN
- Removed Fire Raft, replaced with a Fire Skiff (a-la Atlanteans and Greek Fire Ships)
- Horse Archers move faster, attack faster, are 100% accurate, have more range at the cost of losing their anti-economic bonus, -1 damage, and less hitpoints.
- Assyrian Tactics now increases Horse Archer hitpoints, speed and increases attack by +1 instead of by x1.15.
- Elephant Archers now have 100% accuracy, and a x1.5 height bonus instead of x1.25. Now cost 200w, 65g.
- Set no longer affects Charioteria cost, Cavalry Archers no longer have improved hitpoints or hack armor.
- Priests now take 2 population.
- Lose Sappers. Siege Works and Incendiary Pigs moved to Heroic Age.
- Resolved an issue where Broadswordsmen weren't affected by Mercenaries.
- Chariot Yoke no longer affects Chariot cost, now increases Chariot/Chariot Archer HP by 33%, moved to Mythic Age and Library. Now costs 250w, 150g.
- Hathor's Fertility now costs 200f, 18fa, and is researched in 30 seconds.
- Gain access to Alchemy.
- Added Torsion Engines, which increase the attack of siege weapons and decrease the cost of Siege Weapons. Costs 400f, 250g, 45 sec research time, Mythic Age, Library.

GREEK
- Sarrisophoroi now attack slightly faster.
- Hippocrates (Hero) renamed back to Physician, now a generic healer unit (can no longer carry relics) Now takes 2 population.
- Now get Medicine tech, which affects Physicians now.
- Lose Arsonists. Siege Workshop and Incendiary Pigs moved to Heroic Age.
- Redesigned Library.
- Spartiates cheaper.
- Disabled Poseidon's Kataphractoi from Supremacy, Hetairoi moved back to being Poseidon's unique cavalry again.
-- Now have 220 Hitpoints, 12 attack.
-- Renamed Selecluid Cataphracts to Alexanderine Bodyguards.
- Hippeis now cost 90f, 70g, have 200 hp, 45/25 armour, 10 attack but deal x3 vs Infantry.
- Trierarch moved back to Artemis.
- Hera now has a unique technology; Supremacy (costs 200f, 250g) which improves villager hitpoints, armour, attack and train time.
- Athenian Wall provides 30% HP to Walls, and 20% for buildings, can now be researched at the Town Center.

NORSE
- Removed Fire Raft, replaced with a Fire Snekke (a-la Atlanteans and Greek Fire Ships)
- Redesigned the "Jarl's Hall" into the Virki, which now functions as a half-way point of the Watch Tower and Hill Fort (in the vein of the Krepost and Donjon from AoE2DE)
- Moved Harjar to Virki, moved from Classical > Heroic.
- Riddarin now have 35h/20p armor.
- Spedjer default human texture is no longer a Norse villager.
- Odin now increase Virki unit hitpoints.
- Lose access to Architects.
- Gothi can now heal units again, but does so at a slower rate of .6 HP per second.
- Reverted Archery Hall change, Norse can now build them again, all archer units have been moved to the Archery Hall (throwing axemen and the mounted equivalent remain at longhouse/stable equiv respectively) "Viking" tech remains unchanged.
- Gain access to Alchemy.