Age of Empires II (2013)

Age of Empires II (2013)

Not enough ratings
TechPro128x [DLC] v1.1
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
17.072 MB
Jul 31, 2018 @ 2:48am
1 Change Note ( view )

Subscribe to download
TechPro128x [DLC] v1.1

Description
UPDATE: Be sure to check out my latest creation, 128x TEKK - it provides the ultimate multi-tech experience!




This mod aims to create a multi-tech mod whilst addressing the balance and technical issues that are present in other such mods. It does this in the following ways:
- Techs which increase quantities cumultively via percentages now are incremental (percentage always based on the original value). This avoids excessive increases after just a few tech upgrades.
- Overpowered ranged units are countered by buffed infantry and cavalry upgrades, and higher pierce armor upgrades on buildings.
- Skirmisher type units are stronger versus Archer/Cav Archer units
- Siege units generally fall behind in usefulness in multi-tech mods. To address this, siege units are buffed via additional Siege Engineers and Chemistry functionality
- Building HP upgrades are not only incremental but also lower in value to avoid the dreaded HP bug. To compensate, additional armor is given per tech.

v1.1 Changes:
- Now only 1x Chemistry is required to unlocked units that require the tech
- Chemistry now increases the firing rate of cannon units by 10%
- Careening strengthened to now give +1/+2 armor and +50 HP to ships
- Shipwright increases work rate of Docks/Harbors by 35%
- Logistica and Druzhina give roughly half the blast radius than before
- Torsion Engines and Warwolf weakened slightly (both give 0.4 blast radius now)
- Flamethrower available from Siege Workshop, inflicts attack damage vs buildings/fortifications
- Masonry gains +1 melee armor for all buildings/fortifications
- Chinese' Great Wall now gives only +200 HP to walls/gates and +150 HP to towers, but also +6/+8/+10 armor to both walls and towers
- Siege Engineers: increased (+18, up from +1) attack damage vs buildings for rams
- Loom: Villagers created 15% faster instead of -0.75 sec
- Spies cost x10

Tech Changes:
- Masonry now also gives armor (0/+1/+2) to buildings, +1/+1/+2 to walls and gates.
- Architecture gives +1/+2/+4 armor to buildings, +1/+1/+2 to walls and gates.
- Hoardings adds +1/+2/+2 armor to castles
- Ballistics adds +0.2 projectile speed (up to 6.0 additional speed in total, or ~+86% for most projectiles)
- Plate Mail/Barding Armor adds an additonal +1 pierce armor
- Siege Engineers adds 5% incremental movement speed to siege (eg: +0.03 every upgrade for Battering/Capped Rams)
- Chemistry gives siege an incremental +10% attack instead of just +1 (eg: +4 melee attack for mangonels per upgrade)
- Chemistry adds +0.1 projectile movement speed for siege units
- Chemistry no longer gives +1 attack for arrow units
- Chemistry gives Hand Cannoneer units and Conquistadors +2 attack vs infantry, 20% faster firing rate
- Husbandry gives +0.15/0.1/0.13/0.1 movement speed to Scouts/CA/Cav/Conq's
- Squires gives +0.12 movement speed to infantry and 0.008 faster attack speed, +1 attack vs cavalry, additional +5 attack vs cavalry for anti-cav units.
- Villager bounding boxed have been reduced from 0.4x0.4 to 0.3x0.3. This greatly reduces villagers getting in each other's way.
- Mill techs also increase the food collection rate.
- Caravan increases trade unit work rate by 0.01. This means a bit more gold per upgrade.
- Caravan increases Market work rate by 0.05. This means faster tech upgrades and trade cart creation.
- Ironclad adds +1 pierce armor to Siege too
- Scorpion line and Trebuchet projectiles gain a 0.1 blast radius.
- Feudal/Castle/Imperial Age adds +2/+4/+8 Town Center attack range respectively (+14 in total)
- Block Printing also adds +3 healing range
- Thumb Ring increases Skirmisher type units firing rate by 8%, +1 damage versus Archer units, +2 damage versus Cavalry Archer units
- Loom now give +15 HP and 1/1 armor, also applies to Kings
- Loom decreases villager production time by 0.75 seconds
- Bracer gives foot Archers and Hand Cannoneers +0.1 movement speed
- Conscription also increases the work rate of the following:
* Siege Workshop: +0.15
* Monastery, Blacksmith, University: +0.20
- Monks will auto-target enemy units for conversion
- Villagers will auto-target enemy units when in combat mode
- Mangonels, Scorpion line and Bombard Cannons can cut trees
- Vietnamese' Reveal Enemies applies to allies even before Cartography

Unit Changes:
- Genitours gain Skirmisher bonus attack vs Archers/Cav Archers.
- Missionaries are now available to all Spanish allies.
5 Comments
bunsenio1989 Jan 7, 2022 @ 3:43am 
:D
themuffinator  [author] Jun 23, 2020 @ 9:36am 
@Dragon Heart: Thanks! I started a 16x TeamTech a while back... 128x would be a nightmare to create! TeamTechPro4X increases productivity with eco techs, so you get more output from map resources, similar to Mayans bonus.
Chet Walters Jun 17, 2020 @ 3:03am 
Could you make this one as Team Tech as well? And also increase the amount of resources to a LOOOOT more? Please? I Love this stuff. Is extremly fun to play.
阿東 Nov 27, 2018 @ 8:17am 
Villagers will auto-target enemy units when in combat mode is not work
CyniksteR Aug 26, 2018 @ 12:25pm 
this is a great mod. The only thing I tweaked for my own use was moving the Bracer movement speed bonus to Fletching instead, since it would be very difficult to get to Bracer at all