I suppose the mod subforum is mostly visited by people that mod themselves - so I post here to give a quick overview of a mod that is already done: The Adventure Mod.
The main purpose of this mod is to shift the focus of the game from managing a large number of armies and colonies towards a more role play-centered game – it encourages quality instead of quantity.
A complete overview of the features is compiled in the Manual. It also contains skill trees, ability desciptions and many illustrations.
Summarized the mod changes mostly four aspects:
1 Champion Ranks
One of the core ideas of the Adventure Mod is to make experience and unit progress more rewarding: Units are no longer limited by an experience cap after reaching their fourth medal, but will be elevated to Veterans, and eventually Champions. With every level-up they get stronger and learn additional abilities, many of them unique and comparable to the gold medal rewards in Age of Wonders 3.
2 Skill Wheels
Heroes have access to a large numer of new skills. Overall more than 250 hero skills are present. When reaching level 15, heroes can unlock a powerful ultimate skill that depends on their combination of faction and secret tech.
Developing a hero usually includes a lot of decisions as many skills are mutually exclusive. Unfortunately skill wheels can't be integrated into the ingame-interface. It's still easy to see which skills belong to the same group:
3 Economy
In the base game it’s much more important to get many cities as soon as possible than to find a valuable sector to colonize. A high city count typically beats a thoughtful city positioning. The Adventure Mod tries to limit early city spam, changes strategic structures to make colony placement more important and offers additional specialization for cities through new buildings.
Similar to the way Amazons like Forests, in this mod other factions have terrain preferences, too – and a unique option to terraform sectors into their favoured type.
4 AI
The AI is more likely to build tier III and tier IV units and can (on higher difficulties) actually achieve a doomsday victory within a reasonable time. The Extreme AI gets several additional bonuses to make the game more challenging.
The mod is available in the Steam workshop und should soon be present on the Paradox mod page, too. Feedback and suggestions are welcome!
The main purpose of this mod is to shift the focus of the game from managing a large number of armies and colonies towards a more role play-centered game – it encourages quality instead of quantity.
A complete overview of the features is compiled in the Manual. It also contains skill trees, ability desciptions and many illustrations.
Summarized the mod changes mostly four aspects:
1 Champion Ranks
One of the core ideas of the Adventure Mod is to make experience and unit progress more rewarding: Units are no longer limited by an experience cap after reaching their fourth medal, but will be elevated to Veterans, and eventually Champions. With every level-up they get stronger and learn additional abilities, many of them unique and comparable to the gold medal rewards in Age of Wonders 3.
A Wraith and a Shrike at Recruit, Veteran and Champion level
At Champion level a Ravenous has two new abilities – Escalating Charge and Metabolic Boost – as well as full access to all mod slots
2 Skill Wheels
Heroes have access to a large numer of new skills. Overall more than 250 hero skills are present. When reaching level 15, heroes can unlock a powerful ultimate skill that depends on their combination of faction and secret tech.
Example of a skill wheel for an Amazon-Synthesis leader
Developing a hero usually includes a lot of decisions as many skills are mutually exclusive. Unfortunately skill wheels can't be integrated into the ingame-interface. It's still easy to see which skills belong to the same group:
3 Economy
In the base game it’s much more important to get many cities as soon as possible than to find a valuable sector to colonize. A high city count typically beats a thoughtful city positioning. The Adventure Mod tries to limit early city spam, changes strategic structures to make colony placement more important and offers additional specialization for cities through new buildings.
Similar to the way Amazons like Forests, in this mod other factions have terrain preferences, too – and a unique option to terraform sectors into their favoured type.
An arctic DVAR empire
4 AI
The AI is more likely to build tier III and tier IV units and can (on higher difficulties) actually achieve a doomsday victory within a reasonable time. The Extreme AI gets several additional bonuses to make the game more challenging.
The mod is available in the Steam workshop und should soon be present on the Paradox mod page, too. Feedback and suggestions are welcome!
- 7