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Edain mod 4.5

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This new restructuring paces the game significantly slower than it was in the previous iteration. Pop expansions are 200 cap for 500 resources, all the way up to 1500 – a reduction in cap from v. Upgrades tier at 1200 for level for level 3 (on castles, outposts and settlements separately). Econ buildings don’t deteriorate revenue based on how damaged they are (thank the maker). All new econ buildings take the global research level instead of needing to be leveled up once built. Now, however, pop cap is an incremental research option in the citadel (so resource buildings lost won’t shrink your cap), and econ upgrades are purchased at a forge or similar research building (in Gondor’s case, the Marketplace has been repurposed to do this). Previously, individual economy buildings had to be upgraded separately in order to accelerate the flow of resources and/or expand population cap. Gondor/Arnor being my favorite army, I will start the assessment with them: Importantly though, the patch re-invisions each faction to make them more unique, less exploitable and arguably much more fun overall. It adds new units and textures which are both visually pleasing.

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This patch constitutes a complete overhaul of several of the key gameplay mechanics such as economy and god powers. After 3 or so years of waiting, Edain Mod 4.4 graduated to 4.5 this last week and the fun has been a-flowing.