Age of Wonders III

Age of Wonders III

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Unit Upgrade Techs - Endgame Knowledge Sinks
   
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2.691 MB
6 Jul, 2023 @ 9:46am
26 Jul, 2023 @ 11:14am
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Unit Upgrade Techs - Endgame Knowledge Sinks

Description
Basically a remake of the Tech Tree mod by Weirdman, adding expensive end-game empire upgrades that each provides a single stat bump to a specific unit type.

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LATEST UPDATE: v1.0.1
• Disallowed the EnhancedUnitUpgrades tech from being given as an adventure site reward.

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From the original, by Weirdman:
"Adds a small tech tree to the game for each unit type for the purpose of giving more things to research in a long game.
The items have have high research cost for small gain but will make each units type stronger.
They can be found under the Logistics tree. Be careful completing that line of research because the new spells may block out the other research options and should be saved for the end game."
## These stat gains are actually very impactful in my experience and can enable a kind of "knowledge victory" for long games.
## To prevent cluttering the spell book like before, I've locked all the new techs behind a single 0-cost upgrade that appears after researching Advanced Logistics—named "Enhanced Training: Unit Upgrades".

Note: This first version is pretty basic and doesn't include a lot of the really neat specialization-specific capstones in the original.
Currently has elemental damage upgrades specific to the Air/Creation/Destruction/Fire/Water specs.

OTHER CHANGES FROM TECH TREE:
• Streamlines the tech tree in an attempt to minimize unwanted techs.
• Tweaks research costs. Generally, research costs for each unit type increase the farther down you go.
• Some of the less common unit types were merged into the same category/upgrade tree, using the same groupings that Ayalin's Hero Upgrades Mod does:
Magical Units = Elemental + Magical Origin
Mystical Units = Fey + Merfolk
Mythical Units = Giants + Dragons
Wild Creatures = Animals + Monsters
• Another intent for the remake was to reduce the amount of typos/bugs etc, but then I discovered just how tedious this is to make... we'll see how well I did. Please report any errors, including small things like typos and text inconsistencies!

HOPES FOR FUTURE VERSIONS:
• I'd like to include more specialization-specific upgrades, similar to the original TechTree mod—this version actually includes a lot of neat properties for them, they're just not implemented yet (very tedious work).
• If I'm especially motivated, I'd like to make a version including specializations from Ayalin's Premium Specialization Mod.
## If anyone is actually interested in these, please leave a comment... I could really use the motivation...
25 Comments
Barren Soul 2 May @ 10:49pm 
Really like this, but is there any way to disallow the AI from using it, in general or specifically in campaigns? When playing the campaign, the AI almost always starts with much more production and research than the player, and they're able to fully upgrade their best units to be practically unkillable before the player can even get established.
Dyna1One 6 Jan, 2024 @ 7:05pm 
Earth doesn't have any bonuses, is this by design? (Air/Fire/Water do)
Dyna1One 17 Dec, 2023 @ 3:25pm 
I'm a little late, but you mentioned a version including specializations from Ayalin's mod, would love to see that some time, great mod otherwise!
vampire3229 30 Sep, 2023 @ 8:49pm 
I look faward to them twicks in the mean time I be playing your mod any how. I cant belive I like it over the other guys old mod. wich was just chaose on his mod I had to refresh the page. like 20 times in a row. but your mod. I just open the path I want to reshech. WELL DONE AIRL
Airi  [author] 26 Sep, 2023 @ 3:26pm 
@vampire3229
thanks so much for the feedback, I definitely want to tweak some of those things when I find the time. One day...

@Dunadd
I honestly have no idea! I would expect it to be fine. The only thing that might derail it is if Empire Building changes the Advanced Logistics tech too much.
Dunadd 26 Sep, 2023 @ 12:43pm 
Thanks for making this. Is it compatible with empire building mod?
vampire3229 23 Sep, 2023 @ 1:07pm 
Airl also 1 more thing that makes me crazy wich breaks the game mad like is can you fix or undo the spell that refress the page. normaly cost 80 mana. and casting points to refess your spell book. to make. my brother abuse that that cost to mana to use as a sorcer class.. he just hits refess the pages a few times then gets his glifs of warding wich dose 16 damge per turn on anything in his land and kills everthing for free. gold mines on my game I set it up were you cant get a gold mine with your starting amry. most time it takes around 40-80 truns before your stronge enough to get a gold mine on my game. my whole game mosters are set at 300% more and harder mosters to kill. this mod is almost unplayble for me. unless you can fix that spell refress it needs to be 80 mana. and 80 casting points. please. upon you doing this I would be greatfull and can get my 6 freinds who play this game to play your mod here.
vampire3229 23 Sep, 2023 @ 12:44pm 
Airl I can tell you it breaks the game haveing 10 hp grads. I no you think that its only 8 HP upgrads.. but its 10.. I have tested this out. but it realy needs to not be more then 5 hp upgrad per leveing up. most games I have around 30 citys or 40 wich puts my reserch around 2,000 pr tunr to 3,000 perturn. Airl thanz for your hard work on this mod and for your time if its possble upon you fixing the over powerd HP buffs back down to 5 hp. I would donat $5 amercan dollors. just to show tanks for your time in this mod it realy means a lot to me and sweetens the game for me . thanx
vampire3229 23 Sep, 2023 @ 12:39pm 
I did noticed the hp upgrads do take longer wich is good. wich I realy like. but I play only orc warlord. and my engame power call to arms... geting gold medal on all things. is fine. but with your HP x 5 if I understand that right on first tire leve resherch gives all cavory. pluse 10 HP. same for the diffrent paths. on my game at the moment I have 1 army of matcors. wich 165 hp. pluse 2 restance upgrade. all that hp I can take a whole kindom with out the loss of even 1 maticore.. if I resherh 3 more hp upgrads my matcors will have 205 hp. with your mod. when normaly at gold meddrank they have 145.... form what I can see your HP mod if fully reserch adds plus 50 hp permenty to a unite type.. I love your mod over the old sloppy shoddy set up of how the other guy made this mod.. but it ruins my game and fun his mod was only pluse 5 hp boot wich max would be a 25 hp incress
vampire3229 23 Sep, 2023 @ 12:25pm 
Airl as to what your thinking about adding total awareness to giants or top end builds even no that idea is cool and could be fun its just bit to much plush 5 defecn then geting regroth for mosters. or something. so I would not add any more top end power. also I dont see a problem with you chaing merfolk-fey.. chaing some techs to gether form what I can see this is fine but I also lvoe the super long grind. so also fine if you gave them there single upgrads only for giants. I would be a fan of this also. if you change or add to this mod like super powers after all tire 5 s are reserched like gaints geting toltal awarness I would play a round with it for fun but for game balnce this mod here is perfect as it is..... other then 1 gripe I do have with this mod...