this is the change list from what I know (only age 1-5 have been really looked at so far):
There are more changes that I will have readily available in the near future. We are still working on balancing regional powers, crowns, and leader powers as we speak. We ask for player input on balancing these as there are too many different factors for us to possibly look at by ourselves. we plan on having MANY patches to adjust the various problems that you all will find. later today we will have a patched version of the mod that ViE has which fixes many small unit imbalances and many other small changes. We are working hard to deliver an excellent alternate experience. Our goal with these changes is to give defensive players more of a chance against a rusher while not giving them a distinct advantage, to give more power to boomers if they aren't rushed, and to give more power to rushers if they rush a boomer. We don't want the game to have to resort to constant unit production, we want the balance to shift and turn with players as they build units to counter each other. We also want players that are smarter with their economy to have advantages over someone who isn't smart with their economy. We want to add many more variables to the first few minutes of the game, thus the starting tech points. If you are against a roman and fear a rush you can research a defensive tech, if you are a rusher you can research the tech to make your Heavy infantry stringer to help your strategy (we will be looking into nerfing that huge 20% gather rate tech to make it 10%). We want to add a lot more options than just the same ole mass unique units and attack, Mokon and I played a game last night where he was Greek and I was America (scout that heals UU) i knew if I tried to raid him I would be slaughtered so instead i trained light infantry with my healing scout and killed his very strong UU. If not for his tech advantage I would have won that game but because he went another avenue with defensive booming as opposed to my all out raid strat he was able to pick himself up and come back for the win. Very good game that lasted to age 5 (our stated end age because 6-15 are yet balanced) with constant fighting and constant excitement. this is what we want in this Mod, i hope you guys want the same. future changes will include such things as We have much more planned but as for now we are just trying to make the balance more even and a bit more functional. We'd like to thank Mad Doc for making probably the most moddable game I've ever played and also for making it so easy to mod. EE2 has some awesome features that are overshadowed by some flaws, me and Mokon started this just to see if we could do it, we are happy that others are interested in what we are doing. thanks [This message has been edited by TheGoodEvil (edited 05-11-2005 @ 08:12 PM).]