Supply The game has changed! Its no longer a matter of marching an army into battle on an empty stomach. You must supply your troops with food. This creates a whole new dimension to tactics, you must protect your supply caravans of packed mules, if you get cut off from your supply lines you must hastily retreat or face certain death. The far reaching colonies of your empire must too also be supplied, protect your supply convoys with your life otherwise your adversaries will take advantage and steal these vital supplies. The way this mod works is that for all units on the map their health slowly drains, unless there is a supply unit nearby then it stays full, if there are no supply units around eventually your units will die. This adds new tactics to the game and can even prevent people from camping on hills unless they supply their army. The settings for this will be added to the "Additional Options" menu so that you can choose to enable or disable this feature. Features (subject to change upon more testing) - Pack horses can be captured (makes sure that they have to be protected like in real life warfare) - Limit the amount of packhorses that can be created so the map can't be spammed with packhorses - Game always starts with 3 packhorses to keep the peasants alive while you build base up - Packhorses are created at the blacksmith (for now) eventually there will be a supply depot building and limited to one supply building per team - Cathedral and popes/priests removed from game (they may be re-added to serve a different purposes such as morale or something similar. - Heal all units at academy removed from game for obvious reasons. - For now you just need to have packhorses with/nearby your units, later I might add where they return to supply depot (to collect supplies) then return to you units stay for "X" amount of time and return back to supply depot and so on. How far/complex we go with this depends on feedback, we don't want to over complicate game play, if just having a packhorse near your units is enough then that will be fine. - Possibly even have supply units carry coal & iron and replenish units who fire powder and shot (again this depends how complex we want to go) History 29/08/2017 Parts of the coding have been implemented, requires some tweaks, units health drains and the packhorses replenish the health. Trade One thing that has always been lacking in GSC-Games' RTS titles (especially the classics like Cossacks & American Conquest) was trade, sure, we have the market where you trade resources at the click of the button, but it never felt the same as physically sending trade carts off to your allies bases for them to return with resources to further expand your empire, feed your peasants and army or pay your mercenaries. The way this mod will work is by adding trade carts to the market building, you build trade carts and set your gather point to an allies market, the carts will go to your allies market and then return with gold (may be expanded to other resources as well), the further away the allies market the more gold you get in return (similar to Age of Empires 2). Merchant ships will also be added as part of the trade system, shipyards will be the point of trade This will also be added to the "Additional Options" menu so that you can choose to enable or disable this feature. Features (subject to change upon more testing) - Trade carts can be captured (makes sure that they have to be protected like in real life warfare) - Limit the amount of trade carts that can be created so the map can't be spammed with packhorses - As part of the start options, very limited/scarce minerals (maybe only 1 mine per resource, so trading becomes more important than mining - Merchant ships can fire/attack as this was common to arm vessels that traded - Sea trading will be much more lucrative, as in real life getting a greater return (also encourages it more than land trade) History Still in planning stage on best method. More info on what was done to code/how it was implemented + credits soon.