Tarquelne
Follower of Tytalus
- Joined
- Dec 8, 2001
- Messages
- 3,718
A mod to make the changes discussed in the Spicing up the Elohim? thread.
Download here.
Updated to v5.
V5:
Updated to FfH2 .40z. Only the Griffon option included.
V4:
Pegasus option, Fall Further compatible civilizationsinfo file, button fixes, Castle renamed "Fortress"
Sohei: new national unit rather than a Paladin UU, Strength 3, +1 Spirit Affinity, +1 move, +20% withdraw (both offensive and defense), 1 first strike, +100% combat within Elohim borders. Requires an Abbey and Righteousness.
New Buildings:
Monastery: Pagan Temple UU. Allows 1 more Priest and doesn't require incense to give +1 happiness. A little more expensive.
Fortress: Requires Engineering and 4 Courthouses. Gives +1 happiness, +10% gold, +15% culture, -10% maint. and +30% defense.
Abbey: Fortress UB. Requires Theology and 4 Monasteries. Gives +1 happiness, +1 health, +10% research, +30% culture, +1 happiness from Incense, +15% defense, allows construction of Sohei.
Monks are -2 strength now rather than -1. Otherwise the same.
EWS is now completely compatible with Holy Warriors and more likely to be compatible with other modmods.
Comments:
The Fortress was added to keep the Abbey (and thus the Sohei) Elohim-only without needing to alter every other civ's entry in CivilizationsInfos.
The Monastery is a significant improvement on the Pagan Temple, and the Abbey - other than 15% of defense - is better than the Fortress. As such they both tilt game "balance" toward the Elohim. I think they're flavorful - perhaps even spicy - but should they be more expensive or nobbled? Same thing goes for the Sohei.
For V1 and 2:
Download here.
Updated to v5.
V5:
Updated to FfH2 .40z. Only the Griffon option included.
V4:
Pegasus option, Fall Further compatible civilizationsinfo file, button fixes, Castle renamed "Fortress"
Sohei: new national unit rather than a Paladin UU, Strength 3, +1 Spirit Affinity, +1 move, +20% withdraw (both offensive and defense), 1 first strike, +100% combat within Elohim borders. Requires an Abbey and Righteousness.
New Buildings:
Monastery: Pagan Temple UU. Allows 1 more Priest and doesn't require incense to give +1 happiness. A little more expensive.
Fortress: Requires Engineering and 4 Courthouses. Gives +1 happiness, +10% gold, +15% culture, -10% maint. and +30% defense.
Abbey: Fortress UB. Requires Theology and 4 Monasteries. Gives +1 happiness, +1 health, +10% research, +30% culture, +1 happiness from Incense, +15% defense, allows construction of Sohei.
Monks are -2 strength now rather than -1. Otherwise the same.
EWS is now completely compatible with Holy Warriors and more likely to be compatible with other modmods.
Comments:
The Fortress was added to keep the Abbey (and thus the Sohei) Elohim-only without needing to alter every other civ's entry in CivilizationsInfos.
The Monastery is a significant improvement on the Pagan Temple, and the Abbey - other than 15% of defense - is better than the Fortress. As such they both tilt game "balance" toward the Elohim. I think they're flavorful - perhaps even spicy - but should they be more expensive or nobbled? Same thing goes for the Sohei.
For V1 and 2:
Spoiler :
The changes:
Monks are -2 strength, conscriptable (3), have a +1 Spirit Affinity. Their movement was adjusted so as to be unchanged by Spiritual.
Leaders: Both Elohim leaders have Spiritual in addition to their other traits.
New units: Griffon Aspirant, Griffon Knight, Exalted Griffon
OR Pegasus, Pegasus Knight, Exalted Pegasus
Like the Monk, Griffons don't require a building to create.
Griffons:
Required Techs:
Griffon Aspirant: Philosophy
Griffon Knight: Religious Law
Exalted Griffon: Theology
Griffons replace the horse line by default. The mod contains an alternate version that allows you have have both horse-units and Griffons. See the readme.
Griffon Aspirant: Like Griffon but no HN, can explore rival territory, +25% vs. mounted rather than +50, +25% vs. recon, cost 70, upgrades to Griffen Knight, limit 4
Griffon Knight: Like Aspirant but strength 6, 1 FS chance, no explore rival territory, cost 120, upgrades to Exalted Griffen, no limit, starts with Courage
Exalted Griffon: Like Knight but strength 12, 1 FS + 2 chances, cost 180, can't be built, limit 4, starts with both Courage and Fear
Comments:
Monks too strong? The start as strong as unaltered monks and get +1 combat for each Spirit node.
Griffons are supposed to roughly correspond to mounted units. They follow a "spiritual" tech path, though. Griffons are "Mounted" not "Animal." I was tempted to leave them Animal, and thus prey to capture by many Recon units, but decided I'd better not.
I lowered the +50% vs. Mounted to +25% as I thought that made them too powerful a counter to Mounted units. I added the bonus vs. Recon because I thought it made sense and because it's nearly unique.
Griffon Aspirants have either a -50% city attack, or are national units (depending on which option you chose above), to limit their use in multi-continental conquest. You'll still probably need Astronomy to conquer the world. Aspirants very good scouts, though.
I think Griffon Knights are better than Horse Archers, but also think that's OK.
Exalted Griffons aren't as powerful as most national units, but they're relatively cheap and very fast.
The buttons for the G.K., E.G., and Sohei are very rudimentary.
Any tips XML tips greatly appreciated.
Monks are -2 strength, conscriptable (3), have a +1 Spirit Affinity. Their movement was adjusted so as to be unchanged by Spiritual.
Leaders: Both Elohim leaders have Spiritual in addition to their other traits.
New units: Griffon Aspirant, Griffon Knight, Exalted Griffon
OR Pegasus, Pegasus Knight, Exalted Pegasus
Like the Monk, Griffons don't require a building to create.
Griffons:
Required Techs:
Griffon Aspirant: Philosophy
Griffon Knight: Religious Law
Exalted Griffon: Theology
Griffons replace the horse line by default. The mod contains an alternate version that allows you have have both horse-units and Griffons. See the readme.
Griffon Aspirant: Like Griffon but no HN, can explore rival territory, +25% vs. mounted rather than +50, +25% vs. recon, cost 70, upgrades to Griffen Knight, limit 4
Griffon Knight: Like Aspirant but strength 6, 1 FS chance, no explore rival territory, cost 120, upgrades to Exalted Griffen, no limit, starts with Courage
Exalted Griffon: Like Knight but strength 12, 1 FS + 2 chances, cost 180, can't be built, limit 4, starts with both Courage and Fear
Comments:
Monks too strong? The start as strong as unaltered monks and get +1 combat for each Spirit node.
Griffons are supposed to roughly correspond to mounted units. They follow a "spiritual" tech path, though. Griffons are "Mounted" not "Animal." I was tempted to leave them Animal, and thus prey to capture by many Recon units, but decided I'd better not.
I lowered the +50% vs. Mounted to +25% as I thought that made them too powerful a counter to Mounted units. I added the bonus vs. Recon because I thought it made sense and because it's nearly unique.
Griffon Aspirants have either a -50% city attack, or are national units (depending on which option you chose above), to limit their use in multi-continental conquest. You'll still probably need Astronomy to conquer the world. Aspirants very good scouts, though.
I think Griffon Knights are better than Horse Archers, but also think that's OK.
Exalted Griffons aren't as powerful as most national units, but they're relatively cheap and very fast.
The buttons for the G.K., E.G., and Sohei are very rudimentary.
Any tips XML tips greatly appreciated.