Magister Modmod

Well, quite honestly the Secondary religious techs, If Im really focused on a particular religion, I will nab after aquiring only the basic economic techs.

Hidden Paths could be renamed Codex of Nature, or Nature's Pride (although hidden paths does make sense to a degree)

OO could be called Dark Aquarius, or Secrets of the Depths.

Esus 2nd could be called Pleasant Requiem, and allows for the construction of Gibbon, as well as the speaker of Esus unit (which is 3 move, 5 strength (4 +1 poison) invisible, Esus religion (can spread Esus) and can spy on cities like Shadows do) either unlimited Speaker of Esus or a 10 national limit ... although I suppose if you wanted to make them better, you could move their national limit to 4. Also, I think Pleasant Requiem should allow for units to buy the "Elitist" promotion, available to all/any unitclass only requiring combat 3. The Elitist promotion would be a combination of Commando and Marksman. (Theoretically it would be nice if the Elitist promotion is only active if the player's state religion is Esus, in which case I would suggest that Elitist is actually a spell which allows application of Elitist to the caster ... with perhaps a 5% chance to wear off ... however simply allowing early acess to the Marksman promotion might work as well for this religion tech)

alternatively, Gibbon could still be available at Deception, and Spirits of Esus + Elitist Promotion would be made available with Pleasant Requiem. Perhaps Spirits of Esus should start with the Elitist promotion ... it seems fitting for them.
 
They would definitely be rivals, but not automatically at war. Each demon lord would enter the world with a diplomatic bonus with its summoner and at war with the same civs. (I'm thinking that I'll try to make it so that if you complete the ritual while at peace you'll start with a defensive pact.) The player would definitely have the option to fight fire with fire, summoning a new Demon Lord to help fight the ones that threaten them.

Cool! Can't wait for this. So I will have the opportunity to fight Lethe by summoning Duke Sallos :lol:


Probably not. I don't like making up new leaders from scratch, and established lore does not mention any other significant Mercurian commander.

I may however make it so that The Mercurian Gate is a National Wonder, which can be used to call in new reinforcements once basium has already arrived. The Radian Guard Scenario clearly outlines the construction of a second Mercurian Gate, after Basium was already unleashed by Ethne. Using the gate this way will not give you an alliance with the Mercurians, but would provide a significant diplomatic bonus. Openign a second Gate would not give you a duplicate Basium player or unit, but would resurrect the hero and restore his traits if he had already been killed. It could be used to bring the player back into the game even after he lost all his cities and units.

Yes, the scenario told us about the second Mercurian Gate. But what incentive would the players have to build the second (third, fourth, etc) Mercurian Gate (beside diplo bonus with Basium)?

I may do the same. May I ask, what kind fo Esus spells did you add?

Actually, I stole them from here : :mischief:

Spoiler :
This is a minimodmod for Fall from Heaven II, salvaged from my abandoned Rebalanced Religions project. The Council of Esus has always been the weakest religion in the game, redeemed only by Nox Noctris, the holy shrine anyone can build, even if Council of Esus is not their state religion. This helps level the playing field a little, putting the Council of Esus on the same level as Empyrean... the second weakest religion in the game.

In the lore, it is mentioned that the theme of paying for miracles is common in the Council of Esus. However, this theme is severely lacking in the game itself. That's where A Shadow of Doubt comes in. If you are running the Council of Esus as your state religion, and a unit is a follower of the Council as well, you can pay gold to grant them a small miracle. These miracles are as follows:

Sway The Odds
- This miracle gives your unit 2 First Strikes and a considerable boost to strength(50%). However, it wears off after your first combat, so you can not count on this forever. Even if you keep paying, there will be periods when it may not be available during another player's turn.

Flee The Scene - This miracle gives your unit an additional 2 movement, but the cowardly action reduces your unit's strength by 50%. It wears off after one turn, so it is best to use this spell to get out of trouble, not into it.

Shadowscry - Esus does not turn it's back on his more arcane followers. This miracle allows casters to cast another spell after they have already cast. With an infinite supply if gold, you could have an infinite supply of spells! But aside from Kilmorphs followers, who has that much gold anyway?

Corruption - No, not corruption of spirit. You would think this was the Ashen Veil, geez. No, I'm talking about a corruption of faith. This spell will remove all religions from a city upon being cast, with the exception of the followers of Esus.

Evade Death - Only followers of Esus can evade death. This powerful miracle will remove any wasting disease from it's followers as well as imbue ther body with a unnatural vigor, allowing them to heal very fast. If this all fails, the deceased will suddenly find themselves undeseased, back in their homeland. The effects of this miracle will wear off once the unit is fully healed; you can't count of Esus to watch your back forever, can you?

Download Here


Several changes in my version though :

I distributed the spells so that every unitcombat possesses at least one unique spell when following Esus. Thus, Sway the Odd, Evade Death and Corruption castable by False Priest (Priest with Esus religion). Shadowscry goes to Adepts. Steal Gold goes to Recon. Flee the Scene available to all units.

Then, I added Embrace Esus, castable by unit with non-Esus religion in cities with Esus (req Esus state-religion, of course). At 150 gold, the unit converts to Esus.

Gibbon also has a little chance to capture defeated enemies and convert them instantly to Esus. This add more possibility to get a False Priest if Gibbon target divine units specifically.

Speaking of religion, I add SPELL_BECOME_PATRIARCH (as per pre-BTS) to Order Priors. Just for them. The Patriarch then able to call a Holy War (peace between all Order nations and war betwen all Order nations with all Patriach's civ enemies). The spell also raise AC by 20%. Do you think this interesting enough?

Spoiler :
I suppose you could just make one of the current dragons a Blue for Thalatth though. I of course don't mean pale Blue life Drifa's model, but a darker hue, perhaps with hints of green and gray. His color should resemble the Ocean. (Actually, it would fir the lore better if you make Drifa Whiter while you are at it. In his canonical description he is a very pure white, without a hint of blue or any other color.)

Currently I'm using a female Orcish settler for the Ball Orcs, but they should really look more like a female Shaman. These are old Orcish crones, so they shouldn't be attractive women, but should clearly be female. I imagine them as being rather hunchbacked, and having hoods that obscure most of their faces. They would be dark green skinned, wrinkled, and appear to be mostly skin and bones, but I tend to think orks of that cast don't have protruding bone blades like the warriors do.




The Satyr Druid would look similar to a normal druid, but of course have goatlike legs and horns. I'd expect horns larger than a normal Satyr, perhaps decorated with some flowers but not nearly as high or ornate as Yvain's. They may very well be bald with a larger beard. They are descended from Elves and so should have elf-like ears, but being larger and msucular like the normal druid is fine.

Yvain should be similar, but taller and more gracile I imagine him with unusually long goat-like horns, perhaps spiraling almost straight up and adorned with many white flowers. His head should look mostly elf-like, with pointed ears as well as horns. Influenced by the old Yvain pic, I imagine him with long dark hair with white streaks (as he is quite old, having been around since before the signing of The Compact), although I also add a long thin goatee. His staff would likely me more ornate than the average Druid, perhaps having more branches on the antlers or instead using the horns of a Ram of Vir, 3 Phoenix feathers instead of 1, and having vines wrapped around it, perhaps with a large flower blooming on the top (possibly with a glowing effect on the blossom). I'd picture his robes as mostly hunter green, perhaps decorated with many Phoenix feathers.




The Satyr Beastmaster could look similar. It doesn't have to be much different than a normal Beastmaster, but should be a bit larger and have goat legs and very large Ram-like horns.

I'll see what I can do with reskins. I hope the results will good enough for you ;)

Magister, I will very much steal some of your mechanics and interesting ideas. Feed replenish attack and spell-casting ability, Herald's Call, and (maybe) Homestead or its mechanism to name a few. Credits go for you, of course. :D

EDIT : I think I will plant Homestead mechanic to Kurio's Enclave instead and made them produce Mustevals. There must be some rats in a well-developed enclaves...
 
Bug Hordes eh? I'd love to see an Insectisoid Hive mind Race enter FallFromHeaven...

:p

Well, the model is already present here.

Spoiler :



I want to add some spells using this but have not found any idea yet. Maybe it would be a spell for High Priest of Leaves, Locus Swarm or something :lol:
 
Has anyone tested the Citadel of Light mechanic? I don't think I've tested it yet either. This Malakim unique Citadel upgrade should be dealing damage (the amount based on how much Sun Mana you control) to enemy units that move into adjacent tiles.

Did you copy the RifE code, or rewrite it? If copied, it works. Tested it extensively when I added it, months ago. ;)
 
I want to add some spells using this but have not found any idea yet. Maybe it would be a spell for High Priest of Leaves, Locus Swarm or something :lol:
How about a unit that blocks the tile it stands on and reduces the :food: for surrounding tiles by one? Should be quite effective. Additionally you could use the Tar Demon/ Water Elemental mechanic: When it's defeated, spawn two weak versions of it. Would fit quite well for a locust swarm.
 
I may do the same. May I ask, what kind fo Esus spells did you add?

It seems to me that they should be perversions of the other spells such as;

False Ritualist – "Ring of smoke" – 10% chance caster and other units on tile become invisible for the turn and 10% chance enemy units will move in a random direction to escape the smoke.

False Cultist – "Thirst" – the water carriers of units not near a water source run dry – results in a 20% drop in strength for units not near water, and a 5% chance of enraged. Can affect own troops

False Priest of Leaves – "Flourish" – converts Forest to Jungle (perverts Bloom by encouraging the growth of vines) , "Summon (Baby) Spider" (A giant spider may be a tad powerful)

False Stonewarden – “Cast the Die” grants units random -10 to +30% strength with a 20% chance of wearing off each turn

False Vicar – "Enshroud" – takes 2+ turns. Adds hidden nationality to units in the stack. Other units are held until the spell completed

False Confessor – "Damn" +1 Unholy, 50% chance of being removed after combat...but perhaps a 10% chance of units gaining withered/diseased when cast

I'd go with the gold cost for all these too.

Perhaps also a heal/cure disease spell that would cost gold to cast, but be variable in it's effectiveness
 
Out of curiosity, had you realized how many specialists you can get from some of these things? I'll give a few examples.

Mines - +1 specialists per mine from: RoK Temple, RoK holy building, mines of gal-dur, and the guild of endevors. This leads to a total of +4 specialists per mine in one city, and +1 specialists per mine for all other cities (just for having RoK temple).
Forts - +1 specialist per fort from: Temple of Order, basilica, hall of kings, and code of junil (note, basilica, hall of kings, and code of junil say for fort/castle/citadel, but temple of order only says fort - not sure if this is intentional or not). Again, the possibility of +4 specialists in 1 city, and +2 in most others
Workshops - +1 specialist per workshop from: seige workshop, sculptors studio, the lurchip palace and guild of endevors. This leaves the possibility for +2 free specialists per city, +4 in a third (if lurchip).

These are just a few of the major things that drastically changes the way the game will be played. Moreover, these things give major advantages to running the game in an exact, certain way. Even running just citizens, +4 specialists from 20ish squares is a massive production boost - even +2 specialists per square is a massive boost. This makes getting guilds even more powerful, or getting theocracy, as putting 80 specialists on just merchants, engineers, etc, is just OP. It makes a number of strategies so obsolete as to be laughable, and with this possible, you can bet that the player will specifically aim to pull this off.

-Colin
 
Cool! Can't wait for this. So I will have the opportunity to fight Lethe by summoning Duke Sallos :lol:

Yep, that is always an option.

I'd recommend against summoning another demon lord to fight Hyborem though; He (actually, any Hero who has his Gela) has a spell that allows him to dominate demons, so you'd risk having the demonic horde summoned to fight him defect. (I'm thinking i should probably make that spell not effect world units though.)


Yes, the scenario told us about the second Mercurian Gate. But what incentive would the players have to build the second (third, fourth, etc) Mercurian Gate (beside diplo bonus with Basium)?

I'd imagine that it would often be helpful to be on the angels' good side when you have 7 demon lords attacking you.

Also, as in my version you can keep the gate, the builder would benefit from the reduced war weariness.

I'm also thinking I may also make the wonder require and supply Life mana, not unlike several other wonders in my version.

Actually, I stole them from here : :mischief:

Spoiler :



Several changes in my version though :

I distributed the spells so that every unitcombat possesses at least one unique spell when following Esus. Thus, Sway the Odd, Evade Death and Corruption castable by False Priest (Priest with Esus religion). Shadowscry goes to Adepts. Steal Gold goes to Recon. Flee the Scene available to all units.

Then, I added Embrace Esus, castable by unit with non-Esus religion in cities with Esus (req Esus state-religion, of course). At 150 gold, the unit converts to Esus.

Gibbon also has a little chance to capture defeated enemies and convert them instantly to Esus. This add more possibility to get a False Priest if Gibbon target divine units specifically.
Hmm...I not really a big fan of most of them.

I'm not sure I really care for most of those.

I'm not sure if I even really want them to have divine spells. What Definitely would however let them spread religions to both cities and units, use Inquisition in cities of their apparent religion (removing even the state religion, as they create such a negative impression of their apparent religion that they drive people away from the faith), and create False Temples. In general, False Temples would have the opposite effect as the real temple of their apparent faith. They'd cause unhappiness instead of happiness (especially under the Religion civic), would cost culture, gold, GPP, etc.


The Wages of Sin Calabim intro might imply that Esus has priests called Speakers, or it might just be saying that the Svartalfar who opened the Undercouncil meeting with a prayer to Esus was the one speaking for them at the meeting. I might decide to make Speakers (or Speakers of Esus) the Esus High Priests and possibly change OO High Priests from Speakers to Dreamers. The Esus disciples, if added, would provide extra council votes like Chalid and Gibbon do. One civ with 4 Speakers and Gibbon count as the majority of a 6 member Undercouncil. The unit would probably require both CoE State Religion and The Undercouncil membership civic, and abandon you for leaving either.


Hmm...what would people think if I moved Trust from Spirit III to be an Esus spell? How about an alternate version that allows you to make AI civs view a rival as Untrustworthy?

Speaking of religion, I add SPELL_BECOME_PATRIARCH (as per pre-BTS) to Order Priors. Just for them. The Patriarch then able to call a Holy War (peace between all Order nations and war betwen all Order nations with all Patriach's civ enemies). The spell also raise AC by 20%. Do you think this interesting enough?


The problem with adding that to my modmod is that I already have Patriarchs as a Bannor Prior UU. I considered making this UU have the Call Holy War Ability, but ended up instead making them start with Law III and Recruiter. (The recruit spell now only kills Great Commanders, not anyone but Donal. I might even make it so that it doesn't kill them either, but I'd have to remember to remove the promotion from the great general made from splitting a commander from a unit.)

Also, some people complained that the ability to Call Holy Wars would discourage other humans from playing against the Bannor.

Well, the model is already present here.

Spoiler :



I want to add some spells using this but have not found any idea yet. Maybe it would be a spell for High Priest of Leaves, Locus Swarm or something :lol:

It doesn't seem to fit FoL well imho. When I saw it, I instantly thought Kocrachon.
Bestiary of Erebus said:
Kocrachon- This cloud of biting locusts drains the strength of its victims, who will eventually become unable to sustain their own weight. In the hells this torment lasts forever. In Erebus the Kocrachon lay eggs in victims who will live until the eggs hatch and thousands of new Kocrachon come bursting out of them.
As those are beings from Mulcarn's hell, it strikes me as a Potential Ice or (High) Priest of Winter spell. It would be fairly weak, but could pass on a promotion in combat that would act like a combination of Slow and Diseased plus would (probably through a pyperTurn effect) reduce the victim's strength by 1 each turn until it reaches 0 and dies, creating more Barbarian Kocrachon in the process. One Kocrachon swarm could spread like a plague and wipe out entire civilizations. Heal would probably remove the promotion though, and I'd consider making Winterborn provide immunity to Kochrachon infection. I might also extend the Dominate Frostling spell to also be able to dominate these foul bugs.

I was planning to create White Hand Divine spells seperate from arcane ice spells at some point, so this may get implemented.

What would you think of White Hand Divine I being Stasis Curse (similar but maybe not identical to the FF version, slowing enemies and making them unable to earn any XP), and White hand Divine II be Summon Kocrochon Swarm? They would fo course also keep the ability to move and create blizzards, respectively.


I also might make it so that the Illians can rebuild Barnaxus from his pieces as well as the Luchuirp can, and so that a Barnaxus under Illian control will have a Craft Ice Golem spell in addition to being able to teach these golems like any other?

Did you copy the RifE code, or rewrite it? If copied, it works. Tested it extensively when I added it, months ago. ;)


I rewrote it. In my version, the amount of damage it does depends on the amount of Sun mana the plot's owner possesses. (Although only Malakim citadels upgrade to it, captured Citadels of Light can still be used by those with Sun mana.)
 
Im thinking of Two Esus based spells, wether used by False Priests of Esus, Speakers of Esus, or any (recon) unit used by a player following the Esus faith.

Escape Plan -50 gold ... 100% withdrawal, removed upon combat

Body Double -500 gold .... immortality promotion (once of course)

also, a unit called Spirit of Esus (or Speaker of Esus) ... lithe things (wether spirits, horsemen, shadowy figures) ... 3 moves, commando, invisible ... can "spy" into cities like Shadows can, can spread Esus like anyone else, If in a rival city can cast spell "raid coffers" which costs 20 gold, and has a chance of stealing 5-100 gold from the enemy's treasury. with a 10% miscast rate.

also, if your running Esus state religion, and you are in a city you own with an Herbalist and Alchemy lab, a spell (mix potion) will cost 30 gold, and using it (the unit uses the potion as healing salve, for just the one unit) will give a 10% chance for disease, 20% chance for 10% damage (max of 20% damage) and apply the poisoned promotion, and a 70% chance to cast cure disease for the unit.

// As a possible Bug, Abashi currently has both Abashi-Breath Fire and Breath Brine, while Thallath has no breath weapon at all (currently) ... also their seems to not be a way to peacably rezz Thallath with Trenton's Staff.
 
Drifa is currently not producing her Dragon Bones upon Death.

Abashi currently has stolen Thallath's Breath Brine ability, and doesn't wish to share.

//New Topic//

onwards to the sucessive Mercurian Gates. Yes, if Basium has been killed, he re-enters the gate (with 0 experience), yes, if the Mercurians have been destroyed, they get to re-enter the game. Yes, it should be a National Wonder (only once per civ) ... and yes the Infernal UB for the Mercurian Gate should be NONE. (although I don't always mind the anomaly)

However, After the initial Mercurian Gate, I think sucessive gates should do something, like 5-10 angels are spawned in the city, and even the building civ might be able to use a few of them.

My "simplest" version of this is that once a "second" gate is built, 8 mercurian angels spawn, and 2 (permanent) angels spawn to the civ that built them.

However, in more complex versions, its a random number 5-10, and each angel has a 10% chance to be spawned belonging to the civ that built the gate. In addition, I think that some independent or mutual occupation of Life III, Death III, and Spirit III should allow the nation to capture "all" the angels coming in from the gate (I think it should be Spirit III). I also think that it would be nice to have a sort of "spawn" system working, where angels would have a small chance to randomly spawn from the gate. I think, if this is implemented, that Infernals should be allowed to build Hell-gates (national wonder) which allow for a small chance the spawning of a mane (or perhaps an infernal axeman, if its deemed preferable). The Infernals under Hyborem would have a UB (if possible) of Throne of Hell. Or simply, the first Hell-gate to be built is the "Throne of Hell" ... which has double the chance to spawn a mane, and perhaps also it allows for a significant percentage more of the global manes to transfer their souls to the Civ holding the Throne of Hell rather than equal random distribution.

Also, if the Shieam have the Well of Creation under their control, either Dimensional III, entropy III, or Death III unit sitting atop the well should have accesss to a spell "Close Well" (I think it should be Death III). This will Transform the Well of Creation into a focus point for mane-spawning for Shieam. This would perhaps work as a spawning tool working at a significantly higher rate than the Infernal Hell-gates, (one variation is to have Add-to-City an Infernal only spell, thus allowing Shieam to only get Demonic Units, and another variation is to allow Shieam to fill its cities with demonic laborers ... of course they DO have happiness and food considerations, so its probably not that large of a problem ... I would prefer for Shieam to be able to still add "their" manes to their cities if they actually need more population (like from losses via Eaters of Dreams I suppose). However, The Main function would be to allow them (upon upgrades via gold) to gain Demonic units from the Hordes of Manes that spawn in the land of the dead (the well would start spreading hell terrain immediately). Therefore, the Shieam would be able to employ, say, demonic axemen, demonic crossbows, ect, if they created a Land of the Dead, by contaminating the Well of Creation with Death Magic. // I know its probably a Well of Arawn that cause the land of the dead, but this is the only fitting well I could find among the UIs ... unless you wish to use Bradeline's well, but I always thought that was something completely different, and "Corrupting" bradelines well seems like an OxyMoron.
 
I still haven't started my homework for Monday (or Wednesday or next Monday) and have to spend hours tomorrow at my nephew's birthday party, so no one should expect a new version to be released by tomorrow night.
 
Are you supposed to be able to start as the Mercurians or the Infernals? Because I can, and started a game as Basium. I started with just a settler, but built about 10 or so scouts as soon as I could. With the angel mechanic, exploring lairs is much less dangerous. If you lose a few scouts to a powerful enemy spawn, you will likely get at least a couple of angels that you can kill the enemy with and continue to explore. The early angels can quickly reap barbarian xp and become unstoppable.

Is there anyway to make the angel mechanic only start working after reaching one of the techs you would normally need to build the Mercurian Gate?

Also, are the feature dungeons supposed to be able to be explored an infinate number of times? I moved three of my angels to one of them and had them exploring it in a staggered fashion (1 each turn, 3 turns each). With a few more angels stationed at points around the lair, I had nothing to fear from anything that popped through, and I was getting exploration results pretty much every turn. At one point I got 7 great bards in a row.
 
I made it possible for humans (not AIs) start the game as the Infernals or Mercurians, mostly for testing purposes. I'm not sure if I'll leave it on or not. I'm leaning towards not, as when I change the Infernal spawning mechanism to use Rituals, having an Infernal already in the game could require extra python code to prevent a potential crash that using XML alone could stop.


It would not be hard to make angel/mane spawns have tech prereqs, or even only make them work if you own a Mercurian Gate/if the Infernal pact ritual had been completed.



Yeah, I don't like Unique features disappearing too easily. The Cage result still removed them though.



I'm considering making at least the Big Bad results force your unit off its tile to make the barbarian units spawn there. Also, in the version on my laptop I already made it so that units from such results have HN, so the barbarian trait won't protect you. (I might change it to a new promotion with a similar effect, so you couldn't use a Vicar as a Barbarian trait civ to make them safe again.)
 
Is there a way to have big bad results scale with the tech of the exploring civ? The bad results lose their threat when you are far enough in to the game to have built up a couple of really strong units that can slaughter whatever comes through. After this point is reached, either you get good or neutral results, or more experience.

I'm not sure which would be a better way to bulk up the bad results though....increase the number of spawned enemies or increase their strength.
 
I guess it should be possible, although perhaps a bit tricky.

It would be somewhat easier to scale it by game turn.


One thing I was thinking is that the dice roll in the exploration spells should take more things into account than merely level. Recon units and heroes might be given better results, while death results become possible again for higher level units (although less likely).



I just got to thinking that I might make it so that a unit can be too scared to explore a lair, especially an Epic Lair, without the Courage promotion.
 
Game turn would work, as long as it was able to be modified by game speed.

It might also be good to have different results depending on what type (or religion) of unit is doing the exploring.
For example:
Your unit has encountered a strange, pulsing orb emitting a sickly green light.
Do you:
Run away! (no result)
Send for the sages, this could be useful. (Get some research points)
Touch the orb. (results vary, listed below)

-Arcane- You have absorbed the energy of the orb. (receive free entropy promotion)
-Melee- Oh gods! The pain! (withered/plagued/etc.)
-Mounted- Your mounts go insane and run away. (recieve On Foot promotion, {-1 movement})
-Ashen Veil- You have been chosen as a vessel for the master's work (unit becomes demon, barbarian/or infernal if in game)

Recon might get poisoned blades, not sure what for priests.

Another thing you could do for really bad rolls is more than one bad result triggering, like being plagued and a boss ogre and 3 griffons spawning. Suddenly your 5 star axeman doing the lair exploration isn't quite so assured survival.

Are the epic lairs ever going to spawn enemies? It seems, lorewise anyway, that they should not be friendly places. It would be interesting if after they were explored the first time the stock feature were replaced with a disturbed feature. The stock feature would not generate baddies, but the disturbed feature would have a rare chance of really bad stuff spawning.
 
Creation III might need a different placeholder than its current specie.

Obviously it depends on the philosophy of each player as to how it should be used ... however it could certainly be considered a "win button" by some players.

Im not such a player that considers it an absolute win-button, although I can see that in protracted games it certainly can be such a weapon. Not in the direct sense but in the sense of an absolutely overpowering Economy.

The only place where I see it some-what fair is if a Sidar player is using it who decided to place their city in the far-away boon-docks, and only keep to one city ... Or a Kuriotates player on a huge map ... in a game where every other player gets to have 20 highly productive cities(or so).

So, while personally I am not entirely against the placeholder, I can see where some players could ultimately be turned away by such a mechanic. Multiplayer gamers in particular. Just letting you know.
 
After doing some playtesting, the number of free specialists available has completely broken balance. I'll take a game as the lurchip for example:

I started off a play now, normal speed, started in a forested spot, and knowing that there were free specialists available from workshops, due to the lurchip palace, I beelined construction. Then I grabbed bronze working to chop down the forests, and then proceeded to go off to do the usual techs - RoK, education, etc. Building workshops on every non-hill, non-resource square, I eventually got a total of 16 workshops in place by turn 150. However, I wiped out my nearest neighbor with an army of wood golems by turn 75, used an even bigger army to annihilate hyborem (who I had summoned) by turn 120, and by turn 150 had a stack of about 60 wood golems with which I was walking over everything in sight. The only things that slowed me down was the lack of repair, which was removed from dwarven adepts with enchant.

How was this possible? By turn 80, my capital had a base production of 60, while running godking. This was due to having the lurchip palace, seige workshop, and sculpting studio, all of which give +1 specialist per workshop. Combine that with 10-16 workshops, (extremely early too), and there was nothing that could stand up to that, even working just citizens, as that was 30-48 free hammers that I didn't even have to work the tiles to get. My city maxed out (under sacrafice the weak) at size 11, but it was still producing wonders in 5 turns, or units in 1 turn. Combine that with 2-3 other cities that each had about 10 workshops, but only seige workshop and sculpting studio, even they were cranking out wood golems in 3 turns.

If it were possible for every civ to get this many free specialists in the late game (say, iron working or later), it might not be broken. But being able to snatch them before most civs even have bronze working makes it horribly OP for the civs that can pull it off, and an impossible hurdle for the civs that can't.

-Colin
 
After playing- so far I like your changes.

Things I'd love to see put into the mod

Wild Mana's ranged combat. Just plugging the module in doesn't crash the game (it does in Tweakmod, but Tweakmod has python changes)- but it doesn't work. I wish I knew how to do it myself.

Maybe throw in some of the unit/building changes from Wildmana- Grigori and Sidar changes definitely.
 
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