If you could do it so they get priority on souls sharing their religion and/or team, it would be even better. The reason I like this concept is because it means that if someone is going crazy with Basium because all of your troops are becoming angels, you can summon your own counter-angel to keep your troops from going to the enemy. It always bothered me that Basium got such an incredible advantage from fighting good people.I think it makes them all a bit too powerful.
Personally, I think that when a unit dies, it should have only ONE soul. Either an angel or a mane appropriately. And randomly choosing between when both are valid (like a paladin with death magic)
Clearly we play in different ways. In all of my games, the Mercurians slaughter everything. Mercurians get absurd combat bonuses against most evil people, and absurd amounts of troops against good people. All the Infernals really get is immunity to Armageddon.Yes, yes it does. The Mercs are underpowered compared to the Infernals, so I'm okay with that.
Technically, no. Agnostic is a Grigori civilization trait, so they have it no matter who is leading them.The Grigori minor leaders are all angonistic, right?
I just played through the beginning of a game with Esirce, and I don't think you'll have to worry about him being overpowered. With your changes to the adventurer system that make all cities contribute collectively, Tolerant is quite nicely balanced by the inability to build any adventurer-spawning buildings in your captured cities.
EDIT
Technically, no. Agnostic is a Grigori civilization trait, so they have it no matter who is leading them.
The Grigori minor leaders are all angonistic, right?
If I could chime in... one thing I'd suggest changing from the original minor leaders mod was that they didn't get traits at a constant balance with the "regular" leaders. For example, the minor leaders for the Kuriotates and the Sidar were pretty much equal in strength, despite the fact that Cardith Lorda was Adaptive + 2 traits, and the Sidar normal leader was at roughly 1 trait (Industrious + Defender.) So, the Kuriotates minor leaders effectively started off two traits lower than normal before gaining a trait, while the Sidar minor leaders started off at roughly the same strength as their regular leader before gaining a trait.
It seems like the "normal" situation is for the minor leaders to start off 1 trait weaker than normal leaders, which seems pretty fair. Given this, I think balance could be achieved by, for example, giving the Kuriotates minor leaders 2 traits + Minor (vs. 2 traits + Adaptive), and the Sidar minor leaders 1 trait + Minor + 1 "disadvantage" trait. (so, effectively 0 traits vs. 1 trait.) (For example, you could have a Sidar Charismatic/Minor/Agnostic leader, or a Philosophical/Minor/Reclusive leader-- Reclusive would give -50% settler production, or something similar.)
Anyway, just a thought-- it was beginning to bug me, seeing so many of the leaders just get completely overshadowed by their comrades.
A suggested story for Mordmorgan:
Spoiler :The Elohim merchant vessel had been almost too easy to capture. The pirate vessel had snuck up on them silently in the mist, wrecking their mast with the first broadside before the merchants even knew they where in danger. Pirates grinned as they drew alongside and readied grappling hooks the merchant crew screamed and ran into their cabins in senseless terror.
The captain came on board personally with the first wave. A woman had been spotted fleeing into the main cabin, and the captain liked to claim such prizes personally. His crew dispersed below decks to ferret out the fleeing merchant cowards that had abandoned their posts. The captain kicked down the door with a fearsome and bellowing laugh that he reserved for inspire terror in his prisoners. Stretched out on the desk of the main cabin was, indeed, a woman's dress, but it was empty. Just then a call came out from behind him.
Captain! The mast!
What about it? He bellowed.
It's armor plated! It only fell over because it's on a hinge!
The captain's heart fell at those words. Courage turned to fear as he suddenly noticed that none of his men had yet returned from the lower decks. He opened his mouth to call for a retreat, but was silenced by the feel of cold steel against his throat. He turned his head, slowly and carefully, and saw the man who had hidden in the rafters above the door. His hair was long and grey, but he moved with a grace unusual for his age. He spoke with a dignified and cultured accent, gained from the years he had spent as a spice trader on the mainland.
I am Captain Mordmorgan. Your men appear to be trespassing, a crime that bears serious penalties on the high seas. I do hope you and your crew know how to swim it is two miles to the nearest island.
Mordmorgan was a kind man, at least in comparison to others in his chosen profession he left the pirates with enough barrels to stay afloat until land. He watched them recede into the mist for a moment, then turned to his first mate.
How many were willing to swear off a life of crime and commit to penance?
Only four, captain, this was a rough lot we caught today.
All the better that they are off the seas, then. How is my ship?
The Stolen Thunder has a few dings on her, but nothing serious. We picked up more than enough scrap to repair her before we scuttled the pirates. That mast plating took a direct hit, but there's nary a scratch on it. How you talked the dwarves out of it I'll never know.
Trade secret, my friend, you know that. Were there any serious injuries among the crew?
One man took a nasty blow to his arm, but the doctor has him patched up just fine. Everyone else is ready to go.
Bring up the Malakim flag next there's a fleet five days to the north heading for one of their colonies. We'll play the straggler and see who bites.
The idea for that came to me when I was thinking about what would make a pirate good, since Falamar is already a gentleman pirate and he's only neutral. The answer: be a pirate who hunts down the evil pirates.
If you could do it so they get priority on souls sharing their religion and/or team, it would be even better. The reason I like this concept is because it means that if someone is going crazy with Basium because all of your troops are becoming angels, you can summon your own counter-angel to keep your troops from going to the enemy. It always bothered me that Basium got such an incredible advantage from fighting good people.
Clearly we play in different ways. In all of my games, the Mercurians slaughter everything. Mercurians get absurd combat bonuses against most evil people, and absurd amounts of troops against good people. All the Infernals really get is immunity to Armageddon.
EDIT: You forgot to remove Barbarian from the Infernal minor leaders. Also, I have an idea for pedia text for Mordmorgan - I'll write and post it after I finish my current game.
Yay! I'll try to write a few more if the inspiration strikes me.That's awesome, it's going in.
They do fine for me when I'm not leading them but am still allied with them. The only time I've ever seen an AI build the gate before me they were at peace with everyone, gave the Mercurians a landlocked city, and there was no empty space left on their continent, so it wasn't really a good test case.My games, Mercurians only do well when I lead them. Otherwise, they stay huddled in their little corner, too afraid to go outside.
If I could chime in... one thing I'd suggest changing from the original minor leaders mod was that they didn't get traits at a constant balance with the "regular" leaders. For example, the minor leaders for the Kuriotates and the Sidar were pretty much equal in strength, despite the fact that Cardith Lorda was Adaptive + 2 traits, and the Sidar normal leader was at roughly 1 trait (Industrious + Defender.) So, the Kuriotates minor leaders effectively started off two traits lower than normal before gaining a trait, while the Sidar minor leaders started off at roughly the same strength as their regular leader before gaining a trait.
It seems like the "normal" situation is for the minor leaders to start off 1 trait weaker than normal leaders, which seems pretty fair. Given this, I think balance could be achieved by, for example, giving the Kuriotates minor leaders 2 traits + Minor (vs. 2 traits + Adaptive), and the Sidar minor leaders 1 trait + Minor + 1 "disadvantage" trait. (so, effectively 0 traits vs. 1 trait.) (For example, you could have a Sidar Charismatic/Minor/Agnostic leader, or a Philosophical/Minor/Reclusive leader-- Reclusive would give -50% settler production, or something similar.)
Anyway, just a thought-- it was beginning to bug me, seeing so many of the leaders just get completely overshadowed by their comrades.
I agree, but it's even more complicated that you said, because you also have to figure in synergies between traits and civilizations. For example: financial is better for Lanun leaders than for anyone else because they can work coast tiles from turn 1 without hurting their growth. Charismatic is better for the Sidar because something important happens to them at level 6. Arcane would be almost worthless for a Khazad leader.I agree...but raw number of traits isn't the best way to balance. Some of the traits are clearly VERY strong (financial), while others are the opposite (ingenuity).
It almost feels like we need a point system to balance it out...although that would be tricky because sometimes the synergy between 2 traits is the problem, not the traits themselves.
Tough one.
I agree, but it's even more complicated that you said, because you also have to figure in synergies between traits and civilizations. For example: financial is better for Lanun leaders than for anyone else because they can work coast tiles from turn 1 without hurting their growth. Charismatic is better for the Sidar because something important happens to them at level 6. Arcane would be almost worthless for a Khazad leader.
I agree...but raw number of traits isn't the best way to balance. Some of the traits are clearly VERY strong (financial), while others are the opposite (ingenuity).
It almost feels like we need a point system to balance it out...although that would be tricky because sometimes the synergy between 2 traits is the problem, not the traits themselves.
Tough one.
... The Infernals were coded by Notque...
A modmodmodmod, huh? Honestly that's my plan too, so feel to post any ideas you've got for it.
<TEXT>
<Tag>TXT_KEY_PROMOTION_UNREADY</Tag>
<English>Unready</English>
<French>Unready</French>
<German>Unready</German>
<Italian>Unready</Italian>
<Spanish>Unready</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_TRAIT_RECKLESS</Tag>
<English>Reckless</English>
<French>Reckless</French>
<German>Reckless</German>
<Italian>Reckless</Italian>
<Spanish>Reckless</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_TRAIT_RECKLESS_SHORT</Tag>
<English>Rec</English>
<French>Rec</French>
<German>Rec</German>
<Italian>Rec</Italian>
<Spanish>Rec</Spanish>
</TEXT>
<PromotionInfo> <!-- Unready -->
<Type>PROMOTION_UNREADY</Type>
<Description>TXT_KEY_PROMOTION_UNREADY</Description>
<bMustMaintain>1</bMustMaintain>
<bNoXP>1</bNoXP>
<fFreeXPCap>15</fFreeXPCap>
<iPower>30</iPower>
<PrereqUnits>
<PrereqUnit>UNIT_ADEPT</PrereqUnit>
</PrereqUnits>
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ADEPT</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
</UnitCombats>
<Button>Art/Interface/Buttons/Promotions/Hero.dds</Button>
<iBetrayalChance>4</iBetrayalChance>
<iFreeXPPerTurn>1</iFreeXPPerTurn>
</PromotionInfo>
<TraitInfo>
<Type>TRAIT_RECKLESS</Type>
<Description>TXT_KEY_TRAIT_RECKLESS</Description>
<ShortDescription>TXT_KEY_TRAIT_RECKLESS_SHORT</ShortDescription>
<Help/>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iMaxAnarchy>-1</iMaxAnarchy>
<iUpkeepModifier>0</iUpkeepModifier>
<iLevelExperienceModifier>0</iLevelExperienceModifier>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
<bAdaptive>0</bAdaptive>
<bAgnostic>0</bAgnostic>
<bAssimilation>0</bAssimilation>
<bBarbarianAlly>0</bBarbarianAlly>
<bIgnoreFood>0</bIgnoreFood>
<bInsane>0</bInsane>
<bSelectable>1</bSelectable>
<bSprawling>0</bSprawling>
<iFreeXPFromCombat>0</iFreeXPFromCombat>
<iMaxCities>-1</iMaxCities>
<iPillagingGold>0</iPillagingGold>
<iStartingGold>0</iStartingGold>
<iSummonDuration>0</iSummonDuration>
<iUpgradeCostModifier>0</iUpgradeCostModifier>
<ExtraYieldThresholds/>
<TradeYieldModifiers/>
<CommerceChanges>
</CommerceChanges>
<CommerceModifiers/>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_UNREADY</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
<FreePromotion>
<PromotionType>PROMOTION_CHANNELING2</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<FreePromotionUnitCombats>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_ADEPT</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
</FreePromotionUnitCombat>
</FreePromotionUnitCombats>
</TraitInfo>
[/SPOILER]
<PromotionInfo>
<Type>PROMOTION_WATER_MASTERY</Type>
<Description>TXT_KEY_PROMOTION_WATER_MASTERY</Description>
<Sound>AS2D_IF_LEVELUP</Sound>
<TechPrereq>TECH_NEVER</TechPrereq>
<bAmphib>1</bAmphib>
<bRiver>1</bRiver>
<iMovesChange>1</iMovesChange>
<TerrainAttacks>
<TerrainAttack>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<iTerrainAttack>50</iTerrainAttack>
</TerrainAttack>
<TerrainAttack>
<TerrainType>TERRAIN_COAST</TerrainType>
<iTerrainAttack>50</iTerrainAttack>
</TerrainAttack>
</TerrainAttacks>
<TerrainDefenses>
<TerrainDefense>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<iTerrainDefense>50</iTerrainDefense>
</TerrainDefense>
<TerrainDefense>
<TerrainType>TERRAIN_COAST</TerrainType>
<iTerrainDefense>50</iTerrainDefense>
</TerrainDefense>
</TerrainDefenses>
<Button>Art/Interface/Buttons/Promotions/Waterwalking.dds</Button>
<bWaterWalking>1</bWaterWalking>
<PromotionSummonPerk>PROMOTION_WATER_MASTERY</PromotionSummonPerk>
</PromotionInfo>
<TraitInfo>
<Type>TRAIT_HYDROMANCER</Type>
<Description>TXT_KEY_TRAIT_HYDROMANCER</Description>
<ShortDescription>TXT_KEY_TRAIT_HYDROMANCER_SHORT</ShortDescription>
<Help/>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iMaxAnarchy>-1</iMaxAnarchy>
<iUpkeepModifier>0</iUpkeepModifier>
<iLevelExperienceModifier>0</iLevelExperienceModifier>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
<bAdaptive>0</bAdaptive>
<bAgnostic>0</bAgnostic>
<bAssimilation>0</bAssimilation>
<bBarbarianAlly>0</bBarbarianAlly>
<bIgnoreFood>0</bIgnoreFood>
<bInsane>0</bInsane>
<bSelectable>1</bSelectable>
<bSprawling>0</bSprawling>
<iFreeXPFromCombat>0</iFreeXPFromCombat>
<iMaxCities>-1</iMaxCities>
<iPillagingGold>0</iPillagingGold>
<iStartingGold>0</iStartingGold>
<iSummonDuration>0</iSummonDuration>
<iUpgradeCostModifier>0</iUpgradeCostModifier>
<ExtraYieldThresholds/>
<TradeYieldModifiers/>
<CommerceChanges>
</CommerceChanges>
<CommerceModifiers/>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_WATER_MASTERY</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
<FreePromotion>
<PromotionType>PROMOTION_WATER1</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<FreePromotionUnitCombats>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_ADEPT</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
</FreePromotionUnitCombat>
</FreePromotionUnitCombats>
</TraitInfo>
<TEXT>
<Tag>TXT_KEY_TRAIT_HYDROMANCER</Tag>
<English>Hydromancer</English>
<French>Hydromancer</French>
<German>Hydromancer</German>
<Italian>Hydromancer</Italian>
<Spanish>Hydromancer</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_TRAIT_HYDROMANCER_SHORT</Tag>
<English>Hyd</English>
<French>Hyd</French>
<German>Hyd</German>
<Italian>Hyd</Italian>
<Spanish>Hyd</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_PROMOTION_WATER_MASTERY</Tag>
<English>Water Mastery</English>
<French>Water Mastery</French>
<German>Water Mastery</German>
<Italian>Water Mastery</Italian>
<Spanish>Water Mastery</Spanish>
</TEXT>
[/SPOILER]
<TraitInfo>
<Type>TRAIT_EGALITARIAN</Type>
<Description>TXT_KEY_TRAIT_EGALITARIAN</Description>
<ShortDescription>TXT_KEY_TRAIT_EGALITARIAN_SHORT</ShortDescription>
<Help/>
<iHealth>0</iHealth>
<iHappiness>3</iHappiness>
<iMaxAnarchy>-1</iMaxAnarchy>
<iUpkeepModifier>0</iUpkeepModifier>
<iLevelExperienceModifier>0</iLevelExperienceModifier>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
<bAdaptive>0</bAdaptive>
<bAgnostic>0</bAgnostic>
<bAssimilation>0</bAssimilation>
<bBarbarianAlly>0</bBarbarianAlly>
<bIgnoreFood>0</bIgnoreFood>
<bInsane>0</bInsane>
<bSelectable>1</bSelectable>
<bSprawling>0</bSprawling>
<iFreeXPFromCombat>0</iFreeXPFromCombat>
<iMaxCities>-1</iMaxCities>
<iPillagingGold>0</iPillagingGold>
<iStartingGold>0</iStartingGold>
<iSummonDuration>0</iSummonDuration>
<iUpgradeCostModifier>0</iUpgradeCostModifier>
<ExtraYieldThresholds>
<iExtraYieldThreshold>3</iExtraYieldThreshold>
<iExtraYieldThreshold>0</iExtraYieldThreshold>
<iExtraYieldThreshold>0</iExtraYieldThreshold>
</ExtraYieldThresholds>
<TradeYieldModifiers/>
<CommerceChanges/>
<CommerceModifiers>
<iCommerce>-10</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceModifiers>
<FreePromotions/>
<FreePromotionUnitCombats/>
</TraitInfo>
<TEXT>
<Tag>TXT_KEY_TRAIT_EGALITARIAN</Tag>
<English>Egalitarian</English>
<French>Egalitarian</French>
<German>Egalitarian</German>
<Italian>Egalitarian</Italian>
<Spanish>Egalitarian</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_TRAIT_EGALITARIAN_SHORT</Tag>
<English>Ega</English>
<French>Ega</French>
<German>Ega</German>
<Italian>Ega</Italian>
<Spanish>Ega</Spanish>
</TEXT>
<TraitInfo>
<Type>TRAIT_AGILE</Type>
<Description>TXT_KEY_TRAIT_AGILE</Description>
<ShortDescription>TXT_KEY_TRAIT_AGILE_SHORT</ShortDescription>
<Help/>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iMaxAnarchy>-1</iMaxAnarchy>
<iUpkeepModifier>0</iUpkeepModifier>
<iLevelExperienceModifier>0</iLevelExperienceModifier>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
<bAdaptive>0</bAdaptive>
<bAgnostic>0</bAgnostic>
<bAssimilation>0</bAssimilation>
<bBarbarianAlly>0</bBarbarianAlly>
<bIgnoreFood>0</bIgnoreFood>
<bInsane>0</bInsane>
<bSelectable>1</bSelectable>
<bSprawling>0</bSprawling>
<iFreeXPFromCombat>0</iFreeXPFromCombat>
<iMaxCities>-1</iMaxCities>
<iPillagingGold>0</iPillagingGold>
<iStartingGold>0</iStartingGold>
<iSummonDuration>0</iSummonDuration>
<iUpgradeCostModifier>0</iUpgradeCostModifier>
<ExtraYieldThresholds/>
<TradeYieldModifiers/>
<CommerceChanges/>
<CommerceModifiers/>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_LIGHT</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
<FreePromotion>
<PromotionType>PROMOTION_SHOCK1</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
<FreePromotion>
<PromotionType>PROMOTION_WOODSMAN1</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<FreePromotionUnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
</FreePromotionUnitCombats>
</TraitInfo>