[MOD] Mana Flares and Unique Events Add-On

GIR

It'sNotStupidIt'sAdvanced
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Update RifE version (1.31): click here




Mana Flares and Unique Events:

This is a Python/XML Mod mainly for Rise from Erebus 1.23 (all features of this mod are supported only in the RifE version).

This mod is also available for the newest Fall Further version (FF 051c), but not all features and bug fixes are included in this version.
Also, this mod can be downloaded for older versions of Fall from Heaven 2 (FFH2 041i) and Orbis (Orbis 024b).


Short description:

1.0 Mana Flares:
1.1 Mana flare system:
If someone pillage a mana node without using metamagic bad/good things will happen. If you pillage such a node it will flare up and magic of the node mana type will affect the surrounding area, units and cities.
Mana flares can also happen via event. In this case the flares are more powerful and have a higher chance to have positive effects.
(For more details see post 2)

2.0 Unique Improvements / Imperial Roads:
2.1 Great Circus:
Available via event. This is a giant hippodrome like the Circus Maximus in Rome. It will appear as Unique Improvement on the map and mounted units on this plot can take part in an epic race like in the Ben Hur movie or you can bet on your favorite horse/rider. It also provides happiness in the surrounding area.
Update (R i f E only): In addition to that the owner gets the chance to conquer enemy unique buildings.
Also the owner can build unique mounted units that can be built by his vassals.
(For more details see post 3)

2.2 Great Colosseum:
Available via event. This is a giant Colosseum like the Flavian Amphitheatre in Rome. The ingame effects are similar to the Great Circus.
Update (R i f E only): The owner can build unique melee units and unique buildings that can be built by his vassals.

If these improvements (Great Circus/Great Colosseum) are destroyed you can rebuild them with cities near to the former site and all the production will add up to one production pool like it should be with projects after all (Note: Even enemy cities can help to rebuild it because they also will profit from the effects of the Great Circus/Colosseum – it's an area effect and also the special spells on this plot can be used by everyone.
(For more details see post 3)

2.3 Imperial Road system:
Available via event. If you meet all the requirements you are able to "build" Imperial Roads with your workers. But to prevent the "all roads on all plots" problem you only can connect your cities with this roads. This mod will try to find the best path between your cities and will connect them with improved roads.
(For more details see post 3)

3.0 Elohim Events for all Unique Features: (R i f E only)
3.1 Elohim Events:
This adds new special one time Elohim events to all Unique Features.
(For more details see post 4)

Update:
4.0 Other ModMods: (R i f E only)
4.1 black_imperators great FFH More Events ModMod:
Adds a lot of new events. I especially love the Gela Quest(s). See this link.
(For more details see post 4)

4.2 ostars great FFH More Events Modmod Expanded:
It adds even more new events. See this link.
(For more details see post 4)





Rise from Erebus download and installation:

You need Rise from Erebus 1.23
--> Link: Rise from Erebus

To install the Add-On, unzip the file and copy the "Assets" directory into your ...\Civilization 4\Beyond the Sword\Mods\Rise from Erebus\ directory and overwrite all files. (Before you do this please make a backup.)
To verify you've installed the ADD-ON correctly, start up civ-4 and load Rise from Erebus (or if you renamed it then that one). From the main menu open the Civilopedia and check if you find the Great Colosseum within the Unique Feature page.​
Download the ADD-ON for Rise from Erebus (~1 MB):
[Release Date: 2010.04.21] [v0.1.23.4]





Other downloads:
Spoiler :

Fall from Heaven 2 download and installation:

Spoiler :
You need FFH2 041i
--> Link: Fall From Heaven 2

To install the Add-On, unzip the file and copy the "Assets" directory into your ...\Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2\ directory and overwrite all files. (Before you do this please make a backup.)
To verify you've installed the ADD-ON correctly, start up civ-4 and load FFH2 (or if you renamed it then that one). From the main menu open the Civilopedia and check if you find the Great Colosseum within the Unique Feature page.​
Download the ADD-ON for Fall from Heaven 2 (~700 KB):
[Release Date: 2009.10.12]



Fall Further download and installation:

Spoiler :
You need FF 051c3
--> Link: Fall Further

To install the Add-On, unzip the file and copy the "Assets" directory into your ...\Civilization 4\Beyond the Sword\Mods\Fall Further 051\ directory and overwrite all files. (Before you do this please make a backup.)
To verify you've installed the ADD-ON correctly, start up civ-4 and load FFH2 (or if you renamed it then that one). From the main menu open the Civilopedia and check if you find the Great Colosseum within the Unique Feature page.​
Download the ADD-ON for Fall Further (~700 KB):
[Release Date: 2009.10.12]



Orbis download and installation:

Spoiler :
You need Orbis 024b (not compatible with the newest patch!)
--> Link: Orbis

To install the Add-On, unzip the file and copy the "Assets" directory into your ...\Civilization 4\Beyond the Sword\Mods\Orbis\ directory and overwrite all files. (Before you do this please make a backup.)
To verify you've installed the ADD-ON correctly, start up civ-4 and load Orbis (or if you renamed it then that one). From the main menu open the Civilopedia and check if you find the Great Colosseum within the Unique Feature page.​
Download the ADD-ON for Orbis (~700 KB):
[Release Date: 2009.07.30]



__________________
Credits:

  • Modmods:
  • Art:
    • Great Circus art by jojoweb.
    • Great Colosseum art by charly1977.
    • The Imperial Roads artwork was "stolen" from the Charlemagne mod in BTS.
    • The Imperial Roads button art was stolen from Orbis mod.
  • Programming:
    • Thx for 12monkeys aStarTool (python path finder to find the best route for the Imperial Roads)!
 
Detailed description: Part 1/3

1.0 Mana flares:
Display and message note:
All applied promotions, damage and other effects will be displayed onscreen and/or in the ingame log. If you open the ingame log and click on such a message the screen will center on the affected unit, city or plot. Negative effects will be displayed in red (and positive effects to the enemy will also be displayed in red). Positive effects will be displayed in the node color (and negative effects to the enemy will be displayed in the node color as well).

1.1 Mana flare system:

General:
  • Lots of effects have higher chances if the cause of the flare is an event.
  • Range of the affected area:
    • Pillage (mana node will be destroyed): range 1 = 98%, range 2 = 1%, range 3 = 1%
    • Event (mana node won't be destroyed except range=3): range 1 = 1%, range 2 = 97%, range 3 = 2%
  • All damage deald by flares are not lethal.
  • Units in cities or certain improvements (tower, fort, castle, citadel) only suffer half of the damage.
  • Units with movement >= 2 can get slow promotion if the damage type is cold (or death, holy or unholy for units that are susceptible to this damage types)
  • The chance for one mana flare event in a turn is 1% for marathon, 2% for epic, 3% for normal and 4% for quick game speed. There is a maximum of one flare per turn. (This flare system won't use the event system so it will not block other events to be triggered. More mana node improvements will not increase this chance – it is always the same)

For more info what each flare does see below:


1.1.1 Flare air node:
  • Air node is the center of a major storm. All units within 2 titles will be blown away from the mana source (all units move one plot away from there former position and increase the distance to the node by one). Units within cities or within certain improvements (broken sepulcher, cage, castle, citadel, citadel of light, fort, goblin fort, guardian, ring of carcer, tower, hill gigant steanding, dwarven mine, dwarven settlement, dwarven hall, dwarven fortress, tower of eyes) or with certain promotions (Held (not Hero), Avatar, Dragon) are immune to this effect.
  • All units (except air elemental and lightning elemental) will suffer lightning damage (depending from the distance to the node)
  • Air elemental and lightning elemental get healed + bonus promotions (chance to lose weak or get empower promotion and stuff, chance with event to get strong, mobility and heroic promotions and stuff)
  • 100% chance that naval units get fair winds promotion.
  • 0% chance (25% with event) that naval units also get hasted promotion with duration of 4 turns.
  • 1% chance (7% with event) that units get lightning resistance or immune to lightning promotion.

1.1.2 Flare body node:
  • 25% chance (100% with event) for a flesh golem to get regeneration promotion.
  • 25% chance (0% with event) for a flesh golem to get hasted promotion.
  • 0% chance (75% with event) for a flesh golem to get hasted promotion with duration = 4.
  • 0% chance (100% with event) for a flesh golem to get heald and bonus promotions.
  • 25% chance (100% with event) for all units (except golem units) to get regeneration promotion.
  • 25% chance (0% with event) for all units (except golem units) to get hasted promotion.
  • 0% chance (75% with event) for all units (except golem units) to get hasted promotion with duration = 4.
  • additional 50% chance (100% with event) for units to get hasted promotion. (except units with the avatar, dragon, elemental, golem, illusion, puppet promotion or all naval and siege units)
  • 70% chance (100% with event) to remove diseased and withered promotion. (except units with the avatar, dragon, elemental, golem, illusion, puppet promotion or all naval and siege units)
  • 100% chance to remove slow promotion. (except units with the avatar, dragon, elemental, golem, illusion, puppet promotion or all naval and siege units)

1.1.3 Flare chaos node:
  • All units get damage of random damage type (fire, poison, cold, death, holy, lightning, physical, unholy) (poisoned units also get poisoned promotion).
  • 100% chance to get dance of blades promotion.
  • Unit get mutated OR 4% chance (20% with event) to get 1-5 of these promotions: (blessed, blure, courage, crown of brilliance, dance of blades, hasted, loyality, morale, regeneration, shadowwalk, shield of faith, valor, warcry, charmed, fatigued, poisoned, slow, withered, diseased)
  • Terrain type of the mana plot will change to random polt: (grass, plains, desert, marsh, tundra, snow, glacial, wasteland, burning sands, broken lands, field of perdition, shallows)

1.1.4 Flare creation node: (only in RifE version)

  • The range of this flare is increased by 1. (That means between 2 and 4.)
  • All units within range get physical damage.
  • Cities within range get Growth building for a certain amount of time. (The duration depends on game speed and if the cause of the flare was an event and to a certain amount on luck (rand number).)
  • 0% chance (100% with event) to get +1 extra food on the node plot.
  • 0% chance (100% with event) to get +1 population in cities within range. (Birth spell effect)
  • 25% chance (0% with event) to get +10% of the stored food of a city within range in that city. (weak Birth spell effect)
  • 20% chance (100% with event) to transform a food resource within range into a different (but similar) food resource. (Fertility spell effect) - Resources: [clam,crab,fish,shrimps] [wheat,rice,corn] [cow,pig,bison,sheep]

1.1.5 Flare death node:
  • Removes graveyards in range and grants 1 (2 with event) free Skeleton(s) (rises Armageddon counter by num skeletons)
  • Removes city ruins in range and grants 1 "weak" Seleton (+1 Armageddon counter)
  • 50% chance for living units to get slow promotion.
  • Death damage for all living units.
  • 0% chance (2% with event) that a living unit will become undead (undead promotion).
  • Undead units will be healed.
  • 0% chance (2% with event) that an undead unit will get a strong promotion.

1.1.6 Flare dimensional node: (only in RifE version)
  • All units within range (except Thade units) get lightning damage.
  • Thade units get healed + bonus promotions.
  • Cities within range get Dimensional Gate building for a certain amount of time. (The duration depends on game speed and if the cause of the flare was an event and to a certain amount on luck (rand number).)
  • 1% chance that a unit within range get teleported back to its capital. (Escape spell effect)
  • 4% chance that a unit within range get teleported to a random new plot within a range of 3 of its former position. (Teleport spell effect)
  • Units within cities or within certain improvements (broken sepulcher, cage, castle, citadel, citadel of light, fort, goblin fort, guardian, ring of carcer, tower, hill gigant steanding, dwarven mine, dwarven settlement, dwarven hall, dwarven fortress, tower of eyes) or with certain promotions (Held, Avatar, Dragon) are immune to the Escape/Teleport effect.

1.1.7 Flare earth node:
  • All units (except earth elementals) get physical damage and can't move this turn and lose all the fortification bonus turns (earth quake) (only half of the damage if unit owner has runes of kilmorph state religion).
  • Earth elementals get heald + bonus promotions (chance to lose weak or get empower promotion and stuff, chance with event to get strong, mobility and heroic promotions and stuff)
  • 0% chance (25% with event) to get stoneskin promotion.
  • 0% chance (100% with event) that the mana plot will change to a hill type (RifE only)
  • Cities within range get Wall of Stone building for a certain amount of time and low chance that palisade building or wall building will be destroyed (earth quake). (The duration depends on game speed and if the cause of the flare was an event and to a certain amount on luck. (rand number))

1.1.8 Flare enchantment node:
  • 33% chance to upgrade improvement / 33% chance to downgrade improvement (but not destroy tower) –-> improvements are: (tower, fort, castle, citadel)
  • Units (except golem, naval and siege) have 25% chance to get damage of random damage type (<-- cold, fire, lightning, physical, poison)
  • 0% chance (1% with event) that a golem will become alive (removes golem promotion)
  • 100% chance for naval, siege and golem units to get repair promotion.
  • 50% chance (100% with event) for melee units to get or lose enchanted blade promotion.
  • 50% chance (100% with event) for archer units to get or lose flaming arrows promotion.
  • 50% chance (100% with event) for adept units to get or lose spell staff promotion.
  • 10% chance (100% with event) to lose rusted promotion.

1.1.9 Flare entropy node:
  • With event +2 to Armageddon counter.
  • Will transform all plots within range into hell terrain (changePlotCounter(100))
  • All living units get unholy damage (only half of the damage if unit owner has the ashen veil state religion)
  • 0% chance (2% with event) that a living unit become a demon (demon promotion)
  • 50% chance for Angle units to get slow promotion.
  • Angle units will suffer even more unholy damage like living units. (but also with ashen veil only half of the damage)
  • Demons get healed.
  • 0% chance (2% with event) for demons to get strong promotion.
  • 50% chance for units to get withered and rusted promotion.

1.1.10 Flare fire node:
  • 33% chance to set smoke in a forest, new forest or jungle plot (smoke will destroy improvement, except unique improvements)
  • Low chance to create flames in a forest, new forest or jungle plot.
  • All units (except fire elementals) suffer fire damage.
  • Fire elementals get healed + bonus promotions (chance to lose weak or get empower promotion and stuff, chance with event to get strong, mobility and heroic promotions and stuff)
  • 1% chance (7% with event) for units to get vulnerable to fire or fire resistance or immune to fire promotion.

1.1.11 Flare force node: (only in RifE version)
  • All units within range get physical damage.
  • 100% chance for all units within range to get an Accelerate promotion.
  • Cities within range get Wall of Force building for a certain amount of time. (The duration depends on game speed and if the cause of the flare was an event and to a certain amount on luck (rand number).)
  • The defense of cities within range get a certain amount of damage. (Damage = 50% of current defense value; Note: Wall of Force building will increase the total defense of the city at the same time)

1.1.12 Flare ice node: (only in RifE version)
  • All plots in range become temp snow terrain.
  • 100% chance to create a blizzard feature on the mana node plot
  • All units get cold damage and can't move this turn and get slow promotion (except ice elementals).
  • Ice elementals get healed + bonus promotions (chance to lose weak or get empower promotion and stuff, chance with event to get strong, mobility and heroic promotions and stuff)

1.1.13 Flare law node:
  • Units suffer holy damage (only 25% of the damage if unit owner has the order state religion).
  • 33% chance to get loyality promotion.
  • 4% chance to get valor promotion.
  • 33% chance (100% with event or with order religion) to get blessed promotion.
  • 50% (100% with event) that a Einherjar will be healed and get empower1 promotion.
  • Cities within range get unyielding order building for a certain amount of time. (The duration depends on game speed and if the cause of the flare was an event and to a certain amount on luck.)

1.1.14 Flare life node:
  • With event -2 to Armageddon counter.
  • Removes all hell terrain plots within range.
  • Removes city ruins in range ( -2 to Armageddon counter for each city ruin)
  • All living units get healed.
  • All demon units suffer low holy damage.
  • All undead units suffer holy damage.
  • 50% chance for undead units to get slow promotion.
  • 0% chance (2% with event) that a demon or undead unit become alive (lose demon/undead promotion).
  • Removes graveyards in range ( -2 to Armageddon counter ) and get a free Einherjar unit (+champion unit with withered and rusted promotion with event).

1.1.15 Flare metamagic node:
  • 2% chance (100% with event) to scout the area with floating eyes (autoscout, eyes will die next turn).
  • Removes good and bad promotions from units: (blessed, blure, courage, crown of brilliance, dance of blades, enchanted blade, fair winds, flaming arrows, hasted, hidden, loyality, morale, poisoned blade, regeneration, shadowwalk, shield of faith, spellstaff, stoneskin, valor, warcry, burning blood, charmed, enraged, fatigued, poisoned, rusted, slow)

1.1.16 Flare mind node:
  • Cities within range get inspiration building for a certain amount of time. (The duration depends on game speed and if the cause of the flare was an event and to a certain amount on luck.)
  • 33% chance (100% with event) to remove or add charmed promotion to units.
  • 1% chance (4% with event) that a unit will be dominated by an evil spirit and turn against his former owner (unit will become barbarian; immune units are units with avatar, dragon and hero promotion; with event the node owner units are not affected)

1.1.17 Flare nature node:
  • Terrain type of the mana plot will be vitalized: (snow -> tundra -> desert -> plains -> grass / marsh -> grass) (hell terrain too)
  • Place forest on non hell plots within range (without event range=1; with event range = 1-3 and also hell terrain will get trees): (new forest on non desert plots with no feature or with burnt forests; forests on plots with new forests; ancient forest on plots with forests or jungle)
  • 10% chance (100% with event) to vitalize all plots within range=1.
  • 100% chance to change all hell terrain plots within range=1 to normal terrain.
  • All units that can fortify will get maximum of fortify bonus (treetop defence even without trees)
  • All units (except naval, siege and treants) get poison damage and poisoned promotion (only half of the damage if unit owner has the fellowship of leaves state religion).
  • 50% chance for recon units to get poisoned blade promotion.
  • 1% chance (7% with event) that units receive poison resistance promotion
  • Treants, animal units and beast units get healed + bonus promotions
  • Guardian Vines get empower1-5 promotion.
  • 5% chance (100% with event) that baby spider upgrade to giant spider, lion to lion pride and wolf to wolf pack.
  • 0% chance (100% with event) that giant spiders get one free baby spider.
  • 0% chance (100% with event) that lion pride get on free lion.
  • 0% chance (100% with event) that wolf pack get on free wolf.

1.1.18 Flare shadow node:
  • 100% chance that units get blur promotion.
  • 50% chance for units (except naval end siege) to get shadow walk promotion.
  • 33% chance for living units to get poison damage and poisoned promotion (only half of the damage if unit owner has the concil of esus state religion).
  • 2% chance (14% with event) to get hidden nationality promotion or hidden promotion or
  • 1% chance (7% with event) to get invisible promotion.

1.1.19 Flare spirit node:
  • 3-4% chance (0% with event) to get a +1 or -1 attitude change with one of your rivals (only for the nod owner).
  • 0% chance (100% with event) to get a +1 attitude change with one of your rivals. (only for the nod owner)(weak trust spell)
  • 4% chance (50% with event) that units get spirit guide promotion.
  • 100% chance unit get courage promotion.
  • Cities within range get hope building for a certain amount of time. (The duration depends on game speed and if the cause of the flare was an event and to a certain amount on luck.)

1.1.20 Flare sun node:
  • Scorch on plots within range: (plains -> desert; field of perdition -> burning sands; snow -> tundra; marsh -> plains; shallows -> fields of perdition)
  • 95% chance (100% with event) to damage illusions up to 99%.
  • 100% chance to create a scrub feature on the mana node plot
  • Units (except aurealis) suffer fire damage (only half of the damage if unit owner has the empyrean state religion).
  • 33% chance (50% with event) that units get blinded (can't move this turn) (this is a weak blinding light spell effect)
  • 100% chance to get slow promotion for unit of players with concil of esus state religion.
  • 2-7% chance (100% with event) to remove hidden nationality, invisible and hidden promotion.
  • 2% chance (10% with event) to get crown of brilliance promotion.

1.1.21 Flare water node:
  • Spring on plots within range: (desert -> plains; burning sands -> fields of perdition; remove flames; remove smoke)
  • Units (except water elemental) get cold damage (more damage when unit next to river and/or even more damage if unit next to coast or if flying animal/beast unit is on a water plot) (only half of the damage if unit owner has the octopus overlords state religion).
  • Water elementals get healed + bonus promotions (chance to lose weak or get empower promotion and stuff, chance with event to get strong, mobility and heroic promotions and stuff)
  • 1% chance (7% with event) for units within range to get cold resistance or immune to cold promotion.
  • 0% chance (1% with event) for units within range to get water walking promotion.
  • Naval units and work boats within range can't move this turn.
  • 5% chance (100% with events) for water animal/beast units to get bonus promotions.

1.1.22 Flare refinery: (only in RifE version)
  • All units within range get poison damage.
  • Units that are alive get also poisoned promotion.
  • 20% chance (40% with event) that units within range get mutated. (except units with the avatar, dragon, elemental, golem, illusion, puppet promotion or all naval and siege units)
  • 100% chance that the mana plot get temporary transformed into Wasteland. (Time depends on game speed and if it was an event and on luck.)
  • 50% chance (0% with event) for every plot arount the mana source that it will be temporary transformed into Wasteland.


Mana Flare images:

 
Detailed description: Part 2/3


2.0 Unique Improvements:
Display, message and mouse over python help note:
I tried to make things as clear as possible and made a lot of massages and hints that will guide you through all the events and event chains. I made a lot of different mouse over python help txt for events that will tell you why you can't use one option now or what will happen if you choose this or that option. If something is still unclear please post it and I will try to fix it.


2.1 Great Circus:
This unique improvement will only be available via event.

See Civilopedia text:
Requires event to be build in the first place.
Event requires a non hill plot near Horses or Nightmares and Horseback Riding and enough money to trigger.
Makes some Circus related events available.
It will show up as an Unique Feature on the map.
+2 :) in nearby cities.
+2 :hammers: and +5 :commerce: on plot.
Mounted Units on the plot can cast Circus Race.
Units on this plot can cast Circus Bet (requires the Currency technology).
The owner of this unique improvement can capture enemy unique buildings if they conquer or acquire a city.
The owner of the Great Circus can build unique mounted units that can be built by his vassals.
Can be rebuild by nearby cities after destruction. (Production of cities will add up to one production pool.)​

Event trigger text:
Rumour has it that the best horses (or nightmares, depends on available resource) are within your borders.
The Ratcatcher Guild has offered to cofinance and build a giant hippodrome near this valuable source to make profit with epic circus races.​

If you agree you have to pay a certain amount of money (depending on game speed and if you have marble) and deliver marble. If you don't have marble you not even have to pay more, you also have to wait longer (also game speed depending) until the Circus is finished. Note: Without marble you have to trade even with you worst enemy for marble and therefore they could get some of the money you spend (<- this will show up as pop up, amount of money depends on resources available and more factors). Note2: If the AI builds the Great Circus you could get money for marble.

After you paid and provided the needed marble a Great Circus building site will be placed next to the resource plot. In addition to that a counter sign will be placed next to it and will tell you how long you have to wait until finishing the construction. (There is some bloody delay with the signs therefore the landmarks will switch from the left side to the right side each turn).
After the counter hits zero you will get a unique Great Circus improvement on this plot.

Now everyone (even enemy unit) can cast circus bet on this improvement (requires the Currency technology).
This spell let you choose how much money (10, 50, 100, 500 or 1000 gold) you want to bet on one out of ten horses/riders. If you lose you lose your money but if you win you get five times of your bet.

Also every mounted unit can "cast" circus race on this plot. This are epic and brutal races which can led to the death of the unit (chance to survive = 50% + unit level) (I had the Ben Hur horse race in mind) but if you survive your unit will gain experience (+ 1-6) and get the morale promotion and has a 6% chance to get mobility 1 or mobility 2 promotion. Either way all cities within range gain happiness for a few turns (Happiness timer and range depends on unit lvl).

If the Great Circus gets destroyed a Great Circus ruin landmark will be placed on the former improvement plot. Now all players can take part in a rebuild effort. If you want to do so you need a city near to the former improvement sight. All near cities can rebuild the improvement (it works like a normal building). Note: All the production of all cities will be transferred into one production pool and will be shown in a sign next to the ruin. If the sign hits the 100% you will get a new Circus improvement on this plot.

Additional events can take place if you own that improvement (similar to Olympic events in the normal game).

Great Circus images:





2.2 Great Colosseum:
It is very similar to the Great Circus improvement.

This unique improvement will only be available via event.

See Civilopedia text:
Requires event to be build in the first place.
Event requires a non hill plot near Copper or Iron and Smelting and enough money to trigger.
Makes some Colosseum related events available.
+2 :) in nearby cities.
+2 :hammers: and +5 :commerce:
Melee units, Recon units, Animal units and Slaves on this Unique Feature can cast Arena Battle. (Slaves will become Warriors if they win a fight.)
Units on this Unique Feature can cast Colosseum Bet (requires the Currency technology).
The owner of the Great Colosseum can build unique melee units and unique buildings that can be build by his vassals.
Can be rebuild by nearby cities after destruction. (Production of cities will add up to one production pool.)​

Event trigger text:
Rumour has it that the best metal for bronze (or iron, depends on available resource) weapons are within your borders.
The Ratcatcher Guild has offered to cofinance and build a giant colosseum near this valuable source to make profit with epic arena fights.​

If you agree you have to pay a certain amount of money (depending on game speed and if you have marble) and deliver marble. If you don't have marble you not even have to pay more, you also have to wait longer (also game speed depending) until the Colosseum is finished. Note: Without marble you have to trade even with you worst enemy for marble and therefore they could get some of the money you spend (<- this will show up as pop up). Note2: If the AI builds the Great Colosseum you could get money for marble.

After you paid and provided the needed marble a Great Colosseum building site will be placed next to the resource plot. In addition to that a counter sign will be placed next to it and will tell you how long you have to wait until finishing the construction. (There is some bloody delay with the signs therefore the landmarks will switch from the left side to the right side each turn).
After the counter hits zero you will get a unique Great Colosseum improvement on this plot.

Now everyone (even enemy unit) can cast Colosseum Bet on this improvement (requires the Currency technology).
This spell let you choose how much money (10, 50, 100, 500 or 1000 gold) you want to bet on one out of ten gladiators. If you lose you lose your money but if you win you get five times of your bet.

Also every melee, recon, animal and slave unit can "cast" Arena Battle on this plot. This are epic and brutal fights which can led to the death of the unit (chance to survive = 50% + unit level for melee and recon units and 20% + unit level for slaves; animals are only for entertainment and will always die) but if you survive your unit will gain experience (+ 1-6), get the morale promotion and slaves will be upgraded to warriors. Either way all cities within range gain happiness for a few turns (Happiness timer and range depends on unit lvl).

If the Great Colosseum gets destroyed a Great Colosseum ruin landmark will be placed on the former improvement plot. Now all players can take part in a rebuild effort. If you want to do so you need a city near to the former improvement sight. All near cities can rebuild the improvement (it works like a normal building). Note: All the production of all cities will be transferred into one production pool and will be shown in a sign next to the ruin. If the sign hits the 100% you will get a new Colosseum improvement on this plot.

Additional events can take place if you own that improvement (similar to Olympic events in the normal game).

Great Colosseum image:




2.3 Imperial Road system:

If I only added Imperial Roads everyone would build them everywhere. I wanted to create something that feels more like the Via Appia. Imperial Roads that only connects cities. So I decided to make this mod component:


This unique road system will only be available via event (because this roads should not be in every game). Unlike the unique improvements this event can be triggered by more players in the same game so everyone can get them.

Requires at least one road and at least four cities on the same continent (same area) like your capital.

Event trigger text:
We should establish a network of Imperial Roads to connect all Cities with our Government Centers so we can send our troops more quickly to any point in our empire.​

If you choose to do so your troops will search for proper stone resources for the new Imperial Roads. This will take a little time (depends on game speed, will be displayed in mouse over help txt).

After a certain time you find some stone resources.

If you build quarries on the stone resources and connect them with your cities you can "build" Imperial Roads with your workers.

If you want to build such Imperial Roads one of your workers has to go in the city you want to connect with your capita. Make sure your capital has access to stones. If you meet these requirements your worker can cast in the city the "Build Imperial Roads" ability.
After you do so you will get a pop-up. It will tell you how much this connection will cost (the costs depends on: game speed; available stone resources; distance to capital; and movement cost from this town to capital <- that also means that if you have connected this city with your capital via normal roads it will be much cheaper than without roads – and the python code also prefers to use roads instead of movement cost heavy terrain). Update: Some civilizations can build this roads cheaper than other e.g. Bannor only 1/3 and Kuriotates only 1/2.
The popup also tells you how long the construction will take (also game speed depending) (Note: existing Imperial Roads in the path won't cost any money or time)
If you have enough money and you chose to build it your worker will be immobile for this time.
Now you will receive every few turns (e.g. game speed quick = every 2 turns) one Imperial Road segment starting from your capital and ending after a certain time in the city with your worker. (Note: You can only build one Imperial Road project at the same time.)

If you are in a city that can't be connected with your capital (because it's on another continent or a mountain chain blocks the way) you can connect it to another government center. Government centers are cities with Palace (= capital), Summer Palace national wonder or Winter Palace national wonder.
The code will check first if it can be connected to the capital, then to the summer palace and then to the winter palace. If that all vials it means that this city is so provincial that it can't get any Imperial Roads at all.

Note: Destroyed Imperial Roads will become normal roads.
Update: On screen counter for search for stones event and Imperial Road project progress added.

Imperial Roads images:


 
Detailed description: Part 3/3

3.0 Elohim Events for all Unique Features: (R i f E only)

3.1 Elohim Events:

General:

This adds new special one time Elohim events to all Unique Features.
Note: For now this mod component is only available with the RifE version of this add-on!

Here is a list with all the Unique Features that will provide a special one time event if an Elohim unit moves on this plot :
(Note: I tried to not make the new events game braking or unbalanced in any way therefore most of them only have minor effects and are just for the flavor sake.)

3.1.1 Aifon Isle:
  • -> Receive a random sea resource within the city radius of one of your cities. (fish, crab, clam, shrimp, whale)
    • if that's not possible: -> Receive a random sea resource within your borders.
    • if that's not possible: -> Receive a random sea creature.(sea serpent, giant tortoise, bunyip) (the random sea creature will get certain promotions to weaken it so you won't get a early uber sea unit)

3.1.2 Blair Of Lacuna:
  • -> Receive a Magic Resistance Promotion.
    • if it already has one: -> Receive +4 experience points.
  • also: -> if the unit is a Arcane unit or a Monk: You can choose if you want to learn the Escape spell (this will take a certain time (game speed depending) and your unit will be immobile for this time)
    • if your Arcane unit or Monk already has the Escape Spell (Dimensional I): -> Receive +4 experience points. (This can add up to +8 experience points if your unit also had the Magic Resistance Promotion)
  • also: -> All units except Arcane units or Monks can choose to teleport back to the capital.
Example Picture:

3.1.3 Bradelines Well:
  • You can choose between two options:
    • 1. Destroys the mana source and change it to a spirit mana source. Decreases the Armagedon counter by -10 points. Prevents units being called through the portal.
    • 2. Gain the Tolerant Trait. Receive one unhappy face in every City.

3.1.4 Ring of Carcer:
  • -> Receive a Cold Resistance Promotion.
    • if it already has one: -> Receive an Immune to Cold Promotion.
    • if it already has one: -> Receive a Blood of the Phoenix Promotion.
    • if it already has one: -> Receive +4 experience points.

3.1.5 Tomb of Sucellus:
  • -> Receive a Spirit Guide Promotion.
    • if it already has one: -> Receive a Blessed Promotion.
    • if it already has one: -> Receive +2 experience points.
  • also: -> Unit get healed.
  • also: -> Add temporary happiness to all of your cities. (random and game speed depending - weak effect)

3.1.6 Seven Pines:
  • -> Receive a +1 attitude change with the owner of the Seven Pines.
    • if that's not possible (because it's unowned or owned by the barbarians or yourself): -> Receive a +1 attitude change with a random civilization. (you need to have met at least one other civilization)
  • also: -> All barbarian Angels, Fallen Angles and barbarian Demons within 2 titles receive a Instability Promotion. (Barbarians are: Animal fraction; Demon fraction and Barbarian fraction)

3.1.7 Maelstrom:
  • -> Receive an Adventurer Promotion.
    • if it already has one: -> Receive a Cold Resistance Promotion.
    • if it already has one: -> Receive an Immune to Cold Promotion.
    • if it already has one: -> Receive a Lightning Resistance Promotion.
    • if it already has one: -> Receive an Immune to Lightning Promotion.
    • if it already has one: -> Receive +6 experience points.
  • also: -> first Elohim unit won't get destroyed or suffer damage

3.1.8 Guardian of P. P.:
  • -> Receive a Defensive Promotion if unit is able to fortify.
    • if unit alredy has one or can't get fortified: -> Receive a Guardsman Promotion.
    • if it already has one: -> Receive +4 experience points.
  • also: -> unit get full fortify bonus (5 turns = 50% with Defensive Promotion) if possible

3.1.9 Rinwell Isle:
  • -> Receive a Demon or Demon Slaying Promotion.
    • if it already has both of them: -> Receive +4 experience points.
  • also: -> Naval unit will receive a Fair Winds Promotion.
  • also: -> Receive a Kelp Feature within the city radius of one of your cities.
    • if that's not possible: -> Receive a Kelp Feature within your borders.
    • if that's not possible: -> Receive additional +4 experience points.

3.1.10 Standing Stones:
  • -> Receive a Stone Skin Promotion.
    • if it already has one: -> Receive +2 experience points.
  • also: -> Add a certain amount of Production to all of your cities. (Production depends on game speed: between 8 and 32)

3.1.11 Tower of Eyes:
  • You discovered a strange object in a hidden room.
    • You will have two choices:
      • 1. Bring it back to your capital.
      • 2. Leave it in the Tower of Eyes.
    -> The Object is a immobile (held) orb with Perfect Sight Promotion (& + SentryI+II) and can't be seen by any other player expect you.

3.1.12 Yggdrasil:
  • -> Create an Ancient Forest on the Feature plot.
  • also: -> Receive an Ancient Forest and a Kelp Forest within your borders. (will upgrade a forest and a kelp feature next to your cities or within your borders if possible; else 2 forests to ancient forest or 2 kelp to kelp forest)

3.1.13 Letum Frigus:
  • -> Receive a Winterborn Promotion.
    • if it already has one: -> Receive a Cold Resistance Promotion.
    • if it already has one: -> Receive an Immune to Cold Promotion.
    • if it already has one: -> Receive a Ice Demon Promotion.
    • if it already has one: -> Receive +4 experience points.

3.1.14 Mount Kalshekk:
  • -> Receive a Volcano with Obsidian within the city radius of one of your cities. (you need at least one Peak without bonus or improvement on it)
    • if that's not possible: -> Receive a Volcano with Obsidian within your borders.
    • if that's not possible: -> Receive a Fire Resistance Promotion.
    • if unit already has one: -> Receive an Immune to Fire Promotion.
    • if unit already has one: -> Receive +4 experience points.

3.1.15 Broken Sepulcher:
  • -> Receive an Undead or Undead Slaying Promotion.
  • also: -> if the unit is a Arcane unit: -> Receive a Sundered Promotion.
    • if thats all not possible: -> Receive +4 experience points.
  • also: -> Archer and Melee units will get Headless Promotion if they got the Undead Promotion first
  • also: -> Undead Axeman units will get transformed into Honored Band

3.1.16 Pyre of the Seraphic:
  • -> Receive an Angel Promotion or a Fallen Angel Promotion.
    • if it already has both of them (that should not be possible): -> Receive +4 experience points.

3.1.17 Great Circus:
  • -> Mounted unit get Horselord Promotion.
    • if unit already has one: -> Receive +4 experience points.
  • -> all units except mounted units will receive a Morale Promotion and between 1 and 50 gold (random and game speed depending)

3.1.18 Great Colosseum:
  • -> Archer unit get Dexterous Promotion.
    • if unit already has one: -> Receive +4 experience points.
  • -> Melee unit get Guardsman Promotion.
    • if unit already has one: -> Receive +4 experience points.
  • -> Recon unit get Sinister Promotion.
    • if unit already has one: -> Receive +4 experience points.
  • -> all units except Archer, Melee and Recon units will receive a Morale Promotion and between 1 and 50 gold (random and game speed depending)

3.1.19 Monster Skeleton:
  • -> Receive a Dragon Slaying Promotion.
    • if it already has one: -> Receive +4 experience points.

3.1.20 Mirror of Heaven: (unchanged)
  • -> Receive a happy face in every city.

3.1.21 Odio's Prison: (unchanged)
  • -> Reset your Worldspell.

3.1.22 Pool of Tears: (unchanged)
  • -> Receive the Expansive Trait.

3.1.23 Remnants of Patria: (unchanged)
  • -> Receive the Industrious Trait.

3.1.24 Sirona's Beacon: (unchanged)
  • -> Receive the Spiritual Trait.


4.0 Other ModMods: (Merged Mods) (R i f E only)

4.1 black_imperators great FFH More Events ModMod:
Adds a lot of new events. I especially love the Gela Quest(s). All credits for his modmod goes to black_imperator. For more details see this link.
Spoiler :
Events added :

-Gela ( idea by Verdian)
-Strange Adept (idea by JustinianVII)
-Hell's Refugees (idea by JustinianVII)
-Scholars (idea by JustinianVII)
- Trapped Frostlings (idea by 1234567890)
- Pacifist demonstration (idea by 1234567890)
- The Sign of the Demon (idea by Diamondeye and Korias)
- Hanging Sisters, Ash Cough, Dead Angel, Depressed Toymaker, Devastating Plague, Massive Suicide, NecroCannibalism and Hell Portal by rystic and ErrOl
-Ghost Ship by etc
-Waywards Elves by Luckman
-Corrupt Juge By Jabie
-Princess Rule by switch blogk and micky onimusha
-orphaned goblin by far wanderer
-that kind of day by far wanderer
-Renowned Market by Zurai
- Board Game by Mr Underhill
-A Traveller by lgaard
-Unfortunate Assassin by Niley
-Overcrowded dungeon byThe Jopa
-The Mad Golemicist by Cabbagemeister
-Redecoration, Great speaker, Cookbook, Skilled craftsman and Younger Council by Bob the Barbari
-Death of an Elder by Rex rgis of Ter


4.2 ostars great FFH More Events Modmod Expanded:
It adds even more new events. All credits for his modmod goes to ostar. For more details see this link.
Spoiler :
List of new events added:

-Kuriotates Fish; Kuriotates Clam; Kuriotates Crab
-Demonic Tower
-Lanun Pirates
-Frog Legs
-Uranium
-Oil
-Winds From Hell
-Treant Rage
-Perfect Storm
-Peat
-Bread
-Sutter's Mill
-Thread Necromancy
-Poisoned Water
-Framed
-Ancient Tower Lore
-Stormy Seas
-Ralph and Sam
-Centaur Tribe
-Sea Serpent
-Monkey See
-Haunted Castle


 
Very cool stuff!
That's funny, I was going to do the Mana Flares component myself... Glad you did it :D
I have to try it now :)
 
Hmm, I'm not sure what the BUG mod changes to the python files... But it isn't entirely added to Orbis. There's some aspects of it but not all. Like, there's no way to configure it with CTRL+ALT+O as it is very primitive.

But it should be pretty easy to do. Even though merging python can be cumbersome.
 
most python changes from the BUG mod are in maininterface.py (which I guess you don't change at all). If you use a program like WinMerge, there shouldn't be problem (hopefully) to merge your mod into most modmods
 
I think it's a common problem here :lol:
Just roll a dice :p You haven't to suscribe to just one!
 
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