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