Pazyryk
Deity
- Joined
- Jun 13, 2008
- Messages
- 3,584
Current version is Guardians 0.34 (for Orbis 0.24 H). Its XML and python only.
Please enjoy!
Elohim, guardians of the holy places.
This mod was inspired by one of Kaels posts, I think in the Lore thread, but I havent been able to find it again. The basic idea (or my memory of it) is that Elohim would be found near holy places, acting as caretakers, and would not have a centralized empire in the normal sense. He didnt think this could be implemented in Civ, which got me thinking...
Basics. Elohim do not form a centralized Empire, nor even a coherent race, but their cities and towns are found throughout Erebus protecting the sacred shrines, honoring the holy places, or standing guard over the unholiest gates of hell. Elohim cities gain special benefits from holy (and unholy) places, especially for trade-connected cities. Holy places also underlie the strength of the Elohims most important unit, the monk, which is unlike any other unit in Erebus. Monks are present from the beginning of the game (acting as protectors for those who settle near and care for the holy places) and remain significant and formidable even in late game. Monks gain strength from the number of holy places controlled (irrespective of trade routes) and have access to special promotions (gained for free at each level-up) that culminate in Perfect Self: one who is not human (or elf or dwarf) but Other
Details:
New settler mechanism. Elohim are not expansive by nature and cant build settlers. Instead, new adherents to the Elohim way are called to service from other civilizations. Occasionally, a settler and an escorting monk will appear next to or near a unique map feature. The chance of this happening is related to the size of other empires (which provide new followers) and can be increased by building religious buildings (especially monasteries and cathedrals), by maintaining peace with other civs, and by causing reductions in Armageddon counter (see full calculations below).
New assimilation implementation. New cities take on aspect of nearby empire. City conquest is not required for this effect. However, if Elohim have good alignment, new cities will not take on aspect of Sheiam or Infernal. (If evil, new cities will not take on aspect of Murcurians.)
Ki (bonus). Ki provides combat strength to monks (+1 affinity), and 1 Ki is present in the capital for each unique feature within Elohim cultural borders (irrespective of trade routes).
Reliquary change and Holy Relics (bonus). Reliquaries have all stats as in base Orbis (tech requirement, priest GPP, etc.), except they are buildable in any Elohim city irrespective of assimilation, and they also can provide zero, one or more Holy Relics. Every owned unique feature allows one Holy Relic at the nearest city, but only after a Reliquary has been built. Holy relics provide a one-time +1 happiness effect and a cumulative +.75 food, +.75 production, +.75 commerce, +1.5 culture effect for each holy artifact available (including via trade routes). It is important to connect cities via trade route to receive the full cumulative effect of Holy Relics.
Housekeeping stuff. Elohim-only civic, corporation and tech (needed for various game mechanics): Guardians of the Holy Places (starting government civic). No distance to capital costs; +50% war wariness; +2 culture per specialist; unlimited priests; +1 happy for monastery. Guardians of the Holy Places (corp). Present in all Elohim cities when built or acquired (lost if acquired by another civ). No headquarters. No maintenance cost. Provides cumulative Holy Relic benefits (see above). Secrets of the Holy Places (tech). Reveals Ki and Holy Relic. Allows monk (with Monasticism) and Reliquary (with Way of the Wise). Other changes. Assimilation is now part of the Elohim civ trait, Peacekeeper, which also provides city garrison promotion and +30% to gold and culture to all cities when at peace.
Monk. Disciple unit; movement 1; strength 3, +1 affinity for Ki (one per holy place controlled); -50% city attack. Elohim start with 2 monks and gain 1 (as escort) with each settler produced. Monks can be built with Monasticism and Secrets of the Holy Places (cost 240). They are no longer Elohim unique units, so they can be built in any Elohim city irrespective of city racial/ethnic identity (resulting from Tolerant trait). Monks will take racial promotions from city of origin. Monks have special promotion progression (below) and can upgrade to any high priest, paladin, eidolin, druid or immortal; monks with Perfect Self cannot be upgraded.
Monk Promotion Progression. These promotions are gained automatically on level-up (in addition to normal promotions gained by xp). Monk promotions are retained if upgraded to different unit, but no additional monk promotions will be gained.
Level 1, Unarmed Strike: +30% vs. melee
Level 2, Deflect Arrows: +30% vs. archer
Level 3, Still Mind: +10% magic resistance; immune to fear, charm, crazed and enraged
Level 4, Quick: +1 movement
Level 5, Purity of Body: +10% heal; +30% resistance to poison and unholy; immune to disease (diseased, plagued and rabies)
Level 6, Ki Strike: +1 attack strength; +1 first strike; +20% vs. melee; +20% defensive strike chance and damage; +50% vs. demons
Level 7, Wholeness of Body: +20% heal; heal while moving; +30% resistance to death; immune to weakness, mutation(*works???) and unwholesome addiction
Level 8, Tongue of Moon and Sun: Can enter rival territory; can cast Tongue of Moon and Sun one time
Level 9, Diamond Body: +1 defense strength; +20% vs. melee; +20% resistance to all elemental (cold, fire, lightning); immune to poison, first strikes and defensive strikes; double fortify bonus
Level 10, Abundant Step: +1 movement; no terrain movement costs; can move through mountains; +20% evasion; +20% withdrawal; +20% vs. archer; immune to slow, held and burrs; cannot be caged
Level 11, Diamond Soul: +20% magic resistance; immune to capture and madness; if Elohim are good, any evil religion (OO, CoE, AV) removed from unit and -1 to Armageddon (converse if Elohim are evil)
Level 12, Quivering Palm: +1 attack strength; +1 first strike
Level 13, Timeless Body: +30% magic resistance; immune to wither
Level 14, Empty Body: ignores city defense modifier; walk on water; no water crossing penalty (amphibious); can disappear (same as hide) and travel through ether (teleport caster only)
Level 15, Perfect Self: If Elohim are good, any evil religion removed from unit and -3 to Armageddon (converse if Elohim are evil); monk looses existing racial promotions and becomes an Angel (if good or neutral), Demon (if evil) or Dragon (if unit was previously lizardman or had CoD religion, regardless of alignment).
Note: All monk spells are treated as abilities.
Tongue of Moon and Sun (ability). Ability raises relation with one other civ by +6. Must be cast in city of another civilization that does not have opposing alignment. Each 8th or higher level monk can cast spell once only.
Monastic Training. Non-monk units can enter the monastery for a period and receive some of the training normally reserved for monks. This ability can be used by any non-monk disciple, arcane, melee, archer, mounted or recon unit that is in a city with a monastery. The unit will receive promotions from the monk progression (above) based on the unit's current level, up to a maximum of level 3 (for non-disciple units) or level 7 (for disciple units).
Here are the settler/monk spawning calculations:
iTargetNumCities = the average number of cities in all other (alive) civilizations (not counting barbarians).
iTargetNumCities is increased 1% for every temple (pagan or other) and chancel of guardians owned, and 3% for every monastery and cathedral owned (all except chancel based on building class).
iTargetNumCities is adjusted +5% when at peace with all non-barb civs; -5% when at war.
iTargetNumCities is adjusted +1% for each point reduction in Armageddon caused by Elohim (or -1% for each point increase). This effect is negated if Elohim are evil.
iTargetNumCities is adjusted +5% (-5%) to target city number for each difficulty step below (above) Prince. Converse if Elohim played by AI.
iCitiesPlusSettlers = number of Elohim cities plus settlers
Spawning is possible if iCitiesPlusSettlers < 15.
If spawning possible,
iSpawnPercent = 3 + 10 * (iTargetNumCities - iCitiesPlusSettlers) / iTargetNumCities.
iSpawnPercent is adjusted to iMinPercent or iMaxPercent if necessary:
iMinPercent = 0.5
iMaxPercent = 10
Chance is always 3.0% if at target. Some other examples,
cities#, target#, chance
2, 1, 0.5%
1, 1.5 , 6.3%
2, 1.5 , 0.5%
1, 2, 8.0%
1, 3, 9.7%
2, 3, 6.3%
4, 3, 0.5%
2, 5, 9.0%
4, 5, 5.0%
6, 5, 1.0%
5, 10, 8.0%
7, 10, 6.0%
12, 10, 1.0%
Chance starts at 3% per turn (all civs have 1 city). Assuming 10 other civs and another civ builds a 2nd city first, the chance will increase to 3.91%.
The formula was devised in part to avoid or reduce a free monk spawning exploit. I.e., you can spawn extra monks by disbanding new settlers rather than settling. As I have it now working, you would have to keep number of cities at half of target to get 8% free monk spawning chance (which seems like a poor tradeoff in any situation).
Also, this makes it near-impossible for Elohim to dominate in city number through peaceful means. They can, of course, go on a conquest spree, but that will make settler spawns (plus free monks) very rare. On the other hand, it is very difficult to eliminate all Elohim cities from the map.
Balance
Please give me feedback on balance. There is a large dependence on map size and configuration -- e.g., will you need Optics to connect all your cities? My own preference is playing on large maps (Perfect World is my favorite) and I'm aiming for this to be quite a challenge with the modded Elohim.
Known issue
AC changes due to razing Stigmata of Unborn and Prophecy of Ragnarok are not credited to player. Most other AC effects are credited properly (please let me know if you find any that aren't).
Other things to do
Racial versions for monks! (dwarf monk, ha!) Unfortunately, I'm no artist.
Credits to Wizards of the Coast, Rystic, Opera and others for overlapping or outright stolen ideas.
Installation suggestion. Copy the Orbis folder (correct version!) and rename. Extract Guardians 0.xx.zip from within this folder. It will overwrite existing XML and python files.
Please enjoy!
Elohim, guardians of the holy places.
This mod was inspired by one of Kaels posts, I think in the Lore thread, but I havent been able to find it again. The basic idea (or my memory of it) is that Elohim would be found near holy places, acting as caretakers, and would not have a centralized empire in the normal sense. He didnt think this could be implemented in Civ, which got me thinking...
Basics. Elohim do not form a centralized Empire, nor even a coherent race, but their cities and towns are found throughout Erebus protecting the sacred shrines, honoring the holy places, or standing guard over the unholiest gates of hell. Elohim cities gain special benefits from holy (and unholy) places, especially for trade-connected cities. Holy places also underlie the strength of the Elohims most important unit, the monk, which is unlike any other unit in Erebus. Monks are present from the beginning of the game (acting as protectors for those who settle near and care for the holy places) and remain significant and formidable even in late game. Monks gain strength from the number of holy places controlled (irrespective of trade routes) and have access to special promotions (gained for free at each level-up) that culminate in Perfect Self: one who is not human (or elf or dwarf) but Other
Details:
New settler mechanism. Elohim are not expansive by nature and cant build settlers. Instead, new adherents to the Elohim way are called to service from other civilizations. Occasionally, a settler and an escorting monk will appear next to or near a unique map feature. The chance of this happening is related to the size of other empires (which provide new followers) and can be increased by building religious buildings (especially monasteries and cathedrals), by maintaining peace with other civs, and by causing reductions in Armageddon counter (see full calculations below).
New assimilation implementation. New cities take on aspect of nearby empire. City conquest is not required for this effect. However, if Elohim have good alignment, new cities will not take on aspect of Sheiam or Infernal. (If evil, new cities will not take on aspect of Murcurians.)
Ki (bonus). Ki provides combat strength to monks (+1 affinity), and 1 Ki is present in the capital for each unique feature within Elohim cultural borders (irrespective of trade routes).
Reliquary change and Holy Relics (bonus). Reliquaries have all stats as in base Orbis (tech requirement, priest GPP, etc.), except they are buildable in any Elohim city irrespective of assimilation, and they also can provide zero, one or more Holy Relics. Every owned unique feature allows one Holy Relic at the nearest city, but only after a Reliquary has been built. Holy relics provide a one-time +1 happiness effect and a cumulative +.75 food, +.75 production, +.75 commerce, +1.5 culture effect for each holy artifact available (including via trade routes). It is important to connect cities via trade route to receive the full cumulative effect of Holy Relics.
Housekeeping stuff. Elohim-only civic, corporation and tech (needed for various game mechanics): Guardians of the Holy Places (starting government civic). No distance to capital costs; +50% war wariness; +2 culture per specialist; unlimited priests; +1 happy for monastery. Guardians of the Holy Places (corp). Present in all Elohim cities when built or acquired (lost if acquired by another civ). No headquarters. No maintenance cost. Provides cumulative Holy Relic benefits (see above). Secrets of the Holy Places (tech). Reveals Ki and Holy Relic. Allows monk (with Monasticism) and Reliquary (with Way of the Wise). Other changes. Assimilation is now part of the Elohim civ trait, Peacekeeper, which also provides city garrison promotion and +30% to gold and culture to all cities when at peace.
Monk. Disciple unit; movement 1; strength 3, +1 affinity for Ki (one per holy place controlled); -50% city attack. Elohim start with 2 monks and gain 1 (as escort) with each settler produced. Monks can be built with Monasticism and Secrets of the Holy Places (cost 240). They are no longer Elohim unique units, so they can be built in any Elohim city irrespective of city racial/ethnic identity (resulting from Tolerant trait). Monks will take racial promotions from city of origin. Monks have special promotion progression (below) and can upgrade to any high priest, paladin, eidolin, druid or immortal; monks with Perfect Self cannot be upgraded.
Monk Promotion Progression. These promotions are gained automatically on level-up (in addition to normal promotions gained by xp). Monk promotions are retained if upgraded to different unit, but no additional monk promotions will be gained.
Level 1, Unarmed Strike: +30% vs. melee
Level 2, Deflect Arrows: +30% vs. archer
Level 3, Still Mind: +10% magic resistance; immune to fear, charm, crazed and enraged
Level 4, Quick: +1 movement
Level 5, Purity of Body: +10% heal; +30% resistance to poison and unholy; immune to disease (diseased, plagued and rabies)
Level 6, Ki Strike: +1 attack strength; +1 first strike; +20% vs. melee; +20% defensive strike chance and damage; +50% vs. demons
Level 7, Wholeness of Body: +20% heal; heal while moving; +30% resistance to death; immune to weakness, mutation(*works???) and unwholesome addiction
Level 8, Tongue of Moon and Sun: Can enter rival territory; can cast Tongue of Moon and Sun one time
Level 9, Diamond Body: +1 defense strength; +20% vs. melee; +20% resistance to all elemental (cold, fire, lightning); immune to poison, first strikes and defensive strikes; double fortify bonus
Level 10, Abundant Step: +1 movement; no terrain movement costs; can move through mountains; +20% evasion; +20% withdrawal; +20% vs. archer; immune to slow, held and burrs; cannot be caged
Level 11, Diamond Soul: +20% magic resistance; immune to capture and madness; if Elohim are good, any evil religion (OO, CoE, AV) removed from unit and -1 to Armageddon (converse if Elohim are evil)
Level 12, Quivering Palm: +1 attack strength; +1 first strike
Level 13, Timeless Body: +30% magic resistance; immune to wither
Level 14, Empty Body: ignores city defense modifier; walk on water; no water crossing penalty (amphibious); can disappear (same as hide) and travel through ether (teleport caster only)
Level 15, Perfect Self: If Elohim are good, any evil religion removed from unit and -3 to Armageddon (converse if Elohim are evil); monk looses existing racial promotions and becomes an Angel (if good or neutral), Demon (if evil) or Dragon (if unit was previously lizardman or had CoD religion, regardless of alignment).
Note: All monk spells are treated as abilities.
Tongue of Moon and Sun (ability). Ability raises relation with one other civ by +6. Must be cast in city of another civilization that does not have opposing alignment. Each 8th or higher level monk can cast spell once only.
Monastic Training. Non-monk units can enter the monastery for a period and receive some of the training normally reserved for monks. This ability can be used by any non-monk disciple, arcane, melee, archer, mounted or recon unit that is in a city with a monastery. The unit will receive promotions from the monk progression (above) based on the unit's current level, up to a maximum of level 3 (for non-disciple units) or level 7 (for disciple units).
Here are the settler/monk spawning calculations:
Spoiler :
iTargetNumCities = the average number of cities in all other (alive) civilizations (not counting barbarians).
iTargetNumCities is increased 1% for every temple (pagan or other) and chancel of guardians owned, and 3% for every monastery and cathedral owned (all except chancel based on building class).
iTargetNumCities is adjusted +5% when at peace with all non-barb civs; -5% when at war.
iTargetNumCities is adjusted +1% for each point reduction in Armageddon caused by Elohim (or -1% for each point increase). This effect is negated if Elohim are evil.
iTargetNumCities is adjusted +5% (-5%) to target city number for each difficulty step below (above) Prince. Converse if Elohim played by AI.
iCitiesPlusSettlers = number of Elohim cities plus settlers
Spawning is possible if iCitiesPlusSettlers < 15.
If spawning possible,
iSpawnPercent = 3 + 10 * (iTargetNumCities - iCitiesPlusSettlers) / iTargetNumCities.
iSpawnPercent is adjusted to iMinPercent or iMaxPercent if necessary:
iMinPercent = 0.5
iMaxPercent = 10
Chance is always 3.0% if at target. Some other examples,
cities#, target#, chance
2, 1, 0.5%
1, 1.5 , 6.3%
2, 1.5 , 0.5%
1, 2, 8.0%
1, 3, 9.7%
2, 3, 6.3%
4, 3, 0.5%
2, 5, 9.0%
4, 5, 5.0%
6, 5, 1.0%
5, 10, 8.0%
7, 10, 6.0%
12, 10, 1.0%
Chance starts at 3% per turn (all civs have 1 city). Assuming 10 other civs and another civ builds a 2nd city first, the chance will increase to 3.91%.
The formula was devised in part to avoid or reduce a free monk spawning exploit. I.e., you can spawn extra monks by disbanding new settlers rather than settling. As I have it now working, you would have to keep number of cities at half of target to get 8% free monk spawning chance (which seems like a poor tradeoff in any situation).
Also, this makes it near-impossible for Elohim to dominate in city number through peaceful means. They can, of course, go on a conquest spree, but that will make settler spawns (plus free monks) very rare. On the other hand, it is very difficult to eliminate all Elohim cities from the map.
Balance
Please give me feedback on balance. There is a large dependence on map size and configuration -- e.g., will you need Optics to connect all your cities? My own preference is playing on large maps (Perfect World is my favorite) and I'm aiming for this to be quite a challenge with the modded Elohim.
Known issue
AC changes due to razing Stigmata of Unborn and Prophecy of Ragnarok are not credited to player. Most other AC effects are credited properly (please let me know if you find any that aren't).
Other things to do
Racial versions for monks! (dwarf monk, ha!) Unfortunately, I'm no artist.
Credits to Wizards of the Coast, Rystic, Opera and others for overlapping or outright stolen ideas.
Installation suggestion. Copy the Orbis folder (correct version!) and rename. Extract Guardians 0.xx.zip from within this folder. It will overwrite existing XML and python files.