Jojomo
Chieftain
Version (0.9) released
Files in attachment
Having recently started a game as the Amurites (first since my first ever game of FfH2, which ended with a tag team of Sphener and Acheron storming across the globe), I’ve noticed that one of the best ways to improve their magical “portfolio” is to spam as many religions as possible and build their shrines to get the extra mana they provide. Since the Great Sages in the game don’t do very much, I hit on the idea of a new family of buildings; Academies of magic.
Great Sages can found an academy dedicated to one of the spheres of magic in a city, which are national wonders that provide bonuses to the city they are built in (or the entire civ in some cases) as well as allowing arcane units in the city to train at the academy (see below). The academy of each sphere requires access to the corresponding mana type and knowledge of the corresponding arcane technology before it can be built. The 21 academies and their effects:
Academy of Blood (Body): Units in this city gain the Strong promotion, healing rate increased 30%.
Academy of Invention (Enchantment): +1
in all cities, +25%
in this city.
Academy of Motion (Force): +50%
in this city.
Academy of Vitality (Life): No
in this city.
Academy of The Wilds (Nature): +25%
in this city.
Academy of Artifice (Creation): -20% hurry production cost.
Academy of Justice (Law): -50% war
in all cities.
Academy of Thought (Mind): +50%
in this city.
Academy of The Soul (Spirit): +50%
in this city.
Academy of Light (Sun): +25%
in all cities.
Academy of Winds (Air): +2
in all coastal cities.
Academy of Stone (Earth): Free Wall of Stone in every city.
Academy of Flame (Fire): Melee units in the city can buy the Immolation promotion for 25 gold (+2 Fire
, -1 Attack
, -3 Defense
)
Academy of Frost (Ice): Negates civic anger for your team.
Academy of Waves (Water): +1
for water tiles in all cities.
Academy of Disorder (Chaos): Enemies suffer +50% war
.
Academy of Bones (Death): 3 free citizens in all cities.
Academy of Doors (Dimension): Units in this city can teleport up to 10 squares away.
Academy of Attrition (Entropy): Arcane units in this city gain the Unholy Taint promotion.
Academy of Darkness (Shadow): Recon units in this city gain the Umbral Cloak promotion (Stealth, can investigate enemy cities, expires after 20 turns).
Academy of High Art (Metamagic): Enemies magic resistance reduced by 10%.
In addition to the advantages above, each academy offers training to arcane units in that city in their school of magic, for a price of course. This grants a promotion which keeps the caster held in the city for a certain number of turns and degrades to its related magic promotion.
Level 1: Training in ... magic, 50
, 10 turns
Level 2: Studying ... magic, 100
, 12 turns
Level 3: Mastering ... magic, 500
, 15 turns
Some of these effects I'm not fixed on (in particular I'm not so hot on the effects of the Fire, Ice, Water, Death, Dimension, Shadow or Metamagic schools) so if there are any ideas, feel free to suggest.
Also, I'm very aware some of these effects may be too strong (I've aimed for half the effect of a National Wonder, since the training offered should be as useful as the passive bonus). The worst offender here might be the Nature academy, but I've not had much experience balancing, so anyone with a grasp of how much leverage 25% extra
could give can feel free to berate me over my folly.
This balancing thing goes for the length/cost of training too, I think the timescales are reasonable but I'm leaning towards doubling the costs for each level (after playing a game as the Khazad where I found grossing over 1000
per turn isn't all that hard.
A final note, but if anyone with more modding experience than I (that means any) can spot any effects I've listed that require serious work beyond a few lines of python, let me know. I can edit XML till the cows come home, but anything beyond that might need a small rethink.
Anyway, on that note I'll open the floor to comments, questions, suggestions and good old-fashioned accusations of insanity.
Changelog:
v. 0.9
Future Work:
Files in attachment
Having recently started a game as the Amurites (first since my first ever game of FfH2, which ended with a tag team of Sphener and Acheron storming across the globe), I’ve noticed that one of the best ways to improve their magical “portfolio” is to spam as many religions as possible and build their shrines to get the extra mana they provide. Since the Great Sages in the game don’t do very much, I hit on the idea of a new family of buildings; Academies of magic.
Great Sages can found an academy dedicated to one of the spheres of magic in a city, which are national wonders that provide bonuses to the city they are built in (or the entire civ in some cases) as well as allowing arcane units in the city to train at the academy (see below). The academy of each sphere requires access to the corresponding mana type and knowledge of the corresponding arcane technology before it can be built. The 21 academies and their effects:
Academy of Blood (Body): Units in this city gain the Strong promotion, healing rate increased 30%.
Academy of Invention (Enchantment): +1


Academy of Motion (Force): +50%

Academy of Vitality (Life): No

Academy of The Wilds (Nature): +25%

Academy of Artifice (Creation): -20% hurry production cost.
Academy of Justice (Law): -50% war

Academy of Thought (Mind): +50%

Academy of The Soul (Spirit): +50%

Academy of Light (Sun): +25%

Academy of Winds (Air): +2

Academy of Stone (Earth): Free Wall of Stone in every city.
Academy of Flame (Fire): Melee units in the city can buy the Immolation promotion for 25 gold (+2 Fire



Academy of Frost (Ice): Negates civic anger for your team.
Academy of Waves (Water): +1

Academy of Disorder (Chaos): Enemies suffer +50% war

Academy of Bones (Death): 3 free citizens in all cities.
Academy of Doors (Dimension): Units in this city can teleport up to 10 squares away.
Academy of Attrition (Entropy): Arcane units in this city gain the Unholy Taint promotion.
Academy of Darkness (Shadow): Recon units in this city gain the Umbral Cloak promotion (Stealth, can investigate enemy cities, expires after 20 turns).
Academy of High Art (Metamagic): Enemies magic resistance reduced by 10%.
In addition to the advantages above, each academy offers training to arcane units in that city in their school of magic, for a price of course. This grants a promotion which keeps the caster held in the city for a certain number of turns and degrades to its related magic promotion.
Level 1: Training in ... magic, 50

Level 2: Studying ... magic, 100

Level 3: Mastering ... magic, 500

Some of these effects I'm not fixed on (in particular I'm not so hot on the effects of the Fire, Ice, Water, Death, Dimension, Shadow or Metamagic schools) so if there are any ideas, feel free to suggest.
Also, I'm very aware some of these effects may be too strong (I've aimed for half the effect of a National Wonder, since the training offered should be as useful as the passive bonus). The worst offender here might be the Nature academy, but I've not had much experience balancing, so anyone with a grasp of how much leverage 25% extra

This balancing thing goes for the length/cost of training too, I think the timescales are reasonable but I'm leaning towards doubling the costs for each level (after playing a game as the Khazad where I found grossing over 1000

A final note, but if anyone with more modding experience than I (that means any) can spot any effects I've listed that require serious work beyond a few lines of python, let me know. I can edit XML till the cows come home, but anything beyond that might need a small rethink.
Anyway, on that note I'll open the floor to comments, questions, suggestions and good old-fashioned accusations of insanity.
Changelog:
Spoiler :
v. 0.9
- Initial version.
- 21 Academies and their effects implemented.
- Spell learning implemented.
Future Work:
- Finish adding pedia descriptions for the academies.
- Add different effects for the Fire, Ice, Entropy and Metamagic academies (also possibly the Air and Shadow academies).