[MOD] Erebus in the Balance Update

Hi, The Ctrl + X for dotmaps do not work even though is was listed in the UI changelog. I have the stand alone v11.1
 
Hi, The Ctrl + X for dotmaps do not work even though is was listed in the UI changelog. I have the stand alone v11.1

It shouldn't be implemented, as I have done no work towards that. It is on my list of things-to-do. Could you point me to where it's listed in the changelog?
 
Planar Gate with summoner trait is overkill, I tried. It enables mobius witch long before sorcery. Units shouldn't be both buildable and free.
 
Progress Report:

Key:
Done and untested: Blue
Done and Tested: Green

Implemented:
Naval units gain +50% vs. Disciple units (Mod Notes: hard-coded in.)
Conquest Civic: Moves back to Warfare (from Education).
Military Strategy: Moves back to Military State (from Warfare).
Decius: Decius gains the Tolerant trait.
Summer Palace: Pedia Background and Strategy Entries updated/filled in.
Winter Palace: Pedia Background and Strategy Entries updated/filled in.
 
Bold indicates that I'm currently implementing these (but, as always, discussion is still open), Stricken means they're not going to happen, and italicized means the verdict is still out.

Proposals:


1. Guild loses +1h to workshops. +1h added to workshops by default.

2. Guarded lairs take 3 turns just like regular ones.


3. Windmills buildable at Mathematics Construction (not engineering)

3.1 On that note, Forts available at Masonry.


4. Aristocracy moves from -40% maintenance to -10%

5. Galleys lose 1 move (to 2 moves base, 3 with longshoreman)

6. Naval promotions are switched up. Longshoreman now loses 1 combat, Buccaneers now loses 1 cargo, and Skeleton Crew loses nothing.

7. Eurabates, Drifa, and Abashi gain the Hero promotion.

8. Foreign Trade loses +1 trade route everywhere; gains +50% trade-route yield.
- Should this be +25%?


9. The Great Library gives +2b per specialist (from +1b)

10. The Dragon's Hoard gives +2 cpt, +100% cpt, +10gpt, Gems, Enchantment Mana, Mithril and Gold. (Instead of all other affects)

11. Pacifism gains infinite sage, infinite merchant slots.

11. Pacifism available at Philosophy, infinite sage/merchant slots.


12. Caste System gains low upkeep, +1g per specialist, loses +1b per specialist.

13. Wane requires level 5.

14. Pact of Nilhorn price reduced to 200h base (133h quick) 250h base (167h quick)


15. CRE recieves +100% Public Baths speed. Anti synergetic with Drama push, but eh well.

16. Sidar Palace gives +1g for priest specialists.

17. Warrens give +10% maintenance.

18. Barbarian Peace triggers on 125% of rivals score. Delayed for first 5 turns (so you don't lose it when you settle.


19. Bannor get +1h per cottage, (hamlet, village, town)???
- Too much? 1c instead? Or nothing?
- (How can this be implemented? Palace?)


19. New Improvement: Bannor Towns. Towns in Crusade upgrade to Bannor Towns after 15(?)t of being worked. Upgrading to Bannor Towns grants a Demagogue, and turns the Bannor Town into a Town.

20. Can switch religions/civics every 8t, not 10t

21. Druids gain Divine. Acolytes, Disciples Ecclesiastics, Savants, Thanes and Zealots can upgrade to Druids.
- Druids can be used to cast tier 2 spells you aren't in the right religion for.
 
Aristocracy nerf still under discussion. Bunch of players still think it's the premier economy (myself not included, tbh).

Yes, it was. But the prevailing opinion is that the retraction was overly reactionary rather than based in sound reasoning.
 
it's agrarianism that's OP, not aristocracy

I remember mentioning in eitb forums how silly the "-1 hammer from farms" is, as it only applies to plains tiles. Somebody pointed out that the issue is rarely apparent in eitb games as they are usually played on custom maps that are quite fertile. On random maps with a similar ratio of grass to plains, aristograrian is a lot less appealing.

I had suggested to change agrarianism to give percentage-based bonuses and penalties instead, and I still think it's the way to go to make it balanced regardless of map.

I would also take a look to the new civic that EMM adds in that column: it buffs towns and villages, which makes it a natural "next step" after the majority of your cottages are matured and you no longer need free trade to boost their growth rate.
 
See, the issue with those changes is it's visual, visceral effect. All the changes are out in the open, clearly visible and you feel like you've had an effect. There's a reason the FIN changes was and is so unpopular, despite being utterly necessary. It's unpopular, it hurts and drastically alters the "feel" of the game, and completely switches up a bunch of things. I'm happy with agrarianism as it is now - there are scenarios where I prefer other civics.

And the response you got is silly. At least for the past 10, 20 games, mapmakers consciously design around civic balance (that is, making sure plains and grass tiles are present in appropriate ratios, looking into irrigation and rivers, etc.), with the deliberate thought to making all options valid.

The natural step after Foreign Trade, to my mind, is Conquest. If enough of your towns are mature that you're not seeing the need for it, the time has come to build up for war/defense (if going full peace victory. For altar/culture Mercantilism might be on the cards). What I'm saying is I'm not seeing is a emptiness sufficient to warrant the introduction of an entirely new civic (which EitB shies away from), especially one which sounds very similar to the function of Republic. Feel free to make a proposal, however, if you think it's necessary.
 
4. Aristocracy moves from -40% maintenance to -10%

Although I'm not sure about the quantity, I agree upon the need of nerfing Aristocracy at least a bit. It is still a staple in most situations, at least for some time.

10. The Dragon's Hoard gives +2 cpt, +100% cpt, +10gpt, Gems, Enchantment Mana, Mithril and Gold. (Instead of all other affects)

Would it also lose the "grant Enchanted Blade" effect? That made barbarians coming from Acheron city a bit tougher, making the city noticeable even if it started far away from all players. I understand that the point of this change is that since you can't get the hoard until the late game, it should be worth the effort of killing a dragon and its crazy pyromaniac sidekicks for it. But switching Enchanted Blade for Mithril would actually make Acheron's city harder to conquer in the late game, and it would also create a source of barbarian units which are far more powerful than they should be.

Also, bear in mind that the barbarians are assumed to not have any sources of mana. I can't remember if it is the case in vanilla Fall from Heaven, but if there are any arcane barbarian spawns they would probably be able to get the Enchantment sphere if this is implemented. I know that Enchantment isn't particularly scary, but as the AI does not know that it will probably promote units to Sphere promotions instead of to other promotions if it has the chance.

EDIT: Sorry; I write my posts in a text editor and I did not notice that enchantment mana was crossed out from the proposal.

11. Pacifism available at Philosophy, infinite sage/merchant slots.

If Pacifism is moved, what starting civic would get the civilizations that currently have Pacifism? We switched most of these civilizations to Nationhood/Religion, but I'd rather have Pacifism fixed as a starting civic and switch them back to Pacifism.

18. Barbarian Peace triggers on 125% of rivals score. Delayed for first 5 turns (so you don't lose it when you settle.

This makes sense. We have only ever managed to trigger barbarian war when playing team games.

19. Bannor get +1h per cottage, (hamlet, village, town)???
- Too much? 1c instead? Or nothing?
- (How can this be implemented? Palace?)

That change is very flavorful, and it would give a few more uniqueness to an otherwise plain civilization. I'm not sure if 1h would be too much, but given their lore I like the idea of them getting extra yields from cottages and CO. Since to my knowledge it is not possible to do this via buildings or projects unless new tags are added, the change could be implemented via an unique technology that the Bannor would get on game start.

21. Druids gain Divine. Acolytes, Disciples Ecclesiastics, Savants, Thanes and Zealots can upgrade to Druids.

I don't think this suits druids much. Druids are the priests of Sucellus, so I don't think they should have abilities from other religions too. I'm not sure about the goal of this change, but if it is making Druids more attractive to build (in my experience they are usually never built), I have a suggestion. Druids could be made available to all alignments, as their neutrality and creed means that they would likely live under most empires. The pedia entry even hints in this direction, with the neutrality bit seeming quite contradictory:

Civilopedia said:
Few established empires are incapable of contacting a few Druids to help them repair the scars of war and industry or bring life and lushness to previously infertile regions.

Only neutral players can build Druids.

Of course, under this suggestion Dwarven druids would stay as Neutral only as their lore and effectivity are quite different.
 
Although I'm not sure about the quantity, I agree upon the need of nerfing Aristocracy at least a bit. It is still a staple in most situations, at least for some time.

Yeah, I'm thinking -20% is a better fit. Especially because -10% is just a bit of an odd situation.



Would it also lose the "grant Enchanted Blade" effect? That made barbarians coming from Acheron city a bit tougher, making the city noticeable even if it started far away from all players. I understand that the point of this change is that since you can't get the hoard until the late game, it should be worth the effort of killing a dragon and its crazy pyromaniac sidekicks for it. But switching Enchanted Blade for Mithril would actually make Acheron's city harder to conquer in the late game, and it would also create a source of barbarian units which are far more powerful than they should be.

Sorry, EB remains.

The idea is as you said. I considered worrying about the barb strength, but honestly, if they reach champions then I'm very happy for them to be a force to be reckoned with - and I don't think it'll be overly worrisome. And if you're sieging Acheron, well, there's no way you'll be more worried about a few Mithril Longbows than you will the Disciples of Acheron and Big Red himself.

There's some discrepancies between what I copy/paste to CFC - if you're browsing both, I recommend taking RB's word on it first.



If Pacifism is moved, what starting civic would get the civilizations that currently have Pacifism? We switched most of these civilizations to Nationhood/Religion, but I'd rather have Pacifism fixed as a starting civic and switch them back to Pacifism.

Oh, did you switch them out? Curious. I imagine most would go to Religion.

Current change is very tentative, because there's a been a lot of dialogue on it earlier, but none since I posted that.



That change is very flavorful, and it would give a few more uniqueness to an otherwise plain civilization. I'm not sure if 1h would be too much, but given their lore I like the idea of them getting extra yields from cottages and CO. Since to my knowledge it is not possible to do this via buildings or projects unless new tags are added, the change could be implemented via an unique technology that the Bannor would get on game start.
Yeah, I don't think this is going to happen because of strength issues. Which is a shame, really, I want to give the Bannor something interesting of this ilk.



I don't think this suits druids much. Druids are the priests of Sucellus, so I don't think they should have abilities from other religions too. I'm not sure about the goal of this change, but if it is making Druids more attractive to build (in my experience they are usually never built), I have a suggestion. Druids could be made available to all alignments, as their neutrality and creed means that they would likely live under most empires. The pedia entry even hints in this direction, with the neutrality bit seeming quite contradictory:



Of course, under this suggestion Dwarven druids would stay as Neutral only as their lore and effectivity are quite different.

Hmm. See, that basically just constitutes a buff to Evil/Good civilizations/religions rather than Druids itself. I really like the Paladin/Eidolon/Druid split, and would be reluctant to change it. Sure it makes them wider available, but I don't consider the problem to be that many want, but cannot have, them. Instead it's a cost/benefit ratio, with Druids just not measuring up.

The thing is, they can be upgraded to from priests already - if you have priests of that religion, even if you're not currently in it, you can upgrade them to Druids to have druids casting those spells. So I don't consider this to be altering the equation so much as making what is already possible more accessible.

I imagine this grew out of the idea that Stonewardens, Priests of Leaves and even Cultists, all of whom are more associated with nature than their counterparts in other religions (especially Order and Veil), would choose to follow their natural calling instead of focusing on their religion, and thus keep the core of their religious faith with them. So what I'm doing - which is naturally going to help the non-neutral religions more is a bit against the lore. But not so much that I consider the aims inherently wrong.
 
Erebus in the Balance: Version 12


Download here.

Note: This installer installs both the v12 file (named appropriately) and a "dummy" EitB file containing the content necessary to allow the other files to work. No renaming will be necessary, however, if this is your first time downloading, then make sure you don't select the "Erebus in the Balance" option as a mod, as it will not have the necessary files to download effectively. (Instead, you should select "Erebus in the Balance v12".)

The changelog broken down by versions can be found here. I am currently working on a "true" Cumulative Changelog.

Version 12 Changelog:

Spoiler :
Balance Changes:
• Military State: Moves back to Military Strategy (from Warfare).
• Conquest Civic: Moves back to Warfare (from Education).
• Planar Gate: Cost reduced from 200->100h
• Pallens Engine: Cost reduced from 180->120h
• Alduria Chambers: Cost reduced from 180->120h
• Reliquary gains a priest slot.
• Wane requires level 5 (not 6)
• Queen of the Line 9->16str
• Airship divorced from Queen of the Line, Kuriotates can build both
• Abashi gains the hero promotion
• Drifa gains the hero promotion
• Eurabatres gains the hero promotion
- Reliquary cost changed from 60h->45h
• Lairs:
- Any military unit can explore Graveyards and Shipwrecks. (No Workboats!)
- Only Level 2+ units can explore Barrows and Ruins. (2XP minimum)
- Only Level 3+ units can explore Goblin Forts and Dungeons. (4/5XP minimum)
- Only Level 4+ units can explore Unique Features. (8/10XP minimum)
- Epic Lairs take 3 turns to explore, all other lairs take 1 turn to explore (exploration triggers at start of next turn
• Naval Promotions:
- Longshoreman now loses one combat (instead of one cargo)
- Buccaneers now loses one cargo (instead of one move)
- Skeleton Crew now loses one combat, gains two cargo
• Sidar Palace gives +1g to priests
• Warrens give +10% maintenance
• Dragon’s Hoard gives +2cpt, +100% cpt, +10gpt, Gems, Gold, and Mithril (and Enchanted Blade)
• Creative gains +100% speed Public Baths
• Workshops receive +1h base, lose +1h at Guilds
• Forts, citadels and castles act as cities (allowing them to be used for lakes and so on)
• Pact of Nilhorn price reduced to 250h base (167h quick)
• Caste System gains low upkeep, +1g per specialist, loses +1b per specialist.
• Tolerant Trait gains March (temp fix)
• Foreign Trade loses +1 trade route coastal; gains +50% trade-route yield.
• Planar Gate Units are now Sheaim Unique Units
• Monks gain Drill 1, Mobility 2, lose 2 base moves
• Monks can now upgrade to all Priests
• Favored promotion is now open to all unit classes (is not lost on upgrading)
• Fix First Turn bug
• Order units spawn with chance 100%
• Windmills now require construction (instead of engineering)
• Number of turns between revolts reduced to 8 (so two can be fit in Gold Age)
• Triremes have +50% vs. Galleys
• Elephants go to 60h (still unbuildable, but cost to upgrade to WE is reduced substantially)
• Naval units gain +50% vs. Disciple units Cultists(Mod Notes: hard-coded in.)
• Calabim can build Elder Council's if they have the Philisophical trait
• Aristocracy gives -20% distance maintenance (from -40%)
• Forts available at Masonry
• New Improvement: Bannor Town. Means that Bannor now don’t lose economically from spawning Demagogs
• Chance of Demagog spawning goes from 20%->100%; time to upgrade from Bannor Town to Town adjusted accordingly
• Loyalty Spell now removes Burning Blood promotion, and vice versa
• Added a disclaimer to the Human Hyborem/Basium options saying they don't work
• Shadowriders are now Horse Rider replacements with +1 Poison Strength, Hidden Nationality, Causes Collateral Damage (max 30%), cost 180h
• Nightwatch now have 3/2 Strength, 2 Poison Strength, require Archery (instead of Bowyers), and Guardsman/Marksman promotions (in addition to current stats
• Extort spell now requires Shadow III

Civilopedia Changes:
• Summer Palace: Pedia Background and Strategy Entries updated/filled in.
• Winter Palace: Pedia Background and Strategy Entries updated/filled in.
• Form of the Titan: Pedia Background and Strategy Entries updated/filled in.
• Boar Rider: Pedia Background and Strategy Entries updated/filled in.
• Ljosalfar Palace: Pedia Background Entry updated/filled in.
• Added new Bannor Town pedia entries
• General Palace: Strategy entry created/filled.
• Tax Office: Pedia Background and Strategy Entries updated/filled in.
• Rivanna The Wraith Lord: Pedia Background Entry updated/filled in.
• Dwarven Slinger: Pedia Background Entry updated/filled in.
• Stonewarden: Pedia Background Entry updated/filled in.



Please use this thread to report any bugs or issues you come across. I have implemented every change planned for this version, although once again ( :( ) I shied away from altering the dll to roll in the Adventurer Counter, Khazad Vault UI, Non-Core Game Events Option and Team Tower changes.

Have fun! :)

Current Known Issues:
  • The UI for the turn number is annoyingly set up so it displays twice at the top of the screen (and in some other places). This is annoying, but necessary to fix some of the bugs that cropped up in previous versions
  • The Khazad Vaults display a different number in the main screen
 
thanks !!!
 
Hey, I downloaded EitB but I keep on getting a GFC error on both Init Engine and Init Fonts, at which point the game crashes; is there anything I can do to fix this?
 
What are you opening? As I said in the v12 download, you need to open the file named "Erebus in the Balance v12", NOT the one named "Erebus in the Balance". (This is because I didn't want to make the file too large.)
 
Hmm...I'd try downloading v9, installing it, and then trying v12.

Also, obvious questions: you're not on a mac, are you? Have other mods worked for you (FFH2, especially)?
 
Yeah, I'm on a PC :p FFH2 works fine, thankfully, or I wouldn't be able to get my Erebus fix :p

EDIT: All working fine; I think I was installing it in the wrong Mods folder (the one in documents, not Program Files). Thanks for all the help :)
 
Good to know.


Anyone have any feedback, btw?
 
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