ForzaFiori: I'm not saying that I can't find eight Sumerian epic heroes. The problem is finding eight, AND coming up with plausible 4-choice events involving them, AND getting the abilities to work out.. Other than Gilgamesh/Enkidu, most of them seem to have been pretty one-note stories. Adapa is offered immortality, turns it down... and that's pretty much it for him. Not the easiest thing to come up with four plausible outcomes for.
And again, it's a question of whether there SHOULD be eight; the eight Greek heroes are actually not that powerful. Odysseus does a ton of stuff over the course of his adventures, but he's still just a man (as are all of his sailors that die along the way); same goes for Jason and Theseus. Achilles had his semi-invulnerability, of course, but other than that he was just a man. A few, like Hercules, were technically demigods, but they did the same things the other heroes did (fight monsters, mainly). In game terms, these guys would have the same promotions as regular units, just more of them and a slightly higher base strength.
The Sumerian heroes were a bit more, well, "epic" than the Greeks. Dumuzid gets sent to hell, is chased around by demons, is the lover of Inanna (one of my four major gods, remember), and like pretty much EVERY Sumerian "hero" he was a warrior-king. Gilgamesh was not only a king, he was explicitly introduced as being 2/3rds god, 1/3rd mortal. (Figure out how THAT works in genetics!) So making them a bit more powerful than the Greek Heroes seems pretty in line with the lore; the thought was to make only 4 Sumerian heroes, but they'd be twice as far from the Minor Heroes as the Greeks' eight and would have actual Myth-like combat abilities. (A LOT of the Sumerian stories seemed to involve heroes striving for or being offered immortality.)
I think you should make it work like in AoM, for example the Egyptians could get 1 Pharoh as a major hero and several weak priest units as minor heroes.
I wasn't planning on adding Pharaohs, originally, and "Priests" are the specialists. But the basic idea is sound; in Egyptian lore, people with mystical abilities had more direct power over the gods than in most other mythologies, so this can be reflected in a few different ways.
My first instinct was simply to make the level 1.5 Pantheon unit for the Egyptians be a Myth-killing powerhouse. I've got three anti-Myth promotions, at +10%, +25%, and +50%; currently, the only units with the +50% are actual Heroes (while Myth-on-Myth type units like the Unicorn and Shade use the +25% or +10% version). So if the Egyptians had a Priest-type unit at level 1.5 (which you can build seven of, IIRC) with a ~9 strength but the +50% promotion, it would be capable of fighting pretty much everything up to the level 3s. In the short term this'd make them the best anti-Myth Pantheon on defense, although those Priests wouldn't be very good on offense.
Likewise, I could just drop the existing level 3.5 (the Ammit, I think) or move it to a god-linked unit (Ammit was most linked to Ma'at, who I don't use, but Ammit was basically Death-oriented so I could tie her to Osiris, and since Ma'at was basically a god of Balance, which happens to be one of the four banned Egyptian Foci, it even works with my god-linked idea), and put the one-of-a-kind Pharaoh as the level 3.5.
Note that no matter what I do, EVERY pantheon has access to what I refer to as "Minor Heroes", four strength 10-11 units with the +50% ability. You can't build them, but you automatically gain these through the Heroic Epic, the Justice focus, or a certain medium-level Event. Also, there are a dozen or so Myth units with anti-Myth bonuses of some kind, with the largest concentration in the Darkness focus. So no matter what I do, every pantheon will have several options to counter Myth units.
The question, then, is how each pantheon supplements these. I'd like it if each of the seven had a unique take on the subject, the question was whether people would be okay with that. I don't want someone to decide that the entire Shinto pantheon is untenable just because they don't like the particular mechanism it uses, or that the Sumerians are just too dependent on getting those rare High events.
As well as with the Hersir and Jarl for the Norse. You could have it work so that you could only have as many Jarls as there are cites in your empire, since they were sopposed to be like a king of a city (I may or may not have learned this from Skyrim)
A "Jarl" was just a nobleman (and was the root of the English title "Earl"). Basically, one step below the King, which is exactly how Skyrim uses it, except that the Norse title originally carried a connotation of a battle leader as well as I understand it. In most early armies the noblemen were always cavalry whenever possible, so AoM wasn't THAT far off, but they really shouldn't have been the sort of unit you can crank out twenty of. The Hersirs were a step below them, so it's more plausible to have a bunch, and I especially like AoM's take on those: they're not only an anti-Myth unit, they also build Favor faster than normal units do.
As for the implementation, I can't really make it flexible enough to stay at one per city. It's just a function of how the arrays are structured. Now, remember that I'm planning to give one unique unit to each major god, something typical of one of the four banned Foci for that pantheon. In the Norse case, I'm moving the Ravens over to Odin (filling the same niche as the Pegasus unit for Air, which is conveniently one of the four banned Norse foci), and the other two pantheon units (currently) are the Valkyrie and Nidhogg. I'd prefer not to link either of these to a single god, but if I were to drop the Valkyries to 1.5 to be more of a pure healer, and put the Hersir at 2.5, leaving the Nidhogg at 3.5 just because, then it'd work out fairly well. Or, put the Hersir at 1.5 and Valkyrie at 2.5, it's flexible.
Now, I think I'll put the Jarl as Thor's UU (a level 2.5ish mounted unit), as it seems like a pretty appropriate unit for him. So it'll still be there, just not for all Norse players. (Loki and Frigg really don't seem like the types that'd have human noblemen following them.)
Another Idea for a pantheon is what the Atlanteans had for hero units, just a promotion to normal units
I've toyed with this, but it's a very difficult idea to balance if the user has control over the upgrade process. Upgrading mundane units to hero status just favors the human player too much. In AoM it was especially broken; a Hero unit would cost 1 more support than a non-Hero, so you'd build a massive army of non-Heroes until you reached the unit cap. Then you'd upgrade all of your units at once, and go 100 units over the limit. I'm trying to avoid that sort of metagaming.
Now, I'm not saying I couldn't do something similar, by taking the decision out of the process. For instance, maybe followers of the Aztec pantheon get an anti-Myth promotion on ANY unit that wins a combat against a Myth unit, instead of having dedicated Heroes. (I can't make it be a selectable promotion without having it available to all pantheons.) So throwing hordes of weak Myth units (like Zombies) at an Aztec player is a really bad idea.
This has the added bonus that it meshes well with the culture-on-kill bonus of the Aztec civilization; I don't want to force people to use the historically appropriate pantheon, but the default IS for the AI to favor the linked pantheons with certain civs. This helps the AI; it'll already think that it's going to get a little something extra for winning a fight, so it'll be more likely to benefit for a system like this.
So hypothetically speaking, here are seven different ways of doing things:
Greek: 8 major heroes, a bit stronger than normal units. Each is awarded through a High event, one per Event, and each Event is a one-time thing that has three other powerful options so you might have anywhere from zero to three or four of these over the course of a game.
Sumerian: 4 major heroes, much stronger than normal units. Again, awarded through High events, but they're more linked; a single event might let you choose between Gilgamesh OR Enkidu, while a different one is between Gilgamesh and Utnapishtim. Because these events would really be designed to give you these units, there's less randomness compared to the Greeks.
Egyptian: No Major Heroes, but they get a Priest unit at 1.5 and a Pharaoh at 3.5, both with good anti-Myth abilities.
Norse: No Major Heroes, but they get a Hersir at 2.5 that has good anti-Myth abilities AND builds Favor faster than normal.
Hindu: A single extremely strong "Avatar" Major Hero unit with lots of divine abilities, one per player. Good for vertical growth empires that don't want a huge standing army... like India.
Aztec: No Major Heroes. Non-Myth units gain the weak anti-Myth promotion (+10%) if they kill any Myth unit. Each additional time they kill a Myth unit, there's a chance the promotion upgrades to the +25% version (or higher?), with the chance of upgrading depending on the power level of the Myth unit killed.
Shinto: No Major Heroes or promotions involved, but every Shinto unit (including Myth units, since the Shinto pantheon units include a couple "protector" sort of units) automatically deals 1 more damage against Myth units and takes 1 less damage from them. (Like the Aztec thing above, this'd mesh really well with the Japanese "Bushido" trait OR the Chinese "Art of War" trait, which happen to be two civs biased towards this pantheon.)
I can still play around with these, but I wouldn't want to make things TOO complex. Just one extra Hero-based mechanism to supplement the existing anti-Myth options.
Also, are you going to merge the promotions next version so it will become compatable with Asension?
I've already done it in my internal version. But no, it's still not compatible (I tried it); either deleting the promotions doesn't actually help towards the cap, or the 6 promotions I removed just weren't enough. I'm going to try figuring out exactly where the limit is by dropping custom promotions from the Ascension mod until it works correctly; there are a couple things that I can switch from being promotion-based to more explicit.
For instance, the +1 movement for the Planetary Transit System is handled through a custom promotion. I could, instead, just do a straight Lua start-of-turn edit to add an extra movement point.
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Update:
I'm posting this from work because my home Internet is still down. Among other things, this means I can't upload the files for the rest of you to test for the forseeable future. One side effect of having no connection is that Steam takes a good ~2 minutes to decide that it can't connect before it'll let me start playing Civ. This makes it very hard to iteratively test changes, as the reload bug means that exiting to the main menu won't always let me load the new version of a mod. Despite this, I've managed to make quite a bit of progress in the past couple days. To wit:
> The Events now apply correctly to the AI. The AI will pick which option to take based on two factors: the Leader's biases, and the number of available minor gods at each destination point. (That is, all other things being equal the AI will try to move towards the spots on the Mandala that'll give it the most options the next time it adds a god.)
And yes, it works.
> I've added the six medium events and five low events, and all of their effects. That's 44 outcomes I still have to test to make sure they actually do what they're advertised to do, but only 5 or 6 of them do anything unprecedented so I should have that done by tonight. (The problem was that without an internet connection at home, I couldn't look up Lua syntaxes in the wiki.)
I haven't created the High events yet, because those tie to the above discussion about Heroes.
> I've made a lot of UI improvements. I've got a few more planned, but it should be a lot more user-friendly now. For instance, when you click on a Focus and it lists the four building levels, it now color-codes the levels based on what you can reach at the current technology. For instance, if you click on your Primary focus and at your current tech level you can reach level 3 in the capital but only level 2 in non-capital cities, then it'll color levels 1 and 2 green (any city can reach), level 3 will be blue (only some cities can reach), and level 4 will be red (can't reach). Much easier to keep track of bonuses this way.
> I've added a game option in the start menu that lets you make Events much more likely to occur. At the moment it's a x2 multiplier, but I might change that even higher. It's sort of like the "Raging Barbarians" option; I could also add a "No Events" option, but I really don't want to. (Seriously, would anyone be playing this mod and NOT want the Events?)