Apep's WondersPack

Apepis

Chieftain
Joined
Nov 16, 2007
Messages
55
WondersPack​
New Wonders of The World you always needed but were afraid to ask for
Download the mod
Now new release, fully compatibile with FfH2 034!

The goal of WondersPack modmod ist to simply add some new Wonders, which I thought might be usefull. It's modular mod, don't forget, and if you don't like any of the following proposals, you can always delete the appropriate folder. For details about Wonders you may also see civilopedia - everything is carefully described.

Wonders:

NEW!!!Imperial Couriers - national wonder, giving Couriers outpost in every city; it lowers maintenance empire-wide by -20%, and gives free +1 culture in every city, even the most backward. Requires: Horseback Riding, Tracking

Overseas Trade Company - world wonder, +10% gold in the city, +1 trade route in all coastal cities, +1 gold from Merchant and Great Merchant specialists, may turn 2 citizens into merchants; requires: Optics, Trade.

Port Royale - national wonder, +10% gold in the city, +2 trade routes in the city, +20 to crime rate, +100% trade route yield (only in the city), can turn 1 citizen into Merchant; requires: Currency, Optics, Harbour.

University - national wonder, +100% science in the city, +20% GP rate, can turn 3 citizens into Sages; requires: Philosophy, Writing.

Quasi-guilds:

There are two quasi-guilds, represented by specific Wonders (who builds them gains control of the guild). Both have their "missionary units" (buildable only in the city with the guild's HQ) and outposts, which can be placed by missionaries in any city you desire. Missionaries also can conduct trade missions, as Great Merchants do (but with far less gold as a reward). Guilds are as follows:

* Silver Circle - a guild of trade oriented alchemists and enchanters (they manufacture weak magical items and sell it).
HQ gives the following benefits: +25% gold, +25% science in the city, can turn 1 citizen into Sage and 1 into Merchant.
Benefits of the outpost (Magical Enclave): +5% commerce with gems, gold and mithrill, +1 happy with enchantment mana (in addition to it's natural bonus - but this one does not stack).

* Interdimensional Traders - not really an organization, rather a movement of outerworld traders, who entered your realm by Ethereal Pasage (a safe, permanent gate you must build).
Benefits of the Ethereal Pasage: +25% gold, +10% culture, can turn 3 citizens into Merchant, provides 4 Exotic Artefacts (a bonus giving +1 happy and +5% to science, not stacking).
Benefits of the outpost (Outerworld Trade Outpost): +10% gold and culture, can turn 1 citizen into Merchant, +1 happy with exotic artefacts (in addition to the normal bonus).

Wonder-unit combos:


Right now there's only one:

* The Repository - world wonder; a place, where mages and priests experiment with the souls of living creatures. It gives the following benefits: +50% science, can turn 2 citizens into sages, and 2 into priests, rises Armageddon counter by 1. Requires: Necromancy, Death Mana. Allows the recruitment of Soulless unit.

Soulless: national unit (4 allowed), strength: 6/2, +1 death damage, +1 poison damage, undead, can use weapons up to mithrill, has 33% chance of creating a skeleton after combat; requires: Necromancy, Poisons, Death Mana. <At the moment Soulless uses graphics used already by the Stygian Guard; it's still a placeholder graph and I'm searching for something better, that is: not in use>

CREDITS:
I used one of Danrell's unit models as Wandering Sage (a "missionary" of Silver Circle)
 
reserved for future use

More Wonders coming soon, but If you have any proposals, requests or comments - post them here.
 
Looks good - the "quasi-guild" is a great idea.
 
Love the idea of guilds. How about:

Coachman's Guild. Requires 5 Inns and Horses. Provides an additional trade routes in the city in which it is constructed. Sacrifice a horseman (or equivalent unit) plus gold to spread it to that city.
 
i noticed a barbarian wandering sage defending a tribal village, so i'm assuming they're gaining them the same way they're getting warriors and goblins through the spawning mechanism.

other than that: any other plans for more wonders? Especially outside the sea-faring - trade route (one at righteousness for example?)
 
i noticed a barbarian wandering sage defending a tribal village, so i'm assuming they're gaining them the same way they're getting warriors and goblins through the spawning mechanism.

I also noticed it and was very surprised. A patch is on the way.

In general, my plan is to fill with Wonders and buildings all underused techs (e.g. tracking, poisons, or even such a nice, late-game tech as pass through ether). Right now I'm working on more quasi-guilds. One of them is thieves guild, which allows you a fiew ways to harm your rivals - e.g. by building guild's outposts in their cities. If you have any ideas of Wonders (or guilds), you'd like to share - I happily hear them.
 
a sushi-like wonder, granting +1 happiness for every sea food (astronomy?)
tracking: hunters guild. +25% vs animals and beasts for units build in the city, -25% build time for recon units.
i'll post more once i come up with em ;)
 
i noticed a barbarian wandering sage defending a tribal village, so i'm assuming they're gaining them the same way they're getting warriors and goblins through the spawning mechanism.

other than that: any other plans for more wonders? Especially outside the sea-faring - trade route (one at righteousness for example?)

I also noticed it and was very surprised. A patch is on the way.

In general, my plan is to fill with Wonders and buildings all underused techs (e.g. tracking, poisons, or even such a nice, late-game tech as pass through ether). Right now I'm working on more quasi-guilds. One of them is thieves guild, which allows you a fiew ways to harm your rivals - e.g. by building guild's outposts in their cities. If you have any ideas of Wonders (or guilds), you'd like to share - I happily hear them.

I came across that too, as well as the fact that AI civs start with Wandering Sages on a sufficiently high difficulty level. The easiest fix was to assign Alteration as a required tech for the unit - that seems to dissuade them from using them and the player who build the Silver Circle will already have that tech.
 
All right. The file have been updated - no more barbarian Wandering Sages. Method mentioned by Vehem is indeed the best, and so Wandering Sages require Currency and Alteration, while Interdimensional Traders - Sorcery and Trade.

At the same time, a small portion of things to come: The Repository Wonder. See for yourself.
 
shouldn't the path be FFH 2033\assets\modules\wonderpack? right now the .zip extracts to assets\wonderpack, without the module part.

Nice idea on the wonder. Just a shame it's yet another science booster in the arcane path, instead of, say, a hanging garden equivalent at construction/sanitation
 
I would recommend the 'Combat Mage School' wonder from the wonder comp a while back ago...

Basically it allowed the mage line to use upgraded weapons and dance of swords...but reduced military production in that city by 50%...

Kinda cool I thought
 
in the main forum, there's an idea for a wonder which requires the owner having every single resource in the game (non-strategic or otherwise, with/without pearls or hell terrain resources). Nothing solid about the boost this wonder should give, but it could be a nice idea to add to this module
 
All right. There's a new release of the mod ready to download - check first post and download directory. Corrected few bugs (some strange civilopedia behavior still can be reported, but I can hardly do something with that... Just ignore it - everything else will be working as intended). Of the new things - additional Imperial Couriers wonder:).
 
I really like the Imperial Couriers Wonder. A nice early wonder with a effect that FFH was missing, a Stonehenge type culture generator. Good job!

(I think I'll modify it a bit and add it to MEM. :mischief:)
 
Back
Top Bottom