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!
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)