Alsark
Noble
With this latest revision, my Chislev module has been added in, so I wanted to make a topic to cover its aspects in full. You may use this thread for discussion of the module, reporting bugs, or making suggestions.
There’s a lot to cover here, so if you want the short version: I’ve added six leaders, complete with Pedia entries, unique diplomacy text, and music. One of those leaders uses the new dynamic trait system. I’ve added elections and several other features to the Tribal Law civic that allows you to change your leaderhead, and I’ve added some new units and buildings. This module should give the Chislev an early and mid-game boost. Yes, I know their late game isn't strong, but I don't feel like it should be. Some civilizations are orientated towards certain stages of the game, and I believe the Chislev should have more of an early/mid-game focus.
Selecting the tribe options will elect the leader of that tribe (the leaders are shown on the next page). If you’re already that leader, selecting that tribe again will result in one turn of anarchy (unless you’re Shimasani) and a 50% chance of a positive bonus:
Voting for the “fair election” option will lead to a “We Love the Head Chief Day”, and if the randomizer picks the leader you already are, it will prevent the anarchy that would normally result from manually picking the same leader twice.
Shimasani (Eagle Tribe), +2 relations from all other leaders:
Soyala (Coyote Tribe), +2 relations from male leaders:
Motsqueh (Bear Tribe):
Osyka (Serpent Tribe):
Alosaka (Tortoise Tribe):
Absaroke and Natane will be used when the player is not using the Tribal Law civic (or if the player chooses not to hold elections under Tribal Law). Switching away from Tribal Law will prompt an event asking the player which of the two leaders they would like to play as.
All leaders will prefer Fellowship of the Leaves since it effects alignment the second least after Council of Esus (which doesn’t fit the Chislev).
Eagle Tribe
Units gain: Mobility
Menawa gains: No terrain movement cost, +1 movement
Coyote Tribe
Units gain: Drill
Menawa gains: +10% withdrawal, +100% pillage gold, 10% chance to do 5% to enemy stack, 10% chance to avoid bad lair results
Bear Tribe
Units gain: Combat
Menawa gains: +1 strength
Serpent Tribe
Units gain: City Raider
Menawa gains: Attacks the weakest unit in the enemy stack, 15% chance to generate a slave
Tortoise Tribe
Units gain: City Garrison
Menawa gains: +10% defensive strength, counters “target weakest unit”, x2 fortification bonus
If you want to know exactly how much favor each action provides, and what each trait does:
Gaining Favor: +10 per turn with the Foreign Trade civic, +100 making peace, +200 constructing Totem of the Eagle, +100 building that gives happiness, +200 building that gives area happiness, +300 building that gives global happiness
Losing Favor: -10 per turn at peace, -30 per turn at war, -50 starting a war
Gaining Favor: +10 per turn with the Liberty civic, +200 founding cities, +50 on population growth, +150 on culture growth, +200 constructing Totem of the Coyote, +150 popping a goody hut, +100 exploring a lair, +30 pillaging
Losing Favor: -20 per turn
Gaining Favor: +10 per turn with the Industry civic, +50 constructing any building, +250 constructing a national wonder, +1000 constructing a world wonder, +100 constructing a building that gives health, +200 constructing a building that gives area health, +300 constructing a building that gives global health, +200 constructing Totem of the Bear
Losing Favor: -20 per turn
Gaining Favor: +10 per turn with Conquest civic, +150 acquiring a city through conquest, +30 killing a unit, +30 killing an orc unit, +30 pillaging, +200 constructing a Totem of the Serpent
Losing Favor: -30 per turn at peace, -10 per turn at war, -50 making peace
Gaining Favor: +10 per turn with the Scholarship civic, +30 training a unit, +50 killing a unit within your own borders, +300 having a great person born, +200 constructing Totem of the Tortoise
Losing Favor: -10 per turn at peace, -30 per turn at war
These idols act as the spirit guide promotion just for units of their specific tribe. That means that, if the unit carrying the idol dies, a portion of their experience will be passed onto a random unit from that tribe.
Also, I didn't do any testing from the time the module was added in as an official module; so I'm not sure if anything may have broken as a result of that.
Artists
Unfortunately so much of this art has been uploaded as uncredited work on Pinterest, but I’ve done my best to track down the source of each piece of art in order to provide credit where its due:
Music
Outside of Shimasani’s songs, all music was taken from the Total War series: https://www.totalwar.com/
There’s a lot to cover here, so if you want the short version: I’ve added six leaders, complete with Pedia entries, unique diplomacy text, and music. One of those leaders uses the new dynamic trait system. I’ve added elections and several other features to the Tribal Law civic that allows you to change your leaderhead, and I’ve added some new units and buildings. This module should give the Chislev an early and mid-game boost. Yes, I know their late game isn't strong, but I don't feel like it should be. Some civilizations are orientated towards certain stages of the game, and I believe the Chislev should have more of an early/mid-game focus.
Tribal Law Civic
Many of the new additions are locked behind being in the Tribal Law civic that is unique to the Chislev. This makes their once lackluster civic a great option, at the expense of not being able to use any of the other government types.Elections
Unless you're playing as "Ther Council" leader, then under the “Tribal Law” civic, players will have an election every 45/60/90/180 turns, depending on their game speed. The player will be presented with seven options: one for each tribe, a random tribe of the five, or a “don’t have an election” option, which results in one turn of anarchy and is pretty much only useful if you want to stay as Absaroke or Natane within the Tribal Law civic.Selecting the tribe options will elect the leader of that tribe (the leaders are shown on the next page). If you’re already that leader, selecting that tribe again will result in one turn of anarchy (unless you’re Shimasani) and a 50% chance of a positive bonus:
- Eagle Tribe: +3 relations with all other leaders
- Coyote Tribe: Great Bard
- Bear Tribe: Great Engineer
- Serpent Tribe: Great Commander
- Tortoise Tribe: Golden Age
Voting for the “fair election” option will lead to a “We Love the Head Chief Day”, and if the randomizer picks the leader you already are, it will prevent the anarchy that would normally result from manually picking the same leader twice.
New Tribal Law Leaders
Each leader is complete with their own Pedia entry, diplomacy text, and music. I’m no writer, so if my Pedia entries are garbage, feel free to send me something else.Shimasani (Eagle Tribe), +2 relations from all other leaders:
- Charismatic, Trader
- Neutral Good
- Same AI as Ethne
- AI goal: peaceful, very friendly, trusting, doesn’t build many units
Soyala (Coyote Tribe), +2 relations from male leaders:
- Creative, Pioneer (new trait: double production speed for settlers and workers, Mobility I for settlers and workers, settlers have +5 strength/-60% city defense)
- Chaotic Neutral
- Same AI as Rivana (but more friendly)
- AI Goal: Opportunistic
Motsqueh (Bear Tribe):
- Industrious, Expansive
- Lawful Neutral
- Same AI as Verocchio (but increase wonder construction, less isolationist)
- AI Goal: Likes to build, wonder-focused
Osyka (Serpent Tribe):
- Aggressive, Raiders
- Neutral Evil
- Same AI as Jonas
- AI goal: War-like, holds a grudge, builds lots of units
Alosaka (Tortoise Tribe):
- Philosophical, Defender
- Lawful Good
- Same AI as Einion, but more isolationist
- AI goal: Isolationist, cautious of others, builds lots of units
Absaroke and Natane will be used when the player is not using the Tribal Law civic (or if the player chooses not to hold elections under Tribal Law). Switching away from Tribal Law will prompt an event asking the player which of the two leaders they would like to play as.
All leaders will prefer Fellowship of the Leaves since it effects alignment the second least after Council of Esus (which doesn’t fit the Chislev).
Unit Tribe Mechanic
The tribe mechanic assigns a tribe to each of your units. If you train a unit in a source totem city (explained later), the unit will be from the tribe of that totem. If you’re using the Tribal Law civic, then all non-source totem cities will randomly assign a tribe to all produced units. If you’re not using Tribal Law, and you trained a unit in a non-source totem city, they aren’t from a tribe. While using Tribal Law, each tribe is tied to a specific promotion (explained below). The prerequisite tech need not be unlocked, and if the unit would already acquire that promotion for free from some other means, it is automatically bumped up to the next level. If not using Tribal Law, the tribe system’s only benefit is through the Idol promotion, explained later.Menawa
The Menawa, or “Great Warrior”, is a unique national unit available to the Chislev at the Conquest technology. When built, it offers the player a choice of which tribe they would like for the Menawa to come from, each imparting a unique benefit. The Menawa will start with that unique promotion in addition to the tribal promotion from the tribe mechanic.Eagle Tribe
Units gain: Mobility
Menawa gains: No terrain movement cost, +1 movement
Coyote Tribe
Units gain: Drill
Menawa gains: +10% withdrawal, +100% pillage gold, 10% chance to do 5% to enemy stack, 10% chance to avoid bad lair results
Bear Tribe
Units gain: Combat
Menawa gains: +1 strength
Serpent Tribe
Units gain: City Raider
Menawa gains: Attacks the weakest unit in the enemy stack, 15% chance to generate a slave
Tortoise Tribe
Units gain: City Garrison
Menawa gains: +10% defensive strength, counters “target weakest unit”, x2 fortification bonus
Totem System
The totem system represents a small collection of ancestral and religious tribes that operate under the larger entity that is the Chislev nation. When you construct a totem building, referred to as a source totem, it will automatically create replica totems of the same kind in all cities up to 4 tiles away (diagonally and/or orthogonally). Any other cities founded or acquired in that range will also receive a replica totem. There is a one turn delay in this propagation. Replica totems do not propagate other totems. If a source totem is lost, then all replica totems will also be lost. Source totems are national wonders, but, like your capital, it may be moved, bearing in mind that any replica totems that would leave the range of the source totem will lose their totem. Totems come in two flavors: tribal and religious. In both cases, if you have a source totem or a replica totem in a city, you cannot build a new source totem of that same type. So a city with a Totem of the Eagle (source or replica) could not build a Totem of the Bear, but could build a Totem of the Earth. Source totem cities represent the heartland of a tribe. Replica totem cities represent a trickling down of members of that tribe, and as a result, a city is only as limited in its number of replica totems as dependent on the city's positioning. Both ancestral and religious totems require three Totem Workshops in your empire before you can build them.The Council Leader
- Neutral Neutral
- Same AI as Arturus (but less isolationist, less gold/Runes of Kilmorph focused)
If you want to know exactly how much favor each action provides, and what each trait does:
Spoiler :
Eagle Tribe
- +1 happiness/city
- -10% XP needed for unit upgrades
- +25% commerce food and production from trade routes
- +2 relations with all other leaders
Gaining Favor: +10 per turn with the Foreign Trade civic, +100 making peace, +200 constructing Totem of the Eagle, +100 building that gives happiness, +200 building that gives area happiness, +300 building that gives global happiness
Losing Favor: -10 per turn at peace, -30 per turn at war, -50 starting a war
Coyote Tribe
- +1 culture/city
- +50% Production speed for Settlers and Workers, Mobility I for Settlers and Workers
- Dance of the Coyote Promotion for Recon Units: +5 culture from killed units, +10% withdrawal chance, +1 attack strength, removed after combat
Gaining Favor: +10 per turn with the Liberty civic, +200 founding cities, +50 on population growth, +150 on culture growth, +200 constructing Totem of the Coyote, +150 popping a goody hut, +100 exploring a lair, +30 pillaging
Losing Favor: -20 per turn
Bear Tribe
- +3 health
- +25% wonder production
- +1 production on plots with 3 production
Gaining Favor: +10 per turn with the Industry civic, +50 constructing any building, +250 constructing a national wonder, +1000 constructing a world wonder, +100 constructing a building that gives health, +200 constructing a building that gives area health, +300 constructing a building that gives global health, +200 constructing Totem of the Bear
Losing Favor: -20 per turn
Serpent Tribe
- Free Combat I promotion
- +100% gold from pillaging, and pillaging modifies culture by +150%
- +10% production from population hurry
Gaining Favor: +10 per turn with Conquest civic, +150 acquiring a city through conquest, +30 killing a unit, +30 killing an orc unit, +30 pillaging, +200 constructing a Totem of the Serpent
Losing Favor: -30 per turn at peace, -10 per turn at war, -50 making peace
Tortoise Tribe
- +50% great person birth rate
- Combat does not influence cultural borders
- +15% science while at peace
Gaining Favor: +10 per turn with the Scholarship civic, +30 training a unit, +50 killing a unit within your own borders, +300 having a great person born, +200 constructing Totem of the Tortoise
Losing Favor: -10 per turn at peace, -30 per turn at war
Funeral Pyre
When a unit of level 5 or higher dies in a stack where you own either a Spirit Healer or a Shaman, the Spirit Healer or Shaman will automatically acquire a promotion called “Bones of the Exalted”. They may light a Funeral Pyre, consuming the bones, to give all eligible units in the stack the Morale promotion. The bones may also be passed onto other Spirit Healers and Shamans.Tribal Idols
Idols are essentially little magical charms that can be purchased by Shamans/Mages/Archmages and Spirit Healers in totem cities. The purchasing unit must match the tribe of the totem in order to purchase the idol. So for example, a Bear Tribe Mage can purchase a Bear Idol from a city that has either a source Totem of the Bear or a replica Totem of the Bear.These idols act as the spirit guide promotion just for units of their specific tribe. That means that, if the unit carrying the idol dies, a portion of their experience will be passed onto a random unit from that tribe.
Chislev Spirit Affinity
All Chislev Disciple Units, as well as the Spirit Healer, Shaman arcane line, Menawa, Windtalker, Warchief, and Meskwaki, all get the Chislev Spirit affinity. This affinity provides these units with +5% heal rate, +0.5 XP from combat, and +0.5 strength per spirit mana.New Buildings
- Totem Workshop:Replaces Artisan's Workshop. Only provides 10% production instead of 15%, but is available at Crafting and is cheaper to produce. You must have three of these in your empire before you can build any totems.
- Totem of the Bear:+2 healthiness in the city. Grants the Strong promotion to units built here (+1 strength). Your workers start with Hardy I, unless they would already start with Hardy I, in which case they start with Hardy II.
- Totem of the Coyote:Grants +2 culture and +2 food to the city.
- Totem of the Eagle:+2 happiness and units build here start with the Sentry promotion.
- Totem of the Serpent:+2 XP to units built here, and they start with the Orc Slaying promotion. -50% war weariness in the city.
- Totem of the Tortoise:+10% city defense, +2 GPP. Enemies suffer +5% war weariness. Units built here start with the Magic Resistance promotion.
- Totem of the Earth:Replaces Temple of Kilmorph. +4 gold instead of +2, and provides +2 production on peaks. Arcane Units built here can cast Shield of Faith and Earth's Bosom, and start with +10% hills attack and +15% hills defense.
- Totem of the Flames:Replaces the Ashen Veil temple. +1 commerce on desert and flames tiles, +1 production on flames tiles. +2 production instead of +2 science. Arcane Units built here can cast Ring of Flames.
- Totem of the Frost:Replaces Temple of the Hand. +1 food on tundra, +1 production on taiga. Arcane units built here can cast Summon Frostling and Stasis Curse.
- Totem of the Jungle:Replaces Temple of the Leaves. +1 food, production, and commerce in Jungles. +4 health instead of +2. Arcane and Recon units get +30% strength and double movement in jungles. Arcane units built here can cast bloom, reclaim the jungle, and summon tiger.
- Totem of the Sea:Replaces the Temple of the Overlord. Provides 5 culture instead of 3. +1 food on water tiles. +15% naval build speed and +2 XP to naval units. Arcane units built here can cast Tsunami. Must be built on the coast.
- Totem of Enlightenment:Replaces Empyrean Temple. +4 and +25% science instead of just +10% science. Double training rates for Disciple and Arcane units. Arcane units can cast Revelation.
- Totem of War:Replaces Temple of Order. +2 land unit XP and +10% land unit production. -25% war weariness. Arcane units built here can cast Bless.
- Canoe Harbor:Replaces Harbor. Only gives 25% trade route yield, but is cheaper and gives a static +2 food boost.
- Warchief’s Harbor:Requires 3 Canoe Harbors per Warchief’s Harbor. +10% production to sea units, +2 XP to sea units, 1 trade route, +50% trade route yield
- Tribal Watchpost:Replaces Lighthouse, but does not need to be on the coast (but still allows Great Lighthouse if built on the coast). +1 food on plains tiles, +1 trade route, +5% city defense.
- Warchief’s Security Council:Requires 3 Tribal Watchposts. +10% city defense, +10% land unit production, +2 recon unit XP, 0.25 recon unit XP train rate
New Units
- Menawa:Already described above.
- Tomahawk Thrower:Replaces Axeman. Is basically an archer combined with an axeman: has a ranged attack, a first strike, and a chance for a defensive strike.
- Mounted Plains Hunter:Replaces Horse Archer. Has one less base strength, but has +50% strength in grasslands and plains, +50% against animals and beasts, and has a higher ranged strength.
Other Changes
- The Totemist (basically the same as the Shaman) now replaces the Adept for the Chislev, and the Chislev are blocked from building the Mage Guild.
- I’ve explicitly blocked out the Catacomb Libralus, the Great Library, and National Epic for the Chislev. Their required buildings were blocked off, so this has no effect, but it was causing world builder issues for me without them being blocked.
- Blocked out the Bear Totem and Totem of Old Enemy totems, as they were merged into the other totems.
- I made the selection sounds for the Chislev Native American instead of Aztec because, for one, why wouldn’t they be, and two, the Malakim already use Aztec.
- Reduced the cost of the Rock Raven by five (which still makes it cost five more than a normal hawk).
What I Need From You
This is a beta, so I need help testing and balancing the module. If you see any mistakes, even little typos, please let me know, because even the little things are important to me. I have not tested out all of the diplomacy text on leaders, so if something looks out of place there, let me know. If you have any suggestions on any aspect of this module, I’m all ears.Also, I didn't do any testing from the time the module was added in as an official module; so I'm not sure if anything may have broken as a result of that.
Credits
- Black Imperator: He has been a huge help in this, implementing DLL changes for me on the fly. This wouldn’t at all be possible without him. I’m extremely grateful not only for that, but that he continues to keep Ashes of Erebus alive and well.
- Paradox Interactive and CivFanatics Forum User Walter Hawkwood: Walter Hawkwood converted buildings from Europa Universalis 3 into Civilization, which I used for this mod.
Artists
Unfortunately so much of this art has been uploaded as uncredited work on Pinterest, but I’ve done my best to track down the source of each piece of art in order to provide credit where its due:
- Shimasani: “The Eagle’s Journey” by Linda Rous: https://www.pinterest.com.au/pin/22306960628557727/
- Soyala: “Native American” by sandmannder3: https://sandmannder3.deviantart.com/art/Native-American-482043027
- Motsqueh: “The Hunter” by Russ Docken: http://railroadtreasures.com/Hunters-of-the-Spirit-Collection-The-Hunter-by-Russ-Docken-p0894.htm
- Osyka: “Shaman” by guillembe: https://guillembe.deviantart.com/art/Shaman-188238429
- Alosaka: Charles Frizzell: http://www.frizzellstudios.com/index.php (I’m not 100% sure on this, because the leaderhead art is not on his website, but this same guy is depicted in a couple of his pieces)
- The Council: From the front cover Wolf Teeth, a collection of poems by Henry Real Bird. I cannot find the artist’s name, so let me know if you do so that I may provide credit.
- Serpent Tribe Button: “Snake” by Ketka: https://ketka.deviantart.com/art/snake-by-Ketka-373299257
- Totem of the Eagle: "Eagle Totem" by ramsesmelendeze: https://ramsesmelendeze.deviantart.com/art/Eagle-Totem-327206522
- Totem of the Coyote: "Wolf Totem" by Alfred Robertson
- Totem of War: "Windshear Totem", Jim Nelson, Blizzard Entertainment Inc.
- Totem of the Sea: "Tempest Totem", , Jim Nelson, Blizzard Entertainment Inc.
- Totem of the Jungle: "Gale", Leesha Hannigan, Hi-Rez Studios
- Totem of the Flames: "Flametongue Totem", Jonathan Ryder, Blizzard Entertainment Inc.
- Totem of the Frost: "Freezing Rain Totem", Ben Wooten, Blizzard Entertainment Inc.
- Totem of Enlightenment: "Hatchet Totem", Lars Grant-West, Blizzard Entertainment Inc.
- Totem of the Earth: "Wraith of Air Totem", Raymond Swanland, Blizzard Entertainment Inc.
Music
Outside of Shimasani’s songs, all music was taken from the Total War series: https://www.totalwar.com/
- Shimasani: Ah Nee Mah “Sun Circle” (clipped)
- Soyala: Medieval 2: Total War “Inca”
- Motsqueh: Empire: Total War Warpath Campaign “Eagle Totem”
- Osyka: Empire: Total War: Warpath Campaign “Rip Out My Beating Heart”
- Alosaka: Empire: Total War Warpath Campaign “Menu Theme”
- The Council: Empire: Total War Warpath “Dream Sky”
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