I thinkdoes not stack, only research bonus,
Even then...the 1

I thinkdoes not stack, only research bonus,
Even then...the 1is still missing...
I never tried to count the bonuses...so ash gives only 1%...that is not cool, considering how badly they expand.
That's just a display issue. For some reason Firaxis thought it would be cool to display aor
or
next to the resource icon. It has never done anything.
Well, I thought that it's a "type" of a resource then too, however why do some resources have +2shown?
Yeah, it's probably that. The +2resource is Arctic Deer, and it definitely gives +2
on the square it's on.
Basically, ONLY expand via Forts, ash any and all organic resources (Except for one Bison, Cow, or Horse, which you can convert to Nightmares if you want mounted units), and build crypts everywhere your one city can have them.
Stupid question, then - how do you ash resources?
Have a watcher build a pyre on it, it has the workshop icon. I got thrown off for a while myself, because for some reason it doesn't work on camels.
D'Tesh could benefit a bit from some entries into Civilopedia...
I have a problem with D'Tesh... It is perhaps too weak early on (when you have strengh 2warriors and you play with a very hostile world full of barbs) but if you survive and start to have the ball rollings (death mana to get warriors with the strength of champions, or capital with infinite pop (no discontent, no food need)) then the game is basically over...
So I question this design. I believe it is not, excuse me, very good. I can understand that it can be interesting to have a race designed to be weak at start but strong in the end, but not with such extremes...
I would suggest for example that:
1. affinity to death mana is limited to say up to +3 combat bonus per unit.
2. the 'no discontent' bonus from mage guild is converted to say: +10 content bonus
This would lock the abuses while giving a very powerful end game D'Tesh.
Thanks for all these tips. I never knew about the pyre into ashes, and would have never thought about only expanding with forts. The only problem with forts is that they make your minimap look odd, but, apart from that, a game where you only built forts to expand would be very interesting.
In my latest game as the Lanun, my starting settler got into the middle of my starting continent (Perfectworld2 script) and claimed a fort. That culture from the now castle introduced me to five other civs, and when I saw an empty barb city (Clan cast their worldspell), my healing scout ran and captured it, giving me two cities very early on. So, expanding via forts is very useful indeed.
Back on topic, there's no point just posting, asking for more documentation, because Valkrionn is very busy. Why don't you make a module, its only one file you need to add text in the game, you could just bung all these tips into the TXT_KEY for the Legion. I forget what one it is, but if you open the game and go into the padia, the line in the D'teshi pedia page is all you need. Then release it here as a module to help the community.
<PromotionInfo> <!-- Wretched -->
<Type>PROMOTION_WRETCHED</Type>
<Description>TXT_KEY_PROMOTION_WRETCHED</Description>
<bAutoAcquire>1</bAutoAcquire>
<bNoXP>1</bNoXP>
<iSlaveGenerationChance>15</iSlaveGenerationChance>
<bFreeUnit>1</bFreeUnit>
<bNoSupply>1</bNoSupply>
<bNoSupport>1</bNoSupport>
<PrereqCivilizations>
<PrereqCivilization>CIVILIZATION_DTESH</PrereqCivilization>
</PrereqCivilizations>
<iExperiencePercent>-50</iExperiencePercent>
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
</UnitCombats>
<Button>Art/Interface/Buttons/Promotions/Enervated.dds</Button>
<iExtraCombatStr>-1</iExtraCombatStr>
<iExtraCombatDefense>-1</iExtraCombatDefense>
<iAIWeight>-100</iAIWeight>
</PromotionInfo>
Not capping happiness is bad though. When slaves start rolling, then it is over, because cities don't need food and don't have unhappiness. As there is no cap, you can in the end get insane productions levels for your capital.
I modded the game so that the library and pagan temple both give +6 happiness, which is very generous but is a cap, and I removed the 'no unhappiness' from libary.
About the second point, death affinity. I like the concept of having warriors grow from weak to strong because of affinity, but here again you need to set a cap. Because when you pass the difficulty 'barrier' and get 4+ death node, here again the game is basically over, with warriors too strong for their cost, while before they were near useless except in some very specific case. This would be better imho that they are less weak at start but can't go above say +3 combat bonus from affinity. Perhaps then +4 for axemen and +5 for champions, but this need a bit of new code on affinity, as there is no cap possible.
For now I have modded the Wretched promotion and have removed the death affinity, definitively too abusable. I replaced that with the possibility to gain some xp for starter, and that melee units don't cost upkeep, so it can be a nice incentive for D'Tesh even if they are weak. Are we not speaking of innumerable legion of undead anyway?.![]()
Back on topic, there's no point just posting, asking for more documentation, because Valkrionn is very busy. Why don't you make a module, its only one file you need to add text in the game, you could just bung all these tips into the TXT_KEY for the Legion. I forget what one it is, but if you open the game and go into the padia, the line in the D'teshi pedia page is all you need. Then release it here as a module to help the community.
a) yeah, I've tried it.a) can the D'tesh build forts outside there borders?
b) is there a way for D'teshi forts to hold there territory better vs. enemy cities. (As of now forts are only good in unclaimed land. (Or would you let the terrain modifications and the corresponding undesirability of this land be the only detractor from enemies culture pushing D'tesh of their land)
I like them, though I'd want one that actually increases the strength...Conjure Necromantic Armor - requires the Necromantic Totem building in the city. 6 turn cast time. (exact times can be balanced). Causes all melee and mounted units in the stack to gain the Necromantic Armor promotion (+40% defencive strength)
Conjure Enchanted Sword - essentially "Enchant Sword" without Enchantment mana. 3 turn cast time to compensate. Gives Enchanted Sword promotion to melee and mounted units. (+20% strength)
Infuse Strength - requires Necromantic Totem, and Chosen of D'tesh or Council of Four. 8 turn cast time. Gives an additional promotion to melee and mounted units in stack giving +20% strength.