Erm (Extended religion modmod)

  • Civilisations who have Council of Esus as the state religion will be able to build the "Liort's backdoor curealls" building in their cities.
    Liort's backdoor curealls:
    Requires Medicine
    -1 Health
    Units which start their turn in a city with the building will be cured of: withered, plagued, poisoned, diseased, weak.
  • Building will be destroyed if player switches state religion.
  • Meshabber of Dis cost lowered to 4000
  • Mithril Golem cost lowered to 4000
  • Gardens of Sucellus renamed to Sanctuary of Dagda
  • Sanctuary of Dagda will not be destroyed if you change alignment
  • Altar of the Damned will now only affect units you are at war with
  • Each part of the altar of the luonnotar will lower the AC by 10
  • Each part of the altar of the damned will raise the AC by 10
  • Altar of the Luonnotar (final) requires the AC to be 49 or lower.
  • Summon Agares requires the AC to be 50 or higher.

Patch will be uploaded within the next 10 minutes or so.
 
Download patch here

Patch link. To install it: download it, extract and tell it to install in the ERM folder.
 
Things I'm considering:
Make the last level of the altar of the luonnotar into a ritual
Make it so good civs declare war on you when you control the 5th or higher level of the altar of the damned
Prevent certain leaders from adopting certain religions (example - Tebryn can't adopt Order)
 
The idea of turning the last luonnotar level into a ritual is because I dislike people being able to "rush" a victory condition. Seems a bit of a cheap trick, "right I've saved X amount of GE/gold, let's rush the last level."

AotD causing war is based on the AotL causing evil civs (or is meant to at least) declare war when you have the 5th level or higher.

The prevent religions for some leaders is mainly a thematic thing (seeing things like Einon adopt AV for example isn't even funny.)
 
Below is my proposed list thus far of what religion each leader can not adopt. Need suggestions for the ones I'm not sure on, if you have a disagreement with any of them please post it up :P :

Valledia the Even - Not sure
Dain the Caswallan - Not sure
Keelyn - Order, Empyrean
Perpentach - Order, Empyrean
Sabathiel - Ashen Veil, Octopus Overlords
Capria - Ashen Veil, Octopus Overlords
Alexis - Not sure
Flauros - Not sure
Jonas Endain - Not sure
Sheelba - Not sure
Charadon - Empyrean
Mahala - Empyrean
Ethne the White - Ashen Veil
Einon Logos - Ashen Veil
Tasunke - Not sure
Rhonna - Not sure
Kandros Fir - Fellowship of Leaves
Arturus Thorne - Fellowship of Leaves
Cardith Lorda - Council of Esus
Falamar - Order
Hannah the Irin - Order
Amelanchier - Council of Esus
Arendal Phaedra - Council of Esus
Thessa - Council of Esus
Garrim Gyr - Fellowship of Leaves
Berri Bawl - Fellowship of Leaves
Varn Gosam - Council of Esus, Ashen Veil, Octopus Overlords
Basium - Octopus Overlords
Tebryn Arbandi - Runes of Kilmorph, Order
Os-Gabella - Runes of Kilmorph, Order
Sandalphon - Not sure
Faeryl Viconia - Empyrean
 
I like the choices for the leaders but they should propably be set to -99 instead of -100 so that the AI would never adopt it but a human player still could.

Also Falamar doesn't seem like the sort of guy who wouldn't adopt order,
Spoiler :
he does work with one of the few truly order people in the game in the Black tower and Radient guard
 
I like the choices for the leaders but they should propably be set to -99 instead of -100 so that the AI would never adopt it but a human player still could.

Yeah that was my plan. :P

Also Falamar doesn't seem like the sort of guy who wouldn't adopt order,

I figured with Order being law and such, and him being a pirate, they wouldn't really go together.
 
The idea of turning the last luonnotar level into a ritual is because I dislike people being able to "rush" a victory condition. Seems a bit of a cheap trick, "right I've saved X amount of GE/gold, let's rush the last level."

For my rationale as to why I think it should stay a wonder:

http://forums.civfanatics.com/showpost.php?p=7648212&postcount=43

That post is about the tower of mastery but it applies to the final altar as well (and summon agares, while I'm at it.) Short version: If it's even viable for you to rush one of those victory conditions, it means you have the resources to win however you like. The builder conditions need something to make them stand out, and the quickness of rushing them compared to conquest, domination, or god forbid culture is currently the only thing.

As for forbidding religions: Do you plan to do the other side of the coin and give them much stronger positive weights for religions that are thematic?
 
As for forbidding religions: Do you plan to do the other side of the coin and give them much stronger positive weights for religions that are thematic?

Yeah, so each leader is going to try and use a thematically appropriate religion, rather than just whichever hits their lands fast.

As for the AotL, it will stay as a building for now, but the matter will be brought up again later on.

I'll release a patch for this to run on FFHp in the morning.
 
I know this modmod is all about moding the religion aspect of the game, but I am still against it changing the weighting of the AI's religious preferences. I think the weight that base FFH gives them is plenty, as they usually found the proper religion. But, my main reason is that the game should be open to many, many different potential outcomes. If you start limiting who can become what, you are limiting the scope of the game as a whole. It is also already hard enough to convince the AI to convert to your religion, even when they are your best friend or broken and bleeding at your feet, it does not need to be made harder. I don't think it should be impossible to force someone to accept your religion.

Here are two other ideas I would like to see added, though :goodjob::

1) Sometimes, your enemy controls your holy city. And that is wroooong. I think that once a great person is sacrificed in a holy city to create the special building for that religion, it should create an item in that city (but one that cannot be stolen with that spell). The only way to get the item is to raze the Holy City. Then the Tablets of Bambur or Necronomicon drops, and it can be placed in a city with the appropriate religion to create a new Holy City for that religion.

2) More negative events for having Holy Cities that are not your state religion. This could be something as simple as increased unhappiness (You do not appreciate our cities history!) to an increased chance for the Minister Koen event to occur in that city. It is really cheap how easy it is for a human player to create all of the Holy Cities and reap the benefits of the mana and commerce. I hate that. :mad:
 
It will not be made impossible then, but the modifiers will be changed to make it more unlikely (so you could convince the AI to convert, it just won't be easy). Or more likely for them to adopt a thematic one.

I like both the ideas regarding the Holy cities, I will include the first idea in the next patch (which will be released today.) Will need some time to think of negative events regarding the holy cities.
 
It would be helpful if the first post told which version/patch of FFH2 goes with the download.
 
It would be helpful if the first post told which version/patch of FFH2 goes with the download.

Sorry, slipped my mind. :P But it's safe to assume it's always compatible with the latest patch unless I've stated otherwise in the thread (such as today for example, it's currently not patch P compatible, but will be soon.)
 
0.31 uploaded. Please delete your existing ERM installation before installing:

0.31
  • Religion weight modifiers adjusted for leaders
  • Compatible with FFH patch P

It also contains a "test run" (for want of a better term) of the razing holy city change. If a city containing Codes of Junil is razed, it will create a Code of Junil equipment. This equipment can then be taken to a city and when placed will create the Code of Junil. Although the icon for the city's religion won't change to the holy city one (I'm not sure how to go about doing that), the city will still gain all the benefits from being a holy city (increased commerce from spreading the religion etc.)

I've only implemented it for The Order at the moment - assuming no-one reports any bugs with it, I'll add the feature for the rest of the religions in the next patch.
 
a·poc·a·lypse
n.
Great or total devastation; doom:

Proposed AC 100 event changes:
  • All the ice on the map melts (disappears)
  • Snow/tundra tiles washed away from said ice melting (turn into ocean/coast)
  • Forests/jungles ignite and disappear (I did have them set on fire, but it tends to cause too much lag, so might just go with having them disappear)
  • Plains/grassland tiles turn into desert
 
The useful thing I have found about listing which patch you are stable with: You can make that listing also be a link TO the patch, for people who stumble on the mod while you are very not ready to release it and need to back-date :)
 
Proposed AC 100 event changes:
  • All the ice on the map melts (disappears)
  • Snow/tundra tiles washed away from said ice melting (turn into ocean/coast)
  • Forests/jungles ignite and disappear (I did have them set on fire, but it tends to cause too much lag, so might just go with having them disappear)
  • Plains/grassland tiles turn into desert

I know you want to AC 100 to be devestating, but I am not sure it needs much more added to it than it has. I think your change to have hell terrain move to Good lands was the best possible change to make AC 90+ terrible for people.

One easy way to make AC 100 special that is (probably) easy to do and achieves some of the above is just have the speed which hell terrain spreads doubled or tripled. That way it continues to be bad and is not just a one time thing.

Also, Ice melting is really bad for the Illians. You may not want that to happen. Ice is technically hell terrain anyway, since the first level of hell is Ice and Stasis themed.
 
Also a possibility.

At the moment, AC 100 hardly lives up to its namesake. The apocalypse is more like a whimper, so it could do with some drastic help. Triple speed hell spread would probably do it, with a few other minor adjustments.

Of course, that'd require the Infernals to be in the game, so 100 AC could perhaps create Hell terrain around cities or something?
 
I always forget that Hell Terrain needs the Infernals...

How about at AC 100, several of the minor leaders for the Infernals appear, taking over Barbarian cities or just being given troops and settlers? That way you get a nice rush of hostile opponents and Hell terrain can spread.
 
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