Esus+ Module

Mana nodes do not reach out to other plains. Unlike gods, djinni, and certain angels and demons, mortals are unable to draw mana from other plaisn (well, except though the stolen gems of creation). Mana nodes ease the channeling of mana from places where it is most concentrated in this plain.
 
Thanks for clarifying. MC is always where he's needed :).

Anyway, I don't see it reasonable to limit manas to Esus while evil ones are allowed for good civs/religions, unless it's really needed. For me diplo penalties are enough.
 
I don't see a need for limited it for one religion, but I do tend to think that the Undercouncil should be able to ban Sun Mana, and maybe also Enchantment. (The enchantment spells don't really conflict with Esus, but part of Nantosuelta's precept is being true to oneself, becoming more virtuous, and not caring how others view you, which does not fit with deception very well.) Law and Spirit seem like spheres that followers of Esus would love to abuse instead of ban.
 
Followers of CoE with the CoE holy city should have visibility of other civ's CoE cities, as before (when CoE was your state religion). This would be especially nice when you are trying to spread CoE, since CoE isn't directly indicated for other civ's cities (I think you can also just mouse-over to know, but city visibly would be a more convenient clue).
 
All right, I'll post here since it seems like I'm maybe more in "Working as Designed" territory rather than a 7.4x bug, but in playing a Grigori game, nowhere near interested in seeking a Deception tech, I built the Pact of the Nilhorn and got offered the support of the Cult of Esus (Assassins Shadowknights etc. oh my!). I wondered if building/acquiring HN units was maybe a trigger for the event as well, or had a "chance" of trigger?

The funny thing is I thought to myself as an Agnostic civ, "why not?", accepted support, therefore my recon units seemed to have Esus capabilities, and one simply spread Esus for 25 gold to a city, which became the Holy City... again, kind of like when you pop a disciple from a dungeon way before anyone researches the religion.

Now, as the Grigori, I know I'd never have a chance to convert religions anyhow, and Esus doesn't seem to be a religion (though it appears on the Religion choices screen?), but this just seemed kind of strange to me. Maybe as an Agnostic I was able to get all the benefits, none of the detriment, since there was no chance I'd ever be driving towards an Empyrean empire. Since some of my adventurers would be reserved for the recon line, having Esus around seemed all benefit. Maybe this is just a peculiarity of having Agnostics able to trigger this Cult business, maybe the same strangeness could apply with the Illians, don't know.
 
I think a few more Esus sabotage missions could be interesting. Will add sabotage Research (needs library in city, will destroy library and remove some % of current research from team). Anyone got ideas for more sabotage missions?
 
Could there be a possible way to leave the Cult of Esus? I can't imagine it would be a nice split (trying to stop following Cult's rarely are), but I think it should be possible. Of course, owning the Esus holy city might make it a bit more dangerous... still, if you can't leave, there really needs to be documented notes on what mana spheres will not be usable and that one can't ever then convert to Emp.

In other news, in a game where I was extremely lucky with some Great People events, I managed to get Honor, grab Dishonor, accept Esus... then back around to grab Order putting me as Good aligned following Order and Esus together. Good Esus just doesn't seem right...
 
Hell yeah, leaving the cult should be deadly.
Maybe civil war, or all units with Esus religion have a 50% chance of going barbarian.
 
I am just playing my first game of Wild Mana and am really enjoying the enhanced features.

That is until I invaded the Hyborans lands and found that, as a member of the cult of Esus, that I can not sanctify the hell terrain. One of their cities is on desert floodplains that is totally surrounded by fire sand, so now I have no way to get close enough to attack them.

Also about the same time one of the Houses captured my Capital and immediately had 4 Longbow defenders?

I came here to find out if these were bugs but it seems like they are added "features"?

Randomly loosing my Capital and loosing access to 17 spells is not fun. :confused:
 
I am just playing my first game of Wild Mana and am really enjoying the enhanced features.

That is until I invaded the Hyborans lands and found that, as a member of the cult of Esus, that I can not sanctify the hell terrain. One of their cities is on desert floodplains that is totally surrounded by fire sand, so now I have no way to get close enough to attack them.

Also about the same time one of the Houses captured my Capital and immediately had 4 Longbow defenders?

I came here to find out if these were bugs but it seems like they are added "features"?

Randomly loosing my Capital and loosing access to 17 spells is not fun. :confused:

that sucks... luckily I cant play right now.

:p
 
you did not lost your capital randomly. I will add documentation to make the revolution mechanic more transparent. Right not it is only implemented for House Ghallanda, so if you don't accept their support you are safe.
 
you did not lost your capital randomly. I will add documentation to make the revolution mechanic more transparent. Right not it is only implemented for House Ghallanda, so if you don't accept their support you are safe.

Is there any way to see what would trigger the revolution? Otherwise it feels completely random.

Between the House and the Cult of Esus it was a total NPE.

Is it possible it to access the Civilopedia during a pop up (so if I get asked to join something again I can check out the full ramifications before agreeing)?
 
since some people dislike the blocked spells ( me included ) , can you come up with nerfs that would substitute the "no good spells" one? for example, if having Esus in a city would cost gold and increase maintenance, that would be a huge nerf right there and maybe coupled with something else spells could be reactivated :D
 
Complaint #1: I don't mind having the "good" spells blocked, but I don't agree with some of what's classified as "good" spells. For instance, why is Inspiration blocked? Mind mana in general seems neutral to me, and in fact it's a sphere that's most heavily used by a pair of Evil civs (Svarts, Bals) that lorewise would tend towards going Esus.

Complaint #2: It's very unclear to me how the limits on disciple units work. Switching to Esus kills my priests, okay, that makes sense. But then I can build more priests if I want after joining Esus, as long as the city building them doesn't have Esus in it. That makes it seem like a temporary inconvenience more than anything.

Complaint #3: "Miracle of Esus" (heals all units in the stack for 20 gold) seems very overpowered to me. It's like having a High Priests that costs a very small amount of gold to use. I would advocate either restricting the heal to one unit (like Sirona's Touch) or making it cost a LOT more, like 100 gold.
 
Is there any way to see what would trigger the revolution? Otherwise it feels completely random.

Between the House and the Cult of Esus it was a total NPE.

Is it possible it to access the Civilopedia during a pop up (so if I get asked to join something again I can check out the full ramifications before agreeing)?

I doubt you can check the Civilopedia during a popup. The Advisor screen for the noble houses has some information on how high support is and in how many turns a revolution is estimated if support isn't increased. I'll also add a popup that will show up the first time support gets low.
 
Complaint #1: I don't mind having the "good" spells blocked, but I don't agree with some of what's classified as "good" spells. For instance, why is Inspiration blocked? Mind mana in general seems neutral to me, and in fact it's a sphere that's most heavily used by a pair of Evil civs (Svarts, Bals) that lorewise would tend towards going Esus.

Complaint #2: It's very unclear to me how the limits on disciple units work. Switching to Esus kills my priests, okay, that makes sense. But then I can build more priests if I want after joining Esus, as long as the city building them doesn't have Esus in it. That makes it seem like a temporary inconvenience more than anything.

Complaint #3: "Miracle of Esus" (heals all units in the stack for 20 gold) seems very overpowered to me. It's like having a High Priests that costs a very small amount of gold to use. I would advocate either restricting the heal to one unit (like Sirona's Touch) or making it cost a LOT more, like 100 gold.

1) removed the block on inspiration. Doesn't seem so necessary. But not only good spells are blocked, floating eye for example makes the work of those who don't want to be noticed more difficult as well.

2) the limit is 2 disciple units for any kind. so 2 priests of leaves+2 disciple of leaves+etc. That way you can pretend to some degree to have Y as state religion.

3) agreed, needs a tweak
 
2) the limit is 2 disciple units for any kind. so 2 priests of leaves+2 disciple of leaves+etc. That way you can pretend to some degree to have Y as state religion.

There must be some bug then, because I currently have three Priests of Leaves, and I can build a new one whenever one dies.
 
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