ExtraModMod

240 hammers, starting with magic resist and temperance sounds good. Maybe force1 as well, I'll have to look at the mod to observe temperance promotion and force spells before making a final call. This way fanaticism tech makes sense on its own.
 
Spoiler :
b081.jpg


"blinded" promotions are pink blobs
 
I spent several hours on formulating a strong first draft on how the AC should be affected in new versions of EMM. Dual purpose of Gone to Hell victory/Salvation victory and making sure that the AC doesn't Spiral Out of control in the latter stages for seemingly no reason. I have discovered that certain units, combined with city razing, had been the main culprit, so I crippled city razing AC, while significantly boosted AC increases from good ole fashioned Demon usage. Both using Demons in warfare and signing Diabolical Pacts will aid in bringing Armageddon to the world. The impact of Prophecy units has also been tweaked, to give incentive to build strong units in your Prophecy city, that they may accumulate multiple victories. Instead of building them for the +1 AC and keeping them alive, they additionally get +0.5 AC for each combat victory. Meaning that if a prophecy unit kills twice and then dies, he will have broken even, permanently increasing the AC by at least 1 (although if he had survived the effect would have been 2 and counting). If you want to rapidly reduce the AC, fight demons with your Paladins (or Monks).

https://bitbucket.org/Terkhen/extramodmod/issue/148/armageddon-counter-changes
 
Museum Design Choices

(all 7 have double construction speed with Cultural)

(1-3 require Education, 4-7 require Writing)



1) 100 hammers, 10% culture, +1 :) w/ Marble, +1 :) w/ Scholarship, increased chance of adventurer spawn

2) 100 hammers, 10% culture, +1 :) w/ Marble, +1 :) w/ Scholarship, +1 sage slot

3) 120 hammers, 10% culture, +1 :) w/ Marble, +1 :) w/ Scholarship, +1 sage slot, increased chance of adventurer spawn

4) 120 hammers, 10% culture, 10% science, +1 :) w/ Marble, +1 :) w/ Scholarship, +1 sage slot, +1 bard slot

5) 120 hammers, 20% culture, +1 :) w/ Marble, +1 :) w/ Scholarship, +1 sage slot, +1 bard slot

6) 150 hammers, 10% culture, 10% science, +1 :) w/ Marble +1 :) w/ Scholarship, +1 sage slot +1 bard slot, increased chance of Adventurer Spawn

7) 150 hammers, 20% culture, +1 :) w/ Marble +1 :) w/ Scholarship, +1 sage slot +1 bard slot, increased chance of Adventurer Spawn
 
IN my opinion, good elfs special trait "dexterity" sucks. I yet have to see a good reason to build archer line because of dexterity. My idea - instead of dexterity trait - good elf archers use metal weapons. Mithril reserved for flurries, archers - bronze only and longbowmen - bronze or iron. Metal weapons for archer line but -1 defense strenght.

Of course, whatever makes archer line "special" for good elves...

I would prefer improvements for the archery line itself, as it is somewhat weak. Once that's done, Dextery would have more value without even needing to change it.

please oriente me to a site where I can upload for free (and mid-term) and I'll upload the last Orbis version I have

Sorry, I don't know of such a site, or if Orbis terms allow anyone to upload it.

Spoiler :
b081.jpg


"blinded" promotions are pink blobs

Thanks for the report! This will be fixed in 0.4.0.

With regard to the mobility changes proposal, I have decided to drop it from inclusion in 0.4.0. It is obviously not something as simple as I thought and it should have additional discussion.

The road proposal has been tweaked further.

Spoiler :
With regard to roads, currently the game is very limited. There is only a single path type (road) which gets a flat reduction to movement with Engineering. The current system does not scale much with technology, and it does not make much sense to prevent Raiders/Commando units from using enemy roads as effectively as the enemy would if they have Engineering and the raider civilization does not.

I suggest a system with three different path types:

Path: Available at Exploration. Equivalent to the current roads without the Engineering change.

Road: Available at Construction. Equivalent to the current roads with the Engineering change. They require twice of the building time of Paths to be built.

Paved Road: Available at Blasting Powder. It increases road speed in the same amount again. They require three times the building time of Paths to be built.

Machinery: This technology will increase worker speed in some amount.

This system makes the speed improvements of roads scale faster with technology and reach higher values. The player can decide to improve certain roads (with a cost in time) to increase the speed at which units can move in their own territory, but this also opens the possibility for a smart invader to make use of this improved road system even if he lacks the technologies to build these improved roads.


Resources are also going to be tweaked in 0.4.0.

Spoiler :
Amber: Amber will get a new icon from Caveman 2 Cosmos. Amber turns into Obsidian when hell reaches it.

Banana: Banana gives +2 Food and +1 Commerce with a Plantation instead of only +2 Food.

Bison: Bison is a new health resource that only appears in tundras. Bison requires Animal Husbandry. It gives +1 Food. With a Pasture, it gives +2 Food and +1 Production. It gives +1 Health with Smokehouse. Caveman 2 Cosmos includes art that can be used for this resource.

Cotton: Cotton gives +3 Commerce with a Plantation instead of only +2 Commerce.

Cow: Cow placement is no longer affected by min/max latitude values. Its placement will only be determined by terrain and feature types.

Deer: Deer placement is no longer affected by min/max latitude values. Its placement will only be determined by terrain and feature types.

Ivory: Ivory placement is no longer affected by min/max latitude values. Its placement will only be determined by terrain and feature types.

Obsidian: Obsidian only appears when Amber is in hell terrain. Obsidian requires Mining. Obsidian gives +1 Commerce. With a Mine, it gives +2 Production and +4 Commerce. Obsidian gives +1 Happiness. It grants +1 Happiness with Demon's Altars. It grants +1 Happiness and 10% Commerce with Kuriotate Jeweler. Obsidian turns into Amber when it no longer is in hell terrain. Obsidian slightly increases the building speed of Obsidian Gates. Caveman 2 Cosmos includes art that can be used for this resource.

Pig: Pig placement is no longer affected by min/max latitude values. Its placement will only be determined by terrain and feature types.

Razorweed: Razorweed gives +1 Production and +2 Commerce with a Plantation instead of only +2 Commerce.

Rice: Rice placement is no longer affected by min/max latitude values. Its placement will only be determined by terrain and feature types.

Sheep: Sheep placement is no longer affected by min/max latitude values. Its placement will only be determined by terrain and feature types.

Sugar: Sugar gives +1 Food and +2 Commerce with a Plantation instead of only +1 Food and +1 Commerce.

Wine: Wine placement is no longer affected by min/max latitude values. Its placement will only be determined by terrain and feature types.
Modifications to improvements

Plantations give +1 Commerce with Trade.


The reason for the plantation changes is that IMO plantation resources are quite weak in comparison with other resources. I'm not 100% sure about the resource placement changes, but I think that those limits don't make that much sense in Erebus.

MUSEUM DESIGN VOTE

I prefer discussion and arguments over voting. Votes alone don't provide me with information to make the final decision, while arguments usually help me find the best option.
 
I think the resources buffs are fine, especially cotton, but the buff to plantation isn't needed. calendar is a no brainer since early commerce is so vital in ffh. plantations don't really need a buff imo :)
 
I like voting, as it tells me where the mind of the current constituency lies.

However, I'll give you an argument for each one.

I prefer the first two options (100 hammers 1 sage slot, 10% culture) and (100 hammers 10% culture, increases chance of adventurer) because they are low impact, fairly easy to build, and come at a place in the tech tree where Infrastructure is typically prioritized over army building.


The latter options cost more hammers, do more stuff, and often come at Writing, which can sometimes come far later in a game than Education, depending on how competitive the game is, whose playing, what type of map, etc.

The point of the Museum is not to give the Grigori entirely what they lack in not having a religion, but its supposed to be partially flavorful, and primarily an aid in bridging a mechanics gap for the Grigori that was likely not viewed as important, or even noticed, during primary development of the mod.

That mechanic is the culture pop. Grigori lacked a membership Civic Option. Magister allowed them to join Over or Under, we gave them Neutrality. Grigori still lack a culture pop, and, depending on who you talk to, is even more important than the loss of a civics column. (at least *that* civics column)

Anyways, the 'create great work' which gives +10 culture, is something that I think the Grigori desperately need. It just so happens that, flavor wise, I believe a Museum/Curator combo is just what is needed.

The current Museum of 220 hammers for a measly 1 happy, 1 happy potential, and 1 culture is ... marginally useful at best. You don't want to build it except in high hammer cities during times of relative peace when you are either tied for a top spot or you have no hope of winning. It isn't something you can just crank out during the nasty and gritty war era, where you have no idea if you are going to win or lose, but you just do everything that you can to win. During that era, there is absolutely no utility, and its only useful when you DESPERATELY need the extra happiness. Of course, lets not forget that theoretically a normal civ could get 4 happiness for the same hammer investment (Pagan Temple + Religious Temple + Religious civic = 220 hammers worth of 4 happiness). So this makes the current Grigori temple only 25-50% as efficient, depending on whether marble is present.

The purpose of the Museum/Curator isn't to replace religion ... its to bring back mid-game border control. For the Curator itself, in EMM having Spirit2 isn't all that important, but in EitB its VERY important because the Royal Guard unit is tied to a religion (The Order). This was a controversial decision because, while it still avoided yet another boost to the already powerful elven nations, it took away a great many features from Agnostics. Namely mid to late game border control and effectiveness against Assassins. For either mod, however, I would argue that Royal Guards should still be at Feudalism ... however when tied to a religion having RGs at Stirrups is marginally acceptable.

Because of all of this, I would want to see the Museum itself as fairly low impact, yet still giving enough utility to be worth building. This is why I prefer the low cost, low impact versions. It gives the Grigori a mechanic that I do not believe needs to be tied directly to religion and it does so in a balanced manner.

The more expensive versions, which would require Writing, are primarily just an example of what I think would be a balanced 'replacement' for a religious type building.

I have a few ideas spinning around for high-level religious buildings, an a grigori counterexample I had thought of was the 'Smithsonian' available at Mercantilism. This Smithsonian thought process is what allowed me to readily create religious building counter-examples without a moment's hesitation. However all of that is such a trivial proposal in comparison, as its late-game.

However ... the Museum is an idea that gives increased Strategic depth for a large proportion of the life of the game. The Museum and the Curator is a combination that I think gives more interesting decisions to the Grigori player, and for the correct reasons. It is for this reason that I believe the Museum + Curator implementation is of high priority, and must be decided upon quickly. Due to its high utility, its low impact, and the fact that it can be implemented quite easily.
 
Just wanted to mention that I didn't have anymore problems in LAN with the latest build. I actually had two great games with a friend lately I want to share.

1.) The elven alliance (Quicktech, small map, 2 players cooperative, 4 AI opponents)
This was one the best FFH2 games I ever played. It had pretty much everything, from challenging strategy over meaningfull diplomacy to fluffy roleplaying. I played Svartalvar and had a starting position that was surrounded by Ljosalfar, Clan of Embers and Balseraph and dwarves. My friend played Amurites and was pretty far away.
The Balseraph were so close that I decided to warrior rush them because our city radii overlapped. I had luck because the Balseraph seemed to have some squabble with the dwarves and sent his warrior away and his capital was almost unprotected. I therefore got myself a fantastic start with a fast second city and one opponent already eliminated.
Unfortunately, I was still surrounded by three opponents and the dwarves and Ljosalfar were expanding like crazy. I knew I could handle one opponent but not two at a time and therefore slimed myself good relationes with the Ljosalfar and Clan. I was teching towards Esus and Nyxkin and at some time the dwarves declared war on the Ljosalfar.
The dwarves literally steamrolled the Ljosolfar and I therfore decided to help my elven buddies out when they asked for help. My Nyxkin weren't enough to invade any of the super tough dwarven cities an I therefore tried to crush their economy and kill every unit he had walking around. I could keep him at bay that way for quite some time and when I finally got shadow riders and knights I was able to give him the death blow.
Meanwhile the Ljosolfar surrendered to me and I got a very touching reunion of dark elves and wood elves :). I even went so far to give him all his cities back that were conquered by the 'evil' dwarves. The last act was my friend conquering Clan with his Amurites.

2.) Battle for Jubilee (Same settings)
This game had probably the most funny early game I've seen so far. I played Calabim and started sandwitched between Svartalfar and Balseraph. My friend had Sheaim and started south of me. Well, I thought Balseraph as easy prey and tried to rush him again. Unfortunately he was well prepared this time and my warrior rush failed. However I managed to crush his early economy and forced him to stay in his city. It was a bit of a stalemate now in my favour.
But now the madness begun with Balseraph building Loki who immeditely walked southwards (no idea why) and managed to be killed by a skeleton which then turned first into a specter and then into a wraith (at least that was the theory). The wraith was a real monster and went straight back to Jubilee which I was currently besieging. Jubilee was far too tough for me but not for the wraith. He was so powerful that he killed a defender each round. I was delighted by his help and took the opportunity to invade the city.
Unfortunately the wraith wasn't amused and beat the crap out of me as punishment. I lost Jubilee to the wraith, but was still satisfied since the Balseraph were at least eliminated. However, the wraith still didn't have enough and stormed out of Jubilee straight towards my rather weak protected capital since I had suffered quite heavy losses. Cold sweat was building up on my forehead and I started panic building warriors. The wraith killed on of them after another but at some point he had bad luck and went down and I was able to kill him despite his fear. I was relieved and delighted since I did not only survive, I should also get Jubilee now.
And then... Acheron appeared... directly in Jubilee... grinning in my face just a few fields away :cry:.
Well, the rest of the game wasn't so good :(. I was pretty crippled and lagging behind in research and had a pissed off fire dragon almost in my front garden. He spammed warriors like crazy until he discovered that fire elementals are even more fun *Sigh*. Actually my friend had to do the main work getting rid of the other AI opponents, although I still managed to conquer the Svartalvar later in the game. The game was great fun nevertheless and the early game was just priceless.

BTW, great commanders seem to be a bit inflationary to be honest. The first 1 - 2 are great but far too easy to get. And after those you almost want to build an orphanage for them.
 
[to_xp]Gekko;12813702 said:
I think the resources buffs are fine, especially cotton, but the buff to plantation isn't needed. calendar is a no brainer since early commerce is so vital in ffh. plantations don't really need a buff imo :)

I think you are right, I'll remove the buff for the plantation itself from the final implementation :)

The point of the Museum is not to give the Grigori entirely what they lack in not having a religion, but its supposed to be partially flavorful, and primarily an aid in bridging a mechanics gap for the Grigori that was likely not viewed as important, or even noticed, during primary development of the mod.

That mechanic is the culture pop. Grigori lacked a membership Civic Option. Magister allowed them to join Over or Under, we gave them Neutrality. Grigori still lack a culture pop, and, depending on who you talk to, is even more important than the loss of a civics column. (at least *that* civics column)

Anyways, the 'create great work' which gives +10 culture, is something that I think the Grigori desperately need. It just so happens that, flavor wise, I believe a Museum/Curator combo is just what is needed.

As I mentioned on the issue task, I agree on that argument. Let's see how the proposal ends once it takes more shape. One of the design points that interest me the most is avoiding isolated features; for example, the Great General mechanic was absolutely standalone but now you can affect it by selecting an Imperialistic leader, building specific wonders or, once that 0.4.0 is released, by choosing your civics with Great General emergence in mind. Another case of a currently isolated mechanic is the Adventurer Counter system. Sure, you can alter it by selecting what you build and a few civics affect it, but besides that it is a system that does not give much options to the player. I wonder if Curators could be used to affect the Adventurer Counter somehow. For example, they could use a special kind of great work-like ability at closed unique features to grant a small amount of adventurer points.

Just wanted to mention that I didn't have anymore problems in LAN with the latest build. I actually had two great games with a friend lately I want to share.

I'm glad to hear that your problems are gone and that you enjoyed the mod, thanks! :)

And then... Acheron appeared... directly in Jubilee... grinning in my face just a few fields away :cry:.

The next version of lfgr's BarbsPlus (which will be eventually included in ExtraModMod) will, among a lot of other features, prevent Acheron from spawning in captured barbarian cities or too close to player starting points. He's supposed to be a late game menace, not an early game ender. Your case is the most extreme one I know of, though :)

BTW, great commanders seem to be a bit inflationary to be honest. The first 1 - 2 are great but far too easy to get. And after those you almost want to build an orphanage for them.

I don't think that the Great General emergence rates have been modified from vanilla BtS... I have always thought that it is a bit slow, but it does not feel slower than in BtS or other Civilization IV mods. As I mentioned earlier in this post, 0.4.0 will include civic changes which will allow to squeeze a few more Great Generals.
 
Yes, something like an Archeological Dig seems fitting, or perhaps something as simple as 'Expedition' ... perhaps, as you say, it gives Raw Adventurer points to the Grigori player. This way there is something for it to do other than culture popping.

How about Random.Gen number between 0 and 99.

If 0-49 returns, give X1-X2 Adventurer Points to the Player

If 50-69 returns, give (X1-X2)*2 Adventurer Points to the Player

If 70-79 returns, give (X1-X2)*4 Adventurer Points to the Player

If 80-89 returns, give 20-60 science points to the player (potentially give some culture to the nearest city as well, 10-20?)

if 90-99 returns, give a free tech among lists (Necromancy, Elementalism, Alteration, Divination) to the player IF any are left unresearched, ELSE give 200-400 science to the player

Using the expedition ability (and getting a result) will expend the unit. Additional option to have a range of numbers that return 'no result', thereby not expending the unit.

(Make sure its an ability so that Arcane Lacuna has no effect-> just like how Dragon Roar and Dragon Fire are abilities rather than spells, iirc)

Expedition ability is only usable on 'closed or unexplorable' lairs -> lairs that have already been explored, and currently have no monsters in them
 
Terkhen said:
I don't think that the Great General emergence rates have been modified from vanilla BtS... I have always thought that it is a bit slow, but it does not feel slower than in BtS or other Civilization IV mods. As I mentioned earlier in this post, 0.4.0 will include civic changes which will allow to squeeze a few more Great Generals.
It's possible that it's a side effect of the quick tech setting. While research is faster, unit combat and movement is pretty much the same. Since Great Generals are combat and not time dependent, they shouldn't be affected from the quick tech setting, but they probably are. It's not a show breaker though...
 
GPP counters, Adventurer counters, and General counters are all affected by the game-speed iirc.

All features of FFH2 are balanced for normal game speed.

Spoiler :
Some features like the Elohim Worldspell for instance, are being scaled to gamespeed by contemporary mods. It is the my hope that there will be a mod balanced for both normal game speed and quick game speed. While perfection is impossible, game design and modding is an art form, (an art form very similar to engineering, but then architecture falls under that category as well) and attempting to find an artistic balance within that medium is the next best thing to perfection. As long as the nations are roughly equivalent in competitive utility while controlled by a human player, we modders have done our job. And the more games I play with more variety of people controlling a greater variety of nations, the more situations I will see that will give inspiration to idea wheels ... which will eventually be chiseled away into something balanced and fair that I can add into the game.
 
It's possible that it's a side effect of the quick tech setting. While research is faster, unit combat and movement is pretty much the same. Since Great Generals are combat and not time dependent, they shouldn't be affected from the quick tech setting, but they probably are. It's not a show breaker though...

Yes, it's probably because of that. As Tasunke mentioned, everything is supposed to work at different gamespeeds (that's why everything is scaled) but balance goes completely weird.

Terkhen,

Have you given any thought to revisiting leader traits? Or is that closed?

Although they are in a more definitive form now (and therefore I have no new proposals for them), everything is always open for discussion and additional tweaking. For example, Mahon is quite weak IMO, both in absolute terms and in comparison with other Calabim leaders.
 
I'll post some thoughts on the leaders in a couple days, after I finish the Tya Kiri game. Also, about your Elohim monk changes--have you considered adding the pilgrimage mechanic from Magister modmod? It makes devouts/monks pretty fun to use as supplementary spellcasters. Alternately, the promotions could be less magic-oriented and more like regular promotions, giving some of the rarely-taken promotions (drill, city guard, etc.)
 
I'll post some thoughts on the leaders in a couple days, after I finish the Tya Kiri game.

Okay :)

Also, about your Elohim monk changes--have you considered adding the pilgrimage mechanic from Magister modmod? It makes devouts/monks pretty fun to use as supplementary spellcasters.

Although I like the mechanic because it sounds fun and it fits the lore, I feel that it is too random to be able to rely on it consistently. I would be open to including it when either the Elohim are considered more balanced or if the mechanic is redesigned to rely less on the random factor.

On an unrelated note, I recently discovered Temudjin's MapScriptTools along with the improved MapScripts it includes. I have been playing a bit with it and I have decided to adapt a few additional MapScripts to use MapScriptTools. I have also been giving some thought to the sheer amount of MapScripts that are currently enabled, and usually never used. Currently I'm considering keeping only the following MapScripts:

MapScripts included: Archipielago, Erebus, Erebus Continent, Fractured World, Inland Sea, Mountain Coast, Pangaea, Perfect World, Ringworld, Sea Highlands, Tectonics, Terra, World of Erebus

Does anyone use any of the following MapScripts? I'm considering either trying to make them stay at the bottom of the list if possible, or to remove them if it isn't.

MapScripts to disable: Arboria, Balanced, Big and Small, Boreal, Continents, Custom continents, Donut, Earth2, Fantasy Realm, Fractal, Global Highlands, Great Plains, Hemispheres, Highlands, Hub, Ice Age, Islands, Lakes, Maze, Medium and Small, Mirror, Oasis, Rainforest, RandomScriptMap, Ring, Shuffle, Team Battleground, Tilted Axis, Wheel
 
My maps are usually all these erebus maps, panganea and tectonics.

It may even be a worth of poll.
 
Most Frequent: Inland Sea, Pangea

Frequent: ErebusContinent2, World of Erebus

Less Frequent: Tectonics, Mountain Coast, Erebus, Big and Small

Occassionally: Islands, Continents, Custom Continents, Lakes, Mirror, Team Battleground

Never: The Rest

PS. I might have played Medium and Small a time or two, but then again I thought that was just another setting on Big and Small
 
I use a lot of those maps, on occasion. What is the purpose in removing them?
 
I definitely like Fantasy Realm. I'm playing an Illians SG on Wheel with some friends, and have used rainforest, global highlands, and fractal on more than one occasion. Boreal/Arborea are interesting for roleplaying elven civil war type games.

I don't really know the difference between hemispheres, continents, custom continents, big and small, medium and small, and archipelago using continents settings. These could possibly consolidated. Also I don't really know the difference between Terra, Earth2, Earth, and Tectonics using the Earth settings.

In any case, I am with Q. What is the purpose of removing mapscripts?
 
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