FramedArchitect
Reluctant Modder
After re-posting Faerun on Steam, I realized there was still a surprising amount of interest in this mod. So, I've decided to bite the bullet and update the mod for BNW expansion.
As with the GnK update, I will be adding some new content, but the focus will be on new gameplay elements. I will be focusing on the following components:
Religion
Alignment
Hero Quests
Victory Conditions
Content
I expect to have v.1 with above components posted here by early January and a more polished version for Steam by mid-January. As always, release of better fantasy mods will obsolete this mod.
While I love the comments and criticism offered, Faerun has grown so large that I could use help from contributors, particularly those who are interested in fantasy, DnD, etc. More specifically, I could use help with text updates and expansion, quest stories, UI elements, and play testing/database changes. If you would like to contribute to Faerun, add me as a Steam contact (FramedArchitecture), and we can discuss details.
As with the GnK update, I will be adding some new content, but the focus will be on new gameplay elements. I will be focusing on the following components:
Religion
- All Pantheons (up to 15) will be founded on Turn 1.
- Minor civs initially control Cult Centers (Holy Cities)
- Rewards for religious diversity in cities and empire, (via Alignment Beliefs)
- Advantages unlocked via Alignment: bldgs./units/wonders/spies/etc.
- Spread mainly via hero quests/pilgrimages to Cult Centers not units or pressure
Spoiler :
Alignment
- Replaces Ideologies
- Can adopt upon completing the first Hero Pilgrimage to a Cult Center
- After adopting, Divine Favor (Faith) feeds into to Weave (culture) pool each turn
- Most Civs limited to two choices, not three (replay value, civ flavor)
- Alignment beliefs enhance faith/influence/happiness/diplomacy (empire focused)
- Alignment has large effect on diplomatic relationships
- Opens up new heroes/unique heroes
Spoiler :
Hero Quests
- Initiated by Heroes on Pilgrimages to Cult Centers (holy cities)
- On a timer, so choice of Pilgrimage site is important
- Various up-front tithes (gold/weave/must declare war)
- Various rewards (hero xp, hero Items, civ benefits (expansion charters/tech)
- A few fetch and kill type quests are completed on a timer (human only)
- Various types depending on hero class, civ alignment, pantheon of CS, etc.
Victory Conditions
- Spellplague (science): begins the worldwide spell plague event (victory) and opens new techs for after game play
- Religious(faith/war): Control all holy cities (through CS allies or conquest), accumulate X Divine Favor (based on Gamespeed/Difficulty)
- Magical(culture/faith): Complete 5 policy branch (4 magical, 1 Alignment)
- Diplomatic (war/econ) : Win the council of Sages (CS)
- New victory screen
Content
- Racial Units (ethnic diversity skins) for some base units (via CS Ally hireables)
- Racial Buildings (unlocked by racial diversity)
- An additional UU, UB or UI for some Civilizations
- Several improvements, 2 resources
- 2 global quests
- 3 Pantheons (religions)
- 48 Alignment beliefs (policies)
- A few Wonders
I expect to have v.1 with above components posted here by early January and a more polished version for Steam by mid-January. As always, release of better fantasy mods will obsolete this mod.
While I love the comments and criticism offered, Faerun has grown so large that I could use help from contributors, particularly those who are interested in fantasy, DnD, etc. More specifically, I could use help with text updates and expansion, quest stories, UI elements, and play testing/database changes. If you would like to contribute to Faerun, add me as a Steam contact (FramedArchitecture), and we can discuss details.