Thank you for that!
I think one of the problems now with 1.30 is the repetitive nature of events. I realize these are 'random,' however, in my current game I got the event that caused me to lose 1 population 4 times - all in the early going of the game. I never use the option that gives more events.
I think by adding more different events to the mix, it becomes less likely you will get the same event over and over again.
Also, please remember the Hunter's Catch event is still broken and it would be nice to be fixed (so you could purchase an animal), or taken out of the game.
Thank you.
Thank Black_Imperator and Jemon.
BI is the author, and converted it to RifE (and is actively developing it). Jemon took the non-modular version and made it modular.
Oh, and Snarko, for fixing the issue with modular events.
Is there any chance that in 1.4/1.31/1.3? or what ever the next patch is buildings will have an XML tags for N

and N

per Resource?
It is essential for my project to be complete.
Should be (not a new tag; Just need to have the existing happy/health tags work with bStackable).
For the cauldron... Why not have it buildable by barbs in a barb city just like Dragon Horde? Put a tech requirement on it to make sure it comes later in the game, and have Mokka be summoned in that city just like Dragon horde summons Archon. Make it portable just like the Dragons horde is...
Of course it would be functioning for said Barb town which may make taking it be interesting, especially if its Archon's city that builds it
No. Mokka stays spawning from the ritual.
I will more than likely break down and allow it to be moved, but it will come at a cost. Either it will hurt the city (as in: Cast a spell, new unit is created to carry it, city is damaged somehow) or will require production (same way palaces do, let you move the building around by completing it again).
I realize you already have some plans to help balance D'Tesh, but I had some thoughts in changing their mechanics that might offer more flavor and change how they play. The third change especially may not be relevant with the incoming spell changes.
The overarching idea behind my changes would be that they require souls to do anything. In game terms, this means slaves.
Honestly: That idea is not valid for the D'teshi lore. D'tesh made a deal with Laroth (former Patrian archmage trying to usurp Arawn's throne as God of Death); D'tesh gets the bodies and the Dullahan, Laroth gets the souls.
Therefore, anything to do with souls is out.
First change would be to eliminate the Vessel of D'tesh as a settler unit, and block their ability to build settlers. In order to create new cities, they need to consume one of their upgraded special forts - either a Greater mausoleum, or the regular Mausoleum for balance if the greater is too long an investment. In addition to this, Fort Commanders must be empowered by slaves before they can 'suffuse' the mausoleum into a city. Each empowerment grants 1 death strength to the fort commander, a stacking promotion, and at 10 empowerments allows the Suffuse Mausoleum ability, upgrading the fort to city (which still starts at size 1). The number of slaves is up for balance, but I based the 10 on the amount of slaves I usually get when razing an enemy empire with slavery.
Net effect: D'tesh now require a great deal more time investment before settling new cities, and a great deal more slave investment. Where razing a city would basically give you a size X city off the bat (because you got a Vessel as well), you'll have to wait for a mausoleum to at least upgrade once, and invest slaves, and then more slaves to bump the city's size.
The AI would become incapable of building new cities. Not happening.
Second change: To help offset the above, the Soul Forge allows the production of Vessels of D'tesh. These vessels differ from the current settler unit - they basically act as a batch of slaves. They can either be consumed by fort commanders, granting 5 empowerments outright, or use the Shatter Vessel ability to split into 5 (or perhaps 4?) slaves. Tower of Necromancy might also allow for production of Vessels.
That would both tie them far too strongly to global wonders, and allow them to build pop.
Neither is a good thing.
Third change: Probably the biggest change, and the most questionable: spellcasters no longer rely directly on experience for promotions. Instead they can also consume souls (slaves), and each empowerment grants +10% strength (maximum 5 or 10) and allows the selection of 1 free promotion. Selecting a promotion consumes 1 stack of empowerment. The idea here being that D'tesh spellcasters rely on souls to manipulate magic rather than learning by experience. Because they no longer gain experience at all, the upgrade path would either allow Channelling 2 and 3 at 5 and 10 empowerments, or (if possible) upgrade to a new unit after learning a minimum number of unique spellspheres.
Net effect: you need slaves to power your war machine, which will drastically reduce the number of slaves you have available to create new cities, but the Soul Forge (and possibly the Tower) will still allow the D'tesh an unlimited spread once they get advanced enough. Spellcasters upgrading only after learning unique spellspheres will also encourage a little more diversity with mana nodes.
I leave it to you to decide whether any of this is unnecessary with the incoming balance changes or too complex to implement.
And this would also kill the AI.
Really: Not bad suggestions, but they don't fit the lore of the civ, and the AI could not handle them. Not without some
extremely hardcoded AI, which we flat out will not do.
I'm not sure about this idea. To be quite honest I think that human players would just have one super city pumping out whatever they needed(just stick it on the coast and burn some kelp), and the AI would be worse with the legion than they already are. The basic net effect is that it would take me slightly longer to roll over everyone when playing as D'tesh. I'd wager that a lot of players essentially go the super city route to begin with. When I really feel like I need a new city I'd just take the best one from my next door neighbor, raze the rest and divide the slaves between the super city, the new soon to be super city, and my army.
I like the way D'tesh units currently gain exp. I don't think it needs to change.
Also, and I may be wrong about this, but I thought Valk said early that the over powered civs(D'tesh, Illians, I can't remember who else) were pretty much at the intended power level and the weaker civs were going to be buffed.
Civs are meant to be strong, but the D'tesh (and Mazatl, and a few others) are currently too strong.