Kuriotates+ Mod

:wouhou:
I'll play after my current game (in 1 month or so)

so explain us: there won't be any patriot or protector rising ?
what are the specs of the "balances tweaks" ?

thx
 
No patriot or protectorates sadly. I'm still not sure what is wrong with the code and several days of fiddling haven't helped. Perhaps something will come to me eventually.

Err the balance changes are bonues to forts, specifically:
Fort: +1 :hammers: at fuedalism
Castle: +1 :hammers: at fuedalism +1 :commerce: at taxation
Citadel: +1 :hammers: at fuedalism +1 :commerce: at taxation +1 :hammers: at trade
Citadel of Light: +1 :hammers: at fuedalism +1 :commerce: at taxation +1 :hammers: at trade +1 :food: at religious law

I have a lot more planned for this but some of it may require editing the dll (like making it so that forests with lumbermills are not eligible for ancient forests) among some other things. I'll post that in another thread when I complete more work on it. I just released this because without the pillage mechanic, the kuriotates won't be able to protect their lands otherwise.
 
could'nt you make it of a %spawing chance on each improvement each turn ? and all with a duration of 2 turns.
half chances as the one you proposed at pillage.

(or if there is a marker for "invader approching" /invader in culture, make it an % chance in nearby settlements when this condition is present; maybe rise the %chance and make protector only appear with techs)
 
Cool - I love the occasional Kurio game, but I'm always disappointed with their World Spell. This is definitely a nice improvement and fits in well. I'll check it out soon.
 
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