YesThe catastrophe mentioned in relation to Gaelan is the one immediately mentioned below i assume, rather than it being a seperate random event that could occur.
I'd already given the unit Metamagic Affinity and Channeling 2-4, like the other Archangels, which already lets him use the Awaken Magic spell like Gastrius. Your post reminded me that the other archangels are also innately immortal, so I have him bImmortal too, which I believe means he would get reborn in the capital every time he uses the great sage's research ability if I let him have that too. I guess I could make him available for either religion if I used python instead of XML for that prereq.Maybe Embarr could have an ability that 'sacrifices' him for research, in the same vein as a Great person, but instead causes him to respawn in the capital or be disabled for a turn after using it? If that is even possible to add, that is. Otherwise i feel like giving him Govannon's Ethics or an ability very similar to it would be extremely fitting. Would he be buildable as either Laeran Cord or Matronae?
I really like the idea of the Nature/FoL Divine switch, as Nature has always felt a bit meh unless playing as one of the elves (poisoned blade is really only great for elves or sidar, and while Nat II can give free production through chopping i personally found it just tedious when not playing one of the elves). While the Vines are good defenders, it always felt like an archmage had a better option to cast instead. Would Treants summoned with Nature Affinity be increased in number or stronger? I would prefer the latter myself.
The idea of making them summonable from scrubs or burnt forests or flood plains sounds super cool. Maybe the scrub ones have Stoneskin or a Drill promotion to reflect a thornier body while a Treant summoned from a burnt forest has Fire Resistance due to it's less flammable nature. It sounds very flavorful and cool, but may be tedious in implementation and not make a significant change in gameplay however.
The easiest way to block affinities would be through a promotion that makes the unit immune to other promotions. Technically Demons are already immune to Life 1 and the Arawn Death promotions. I don't really want demons immune to most good spheres, as most of the demons serving Arawn directly were corrupted from the service of Good gods and still have some access to their original spheres.Would it be possible to limit an Imp or possessed Profane in how many or which affinities they get? I would think that an imp, even when upgraded to a Mage, would only be able to get affinity for the evil spheres. Maybe the possession lets them purchase an affinity somehow instead of stacking them on a Profane? The only way i can think of at the top of my head would be to make the various affinities exclusive to one another, but that would mess heavily with other mages using Tower of Mastery.
It bears mention a Profane can already get a theoretical 3-4 affinities in the current version, if an affinity Savant upgrades to a Mage (and gets an affinity from it), upgrades to a Profane (and gets dImensional, undeath etc) + Entropy Affinity via Unholy Affinity.
Could a unit have a prereq of alignment or state religion? If so, Druids could be available if you either are neutral, or follow the Unblemished. I imagine the Unblemished would be a good religion? Or would it only flip evil into neutral? If it forces good alignment, an ugly solution would be two versions of the druid unit; one that require neutral alignment and one that requires the state religion. Fitting as it would be for FoL, i don't think they would need an 'added free' priest in the form of a druid, and i personally would be a little bit sad to see them become unavailable through that (as that would for example mean Khazad & Luchuirp are exceedingly unlikely to ever qualify for Druids).
Would this mean that Treants would be different from all other summons (afaik) in not getting promotions from the summoner? It would certainly be a detriment to them, but an increase in Strength from Nature Affinity may compensate for that. I seem to recall treants move at double forest speed like elves and satyrs, which would also compensate if they don't get any Spell Extension benefit.It is not too tedious for me to add a few lines to onUnitCreated in CvEventManager.py that grants promotions based on the features/improvements/terrain of the tile where the units originates, so long as it applies to all Treants and not only those summoned by any particular spell. The game doesn't know tat a unit is a summon or who its summoner is at that point, so promotions based on the summoner won't work. I'd have to switch to a python spell the AI wouldn't understand if I wanted to modify the summons based on the summoner (unless I just wanted to use the tag to duplicate all of the summoner's promotions).
Yes, March of the Trees would cause a big powerspike with this ability. If the World Spell can force them to spawn with the Weak promotion that could help versus too much instant military power, but it would not alleviate the insane forest growth that would result from several dozen Treants using Bloom. I think it may be worth implementing and seeing in practice if it becomes an issue (especially since as a player you can use this to 'move' forests within your borders)but I have some concerns about large numbers of Treants with affinity from March of the Trees
With all 21 spheres represented as separate religions, I got to thinking that letting each of the religion's priests get random affinities for multiple spheres was too much. Kael's reddit posts in the last few years seem to indicate the religions as being more singularly devoted to one sphere than before, so I had already changed it so that the random cleric affinities are limited to only the religion's patron sphere (except for the Undertow, which can be either Water or Mind as the Overlords are beings of Danalin corrupted by Hastur).
PROMOTION_MASTERY would be the Tower of Mastery promotion? If i read it right, this would mean that a Possessed Profane would get all the demon's promotions, except for Affinity? If so, that sounds like an ideal solution.Maybe I should just make Possession not grant any Affinity promotions, but still allow other spell spheres?
That would be as simple as adding this one single line:
if info.getBonusPrereq() == -1 and info.getPrereqOrPromotion1() ==gc.getInfoTypeForString('PROMOTION_MASTERY'):continue
I'm not really sure yet. To be the most faithful to the lore, you'd have to find the 3 pieces of Embarr and reunite him like you united the pieces of the Godslayer in the AoI scenario. I don't know if it is worth implementing that in the game though.While Embarr is so heavily tied to the Matronae, i feel like it would be a very rewarding ability for Laeran Cord to get Embarr as a very late game reward too. I for one would prefer it if either religion works for him (though i'm not going to lie, part of it is because i want him leading a stack of Amurite Wizards, all Laeran Cord religion, wrecking the hell out of everyone using a million spells).
In either case, would he be buildable as a religious unit from cities with the faith, or would he require a special means of being brought back? Perhaps a ritual requiring Divine Essence + Strength of Will would let him be resurrected, although i imagine that could be an issue if he's supposed to be available for two religions (which would he spawn with?)
Treants would still get all of the summon perks based on their summoner's promotions. That is handled in the XML/C++ DLL and would be a major hassle to change.I think the idea of Nature Affinity casters making Treants elsewhere is a great idea. It would help the alvar civs & any FoL followers expand into other terrains, and feels like just the thing that should seperate a good archmage from an excellent one.
Would this mean that Treants would be different from all other summons (afaik) in not getting promotions from the summoner? It would certainly be a detriment to them, but an increase in Strength from Nature Affinity may compensate for that. I seem to recall treants move at double forest speed like elves and satyrs, which would also compensate if they don't get any Spell Extension benefit.
I generally can't make certain units cast the spell faster, as the python code for casting a spell does not run until the delay is over. I was a bit surprised to find that I can easily change the immobile timer to make a spell finish instantly when a unit is killed, however, as that uses a completely different python callback.I think changing the (Nature II/Nature Affinity) Treants to cast Bloom instead of spreading forests would be fine. It would definitely make them stronger, but then again it would also be a very appropriate function for them - utilizing treants to help plant new forests and aid in turning Forests to Ancient Forests in your empire.
Would Bloom be instant cast in this case? It could result in some powerful blooming if you have multiple Treants die in a single turn (such as via March of the Trees or Nature Affinity archmage).
Actually, I'm thinking this change may make Treants less useful for moving forests. It is great for spreading New Forests, but the Bloom spells that turn New Forests to Forests and Forests to Ancient Forest have level prerequisites, while the old code would turn any New Forest to a Forest or Forest to an Ancient Forest when a Treant dies there. Treants with limited duration are not likely to level up enough to make any Ancient Forests or Forests, just New Forests. Treants summoned from tiles without Forests or Ancient forests would also be unable to use Bloom, whereas the old way they'd create New Forests or upgrade them to Forests or Ancient Forests no matter what.Yes, March of the Trees would cause a big powerspike with this ability. If the World Spell can force them to spawn with the Weak promotion that could help versus too much instant military power, but it would not alleviate the insane forest growth that would result from several dozen Treants using Bloom. I think it may be worth implementing and seeing in practice if it becomes an issue (especially since as a player you can use this to 'move' forests within your borders)
I was actually thinking I might go back to letting the Ashen Veil (and maybe other evil religions like the Undertow and Emrys) still get Undeath affinity, as there is no religion associated with the corrupt form of that sphere as since I do have a special AV Death affinity divine spell called Deathphage that would otherwise be inaccessible.A great change. While there are some combos that have proven very enjoyable (like Undeath affinity for Undertow or AV priests), in most cases i find it more of an annoyance when i make a priest and they get affinity in an unexpected sphere, especially when focusing heavily on one mana type (getting Water Affinity priests as Illians or Dimensional on Agents of Esus as Svartalfar comes to mind).
Actually there was a typo in that line of code which I only noticed while reading your reply. As written it would let the Profane get Affinities but prevent it from getting a few other promotions like Twincast, Summoner, Arcane.PROMOTION_MASTERY would be the Tower of Mastery promotion? If i read it right, this would mean that a Possessed Profane would get all the demon's promotions, except for Affinity? If so, that sounds like an ideal solution.
Currently I have it so that most minor religions all have a priest that can be trained without the state religion (like the basic disciples of the original religions) and a high priest that requires the religion. I suppose I could make the Druid the basic priest of the Unblemished, one that a FoL civ could still train. I might need a better name for their high priest though. Currently their only disciple is one I'm calling the Hospitaller, but that really sounds more fitting for a religious champion (like a Crusader or Paramander that is immune to disease and defends first against units like the Diseased Corpses). I think I remember Kael once referring to the priests of the Unblemished by some name but cannot find where or remember what it was. Maybe the Immaculate? Or the Reborn?I am not sure what the best solution would be for Druids. On one hand, i would like them to have a looser restriction so they are available to non-FoL/non-Unblemished civs, but on the other it would be the perfect fit for the Unblemished. I don't think merging them with FoL would be the ideal way to go - with the next release featuring so many new religions that needs their own units or buildings to stand out, and with Cernunnos replacing Sucellus as god of Nature it makes more sense to me that now more than ever High Priests of Leaves/Druids ought be split as seperate units.
Making them units that require the presence of Unblemished, but not as a state religion could be one solution to merging them with the religion, but then the Unblemished lacks a high priest (unless a Grigori Medic-like unit takes that role but with a different name). I'm really not sure how best to represent them.
Kael said:The Untouched or Unblemished are the faith of the risen Sucellus. They are a very new faith but have spread quickly to most goodly lands and are quite prominent among the Elohim. They are known to the the most powerful healers in Erebus, for they were quick to adopt all the medical practices of the Ordine Medicos (the Grigori Medics) and combine them with prayers to the god mos concerned with healing. Although most of the Unblemished have no supernatural powers and miracles are still fairly rare, a few among them have been know to bring he dead back to life through prayer alone.
The Priests of Sucellus are Druids. You know the spells they have in the game. While they still seem associated with his old sphere, they also are concerned with healing.
The Untouched (the followers of Sucellus's post-resurrection religion) are known for a healing ability surpassing even that of the Ordine Medicos. They often study non-supernatural healing techniques developed by the Grigori Medics, but then combine this with the power of prayer. I think they probably dominate the Elohim hospitals, which are the most advanced in Erebus. It is unclear how much of their healing ability is natural and how much is supernatural, as their mundane medical treatments could fully explain most recoveries but they seem really lucky as choosing the right treatments. Their prayers are seen as powerful, and a tiny minority of them can even revive and fully heal the dead by prayer alone. Cassiel does not allow religious discrimination, so I would not be surprised if many Grigori Medics were also among the Untouched despite the general Grigori prejudice against the religious.
The Druids were the original Priests of Sucellus. Where exactly they fall now that he has changed spheres and the new god Cernunnos has altered the nature of Nature is unclear.
The unblemished are powerful healers. Those with divine power are rare, but many that revere Succellus can speed the healing process of those they tend. They would man infirmaries and may even be scientific men investigating the science of disease and healing.
The Druids are the priests of Sucellus, and are often but not always associated with the Fellowship of the Leaves. Followers of Sucellus in general are called The Untouched, and are known to be very powerful healers.
Sucellus is still greatly revered by the Fellowship of the Leaves. The Druids are his original Priesthood. The religion devoted to The Risen Sucellus is called the Unblemished in some sources, or the Untouched in others. They are best known for being the best healers in Erebus, sometimes great enough to revive the dead. Most of them have no supernatural powers and overt healing miracles are fairly rare, but their practice of combining the scientific medical knowledge of the Ordine Medicos (the Grigori Medics) with the power of prayer tends to be more effective than either would be alone.
I assume you mean the Reborn and the Hospitallers? I had nothing to do with the Druid art. The top row art is for what I'm calling the Reborn, wh would be Unblemished High Priests, while the Druids would be the Priests that require the religion be present in their city but not necessarily as a state religion.The druids and hospitallers both look excellent. I'm not sure what the cost is already for Medics vs Druids (i assume in the public version Druids are more expensive, being a higher tiered unit) but it feels appropriate if the Grigori Medic has the same cost or is even slightly cheaper to compensate for the lack of +strength affinities and spells they won't have access to. I assume Druids+Hospitallers would require a Perennial Garden to be constructed, just like other religious priests & champions.
The transformance of Dryads into Pixies is interesting. Would they still retain the same functionality of high-strength terraformers with creation affinity, or become weaker? I don't know anything about pixies in FFH lore, but in D&D for example they are certainly lower on the fey totem pole.
You mentioned earlier the Discord civic and how it ties into the Sons of Discord. Could you go into more detail what it does? You alluded to it being a Cultural or Membership civic; i would think the latter more appropriate as it sounds like a civic that would clash with the councils.
Pixie- Pixies were created by Amathaon to tend to his gardens. Since Amathaon has retreated from creation they have been left behind and have spread
out to any place that features beautiful flowers. Pixies have some magical powers but they mostly relate to simple illusions or the health of plants. They
tend to distrust humans except for small children, who they sometimes protect or play with. One or two pixies sometimes abandon their gardens and
move into more populated areas, preferring to live in the homes of artists or inventors. They are fascinated by new creations and are known to help with
designs and projects when the artist is away or sleeping.
Masked Coven (Ceridwen)- The “between”. A small religion of mostly sorceresses whose spirits, minds and occasionally bodies explore worlds beyond Erebus. Many are driven mad by the experience, they often refer to her as the Maiden of the Mask."
I believe the immortal units with limited duration being resurrected without duration is a bug that was fixed in the last MNAI update. I've been modding using that DLL for months but am not yet quite stable enough for my next release.I have an unlimited amount of Ogre Warchief changlings from the Whisperer summon having them resurrect as non-temporary in my capitol. Probably a bug and OP, but very fun having 18str super units that steal promotions and are loki level evasive.
edit: also had a ship blinded, maybe because it had a great general attached?
I had put them at Omniscience a few weeks ago but changed it to Divine Essence a couple days ago when I realized how fitting the tech's quote seems;If the Imprimatur Council members are to require another tech (either switching Strength of Will or having both as prereq) i would think Divine Essence would be a good fit. Omniscence is so lategame that at least in my case the few times i research it i have almost assuredly won the game already. It would be neat if different members required different techs, but i think that's too much of a hassle and most wouldn't have an appropriate late game tech associated with them.
Civilopedia said:Every object retains a part of its creator's influence. Are we to expect that there is no part of the gods in us?-Cellion Jarl, spoken just before leaping off the Tower of Prisms
I was thinking they would be able to but found they never could when I tested it. I just realized the reason is that the spell still requires UNITCOMBAT_RECON, and Agents of Esus are UNITCOMBAT_DISCIPLE.With the new functionality for the Masks, would Agents of Esus still be able to steal the equipment? Currently they can steal them from the slaugh, despite not being able to see the masks.
The Elder Dragon miscast also seems terrifying, unless you have a beastmaster - in which case free dragon!
I'd forgotten about that, but yes.Dimensional II miscast would mean the caster becomes temporary, right?
The way the code is currently written, it cannot effect living units. (I did not want you using the spell to get rid of the Grigori militia units that appear to defend their homesteads, or keep the around indefinitely.) A Demonic Mage could use the spell to extend its own duration after miscasting, but a mortal mage could not.Would repeated casting prolong the mage's lifespan? I might be too protective of my precious mages, but i would definitely be more cautious about using them recklessly; i feel like it's not a big deal with extra duration until you get summons you expect to routinely massacre enemies (as in Channeling III summons usually) and you want to keep the summoning ball rolling.
That is not unusual. The improvement is set to spawn Scorpions with the Pact of Sallos promotion, which lets those scorpions summon Succubi.Ah, the archmage and immortal looks sick. Can't wait to get my hands on them!
I noticed in my games also that the Grave seems to have an unusual amount of succubi spawning. Had a Malakim game where i was expanding towards it, and over the course of 20+ turns it spawned a succubi every single turn. I had Chalid nearby so he was regularly killing a succubi every turn, so it may be associated with that.