[MOD] MagisterModmod

I agree forward eye looks much better, especially small.

Unrelated, but if you ever get the chance I highly suggest sending an obsidian dragon over to the new world (or any properly barbarian infested lands) in the midgame and randomly tping them across the world, the chaos is great fun.
 
I just made a quick edit of the symbol in GIMP to shift the focus of the eye. I do think it looks better facing forward, now that you mention it.
I made a forward facing version before you posted that, but yours looked better. Better, but not perfect, as the eve being more centered makes it more obvious that the circle around the eye was not symmetrical. I took your version, copied and pasted a horizontally flipped section at the top of the eye, adjusted a few individual pixels that seemed out of place, and then decided to increase the contrast a bit more to make it show up better on the tiny icons.
 

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For the religious symbols, I notice that Undertow (which makes Neutral players Evil) is to the left of Kilmorph, which is to the left of FoTL. Whilst the order of the spheres might follow this, it seems odd for the alignment changes to have no pattern.

Btw, what are the alignment shifts of the new religions?
 
Would it be worthwhile to block dragons from getting access to the resist poisons promotion (and other such cases where a racial talent supercedes a resistance)?

also are barbarians supposed to get ironclads? They've started to terrorize the seas of my latest game and no one can really build counters
 
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I wasn't a huge fan of my Wode artwork. What do you think of this alternative? Instead of a reskinned Eater of Dreams with a purple glow and a lot of flies (basically just black dots) around it, this is a Council of Esus Whisperer with the religion icon removed, a crown added, the Eater of Dreams phantom arms added, the sickly effect from Mary Morbus, and smaller purple glow just on the staff, and a bunch of moths (reskins of what I have started using for the Unblemished Reborn) flying around flapping their wings.


For the religious symbols, I notice that Undertow (which makes Neutral players Evil) is to the left of Kilmorph, which is to the left of FoTL. Whilst the order of the spheres might follow this, it seems odd for the alignment changes to have no pattern.

Yeah, I was worrying a bit about that already.

The position of the Undertow was based on the position of Danalin's Vault. If I had followed the order of the vaults exactly then the Danalin's vault would be above Mammon's and below Bhall's, which fits its theme quite well. Bhall's religion belongs on the evil bottom row now. You could argue that the Undertow belongs on the bottom row too, as it is really more a religion of Hastur than of the god who created the vault. Danalin's vault is currently a battleground where his angels are loosing to the invaders led by Hastur, Lord of Nightmares, the archangel of Mammon. (Kael revealed last year that Hastur and Condatis were once lovers, before evil gods and their angels had become corrupt enough for their disagreements to escalate into the Godswar, and that they have a daughter who rules the realm of Euphoria, a liminal plane connected to both the vaults of Danalin and Mammon.)

To reduce confusion though, perhaps I should move it to the end of the middle row right before reaching the evil god's religions.

Attached it another possible religion order. The top and bottom rows are unchanged, but the middle row of neutral religions are arranged in a way that seems to make more sense in game than the order in which the inner worlds were presented in Kael's reddit post.

The middle row starts with the Runes of Kilmorph, mostly because it is practically a good religion but also because that places it just above the Council of Esus. The connection there is that the most plausible story of the founding of the Council of Esus is that it began when Esus himself corrupted Priest of Kilmorph.

The Eternal Cabal second in this row, below the Brotherhood of Wardens and above the White Hand, because I'm using the religion to represent not only the worship of Arawn but also those who worship Laroth or Auric Ulvin as the new gods of death. Auric's connection to the White Hand is obvious, as he had become the god of that faith before Laroth's Netherblade bound him to the Otherworld and let Laroth use him to absorb Arawn's power. Laroth protected the Brotherhood of Wardens during the Age of Magic, giving them the one sanctuary that allowed them to survive and operate rescue operations to save refugees from the more corrupt duchies. He was the Duke of the Duchy of Logos, which was named for Einion Logos, the founder of the Order of the Elohim, and would eventually evolve into the kingdom of the Elohim. (The thought just crossed my mind that this might make him a physical ancestor of Ethne the White, a last reincarnation of Kylorin's wife, who was also an integral part of his plans to become god of death.) The Brotherhood of Wardens and the Eternal Cabal were the two most popular religions in his realm.

Next I put the Laeran Cord, below the Ringgivers and above the Stewards of Inequity. The vault of Oghma is also under assault by the forces of Hastur, with many angels of knowledge having fallen to become demons of the mind, but is is standing up to the assault better because the god has made it a fortress with many layers of defenses. In the outermost layer a mist robs everyone but Oghma's angels of their memories, so the assailants don't remember what secrets they were trying to steal. The Laeran Cord hero Gaelan Sedracious almost exclusively summoned creatures of Mammon, although his sect of the Laeran Cord is said to have really worshiped Ceridwen as the Goddess of Secrets.The connection to the Ringgivers is more tenuous, but the follows of Nantosuelta seek to train themselves towards excellence in all fields including the scholarly pursuits favored by the Laeran Cord.


I put the Fellowship of the Leaves right below the Unblemished, as the faith of course worshiped Sucellus before Sucellus rose again and founded the newer religion. Now that the Leaves follows Cernunnos, it has taken on bloodier themes. Cernunnos was always among the more violent archangels, and he has transformed the Wildlands from the peaceful realm it was under Sucellus to a place almost like Cammulos's Bloodfields, where everyone is prey until they toughen up enough to become the apex predator.

I don't have a great reason to put the Grey Council between the House of Plenty and the Anointed, I just wanted it to stay as close to the center as I could. I guess you could say it provided a balance between the Painted Lands where everyone has total freedom to create without guidance or direction and the temple of supplication where demons are trained to use their powers while being required to submit the the strictest of hierarchies.

The Foxmen being between the Order and the Ashen Veil purely because the other slots were full.

The Undertow is between the Matronae and the Ember Legion because Condatis/Clionda and Brigit/Sarabride were archangels of Danalin and Bhall respectively, because Condatis and Hastur were lovers who had their daughter Caer together, because Belphegor raped Clioda, and because Belphegor eventually corrupts Sarabride.

The Cult of the Dragon is between The Children of the One and The Coven mostly because there were not many placed left, but also because the Cult like the Luonnotar reject the worship of the gods, because one of the major dragon cults is to Abashi.

(Edit:I wonder if it would make more sense to swap the House of Plenty and the Ringgivers. That would put the three most peaceful good religions together. Amathaon, Oghma, and Mammon could be said to be more closely connected to each other, as the three gods most associated with knowledge and creative thought. Nantosuelta might make a better balance for Aeron, as both of their vaults great temples where souls are put through the most rigorous trials to train them as soldiers in the war of good against evil.

It could also make sense to swap the House of Plenty and The Order. Amathaon is obviously the direct opposite of Agares, and he is nearly as whimsical and free spirited as Tali. Amathon is the most chaotic good, Tali the most Neutral good, and Agares could be considered chaotic evil although obviously less chaotic than Cammulos. Junil is the most lawful good and Aeron the most lawful evil, with Dadga being the most lawful neutral. Angels of Junil and demons are Aeron are both very common in the Divine court, acting as prosecutors for the crimes of demons and angels respectively.)
Btw, what are the alignment shifts of the new religions?

Do you mean how do they effect the player's alignment when adopted as a state religion, or how do they effect the units' alignments used for purposes like whether the units return as an Angel of Manes?

For player alignment, the Empyrean, the Brotherhood of Wardens, the Ring-givers, the Unblemished, the House of Plenty, and the Runes of Kilmorph all turn evil players neutral when they adopt it as the state religion.
The Order still turns any player good.
The Children of the One and the cult of the Dragon cannot be State religions.
The Matronae, The Eternal Cabal, The Laeran Cord, the Fellowship of the Leaves, and the Foxmen do not change one's alignment when they become sate religions.
The Grey Council makes any player Neutral.
The Undertow, Council of Esus, White Hand (before the Draw ritual is completed), and Stewards of Inequity make good players Neutral.
The White Hand (the Draw ritual is completed), the Sons of Discord, the Anointed, the Ashen Veil, the Ember Legion, and the Coven make any player Evil.
Edit: I'm thinking of maybe making the Ringgivers also make players good, as Kael's


The Angel promotion makes any unit good. The Demon or Undead promotions make the unit evil.

The Grey Council, Children of The One, and Eternal Cabal make units neutral and ineligible to become Angels or Manes.

Matronae units are count as good and may become angels only if they have the Cathedral of Vigilance, gained when Basium joins the Matronae and retrieves the Font of Life. Otherwise they ae neutral and have no afterlife.

The Coven, Ember Legion, Ashen Veil, Anointed, Sons of Discord, Stewards of Inequity, White Hand, Council of Esus, and Undertow units are evil and may return as Manes.

The Empyrean, Brotherhood of Wardens, Ringgivers, Unblemished, House of Plenty, and Order units count as good and may return as angels unless they have
any of various promotions (like evil spell spheres, the Circle of Gaelan, any of the demon lord pacts, vampirism, Unholy Taint, Demon Posessed, Occisor, etc) that make them evil.

Cult of the Dragon units may be good if you are Kuriotates or on the same team as own Eurabatres, or evil if you are Sheaim or own Drifa, Acheron, or Thallatth. I just noticed that I have not updated this code since introducing 22 separate species of dragons. I think I'll change it to use some formula comparing the number of good and evil dragons
 

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Are rune dragons supposed to have entropy mana as an affinity instead of enchantment?
 
Are rune dragons supposed to have entropy mana as an affinity instead of enchantment?
Definitely not.

I'm surprised that bug had escaped my notice, but I just fixed it.

Thanks for bringing to my attention before it make it into the next release.
 
Hmm. I know there has always been an Evil-slant in religions, but I worry that having such an imbalance of ways to turn Good vs. ways to turn Neutral may be too much, diplomatic-wise. Perhaps the Empyrean/Kilmorph could turn Neutral players Good? It's less well suited to Kilmorph, perhaps. I'm also a little concerned of the diplomatic effects of having so many religions - this is always hard to balance but it may make it hard to distinguish alliances.
 
Re the duchy of Logos, you don't mean to say it was named after Enion Logos - who lived in the Age of Rebirth - but that Enion Logos was named after this. Right?
 
Hmm. I know there has always been an Evil-slant in religions, but I worry that having such an imbalance of ways to turn Good vs. ways to turn Neutral may be too much, diplomatic-wise. Perhaps the Empyrean/Kilmorph could turn Neutral players Good? It's less well suited to Kilmorph, perhaps. I'm also a little concerned of the diplomatic effects of having so many religions - this is always hard to balance but it may make it hard to distinguish alliances.
I'm more reluctant to change how the original religions change alignments than to change what I had for the new religions.

Having the Ringgivers make anyone Good would probably make the most sense, as Nantosuelta's vault is the one most focused on transforming souls into angels and since she presides over The Suffering.
Kael on reddit said:
There are various, elaborate training programs. But the most intense is known as the Suffering. The Suffering is an assault on the body, mind and spirit of those going through it. Nantosuelta herself watches over the trial. And those that fail often do so by falling and becoming demons. If so Nantosuelta destroys them. Those that survive become paragons of faith. It has been said that no one that survives the Suffering will ever fall. And so far, that has been true. To these few are given the most sensitive of tasks, to bear an artifact that cannot be lost, to travel into the hells or to serve one that cannot be betrayed.

If I want to maintain some parallelism graphically, then perhaps all the good religions in the same columns as the most evil religions (that that name anyone evil) should make anyone good.

I don't really want the Stewards of Inequity to be barred from neutral civs though, so that might mean moving the top row around a bit to make the Ringgivers on the more fanatical side.

A case could be made that the House of Plenty shouldn't effect alignment, as Amathon tends to give his gifts at random without much regard for the alignment of those he blesses and since Agares had gained a foothold in Amathon's heaven by corrupting some of the souls that were destined to go there, not claiming them as demons but planting seeds of fear or ruin that grow stronger once they enter the world so malleable that it bends easily to the will of all its inhabitants.

If I rely on Python I could some up with some more versatile alignment changes too. A religion could shift a player once step towards goof or evil rather than leaving the neutral aligned players unchanged.

Perhaps the fanaticism of the Ember Legion should make it so that players cannot stay Neutral, but could be either good or evil.

Perhaps the volatility of Tali could cause the Foxmen players to change their alignment at random from turn to turn.


It would be nice if the religion tooltips could include some info such as how the religion would effect alignment. I don't think I can make that change, but now that I think of it I bet I could change the religion screen so that it would preview alignment changes near where it warns the player of how long they would be in anarchy if they convert. I may work on that tomorrow afternoon, as I ought to try to get some sleep tonight before work in the morning.


Re the duchy of Logos, you don't mean to say it was named after Enion Logos - who lived in the Age of Rebirth - but that Enion Logos was named after this. Right?
I meant Laroth named his duchy after Immanuel Logos, the founder of the Order of the Elohim.

Einion Logos was also named after Immanuel Logos, in a sense.

Logos was originally just Immanuel's family name but it would go on to become a title adopted by the highest ranking Monk in the Order of the Elohim.

(This is sort of like how Caesar began simply as Gaius Julius's Cognomen, but would eventually be a title for emperors or for the heir and chief lieutenant of a reigning Augustus even when none of them had any familial ties to the original Caesars.)

Einion was not born with the name Logos, but adopted it when he became the latest leader of the monks.
 
It's amazing to see you're still working on this after all this time. I've checked back in to play Fall from Heaven after quite a few years... I ended up a Wild Mana junkie, but was put off by how much Master of Mana went on to change the game. Played your mod a fair bit too though, and really love it.

If you don't mind me asking here... where does anyone start with figuring out how to modify stuff in this game? I've spent the last few days adding my own leader, custom dialogue, traits, etc. First aim is to make something similar to the Balseraph Plus mod-mod-mod (complex, broken and I love it) for the Svartalfar, along with painstakingly custom dialogue for every leader. Some of this is okay, but it just seems like there's so damn much that I can't find any documentation of anywhere. Not even FFH stuff specifically, but basic Civ 4 XML tag options/meanings.

My current bugbear today is trying to import your/lfgr's Sevopedia customisations into my modified copy of Wild Mana. I'm messing about, I'm making something personal and bespoke and shameless, and I'm not going to ask for someone to hold my hand. But... any tips? Ways to get debugging on, maybe (getting frustrated by Civilopedia failing to open with no errors).

Also wondering if I should be writing my own XML parser and writer to speed up my dialogue work or if I'm reinventing someone else's well-worn wheel.

(Also, maybe I should jump ship and try messing about with my own copy of your mod instead of Wild Mana. Always loved your ideas, just also feel attached at this point to some of Wild Mana's brokenness – Omniscience especially.)
 
Which units can get Creation Affinity? The Civilopedia says Arcane ones, but I've tried building some Dryads in the worldbuilder and some of them spawn with it. In addition, would non Arcane classes of units be affected by Eurabatres/Gold Dragon Wyrmhold giving the affinity?
 
Dryads have affinity for Creation baseline, but only the strength-boosting version (that is to say, lack the Creation Affinity promotion itself).

I just did a short test and found that Dryads, Vicars and Adepts all can receive Creation Affinity (Scouts, Warriors and Stonewardens for example did not). However, while Vicars received the affinity, they did not get it from the Wyrmhold - instead of about 50 vicars built, only four got Creation Affinity (as many as got Spirit, curiously enough, considering i had 17 sources of Creation mana when i tested building them). In the current version (i think this is going to change in the next update), priests can get affinity for spheres beyond their "primary" one, such as for example Vicars gaining Spirit or Creation Affinity, Priests of Winter getting Water etc.
I assume the Adepts got their Creation Affinity from the Wyrmhold, as they would automatically be eligible for it when built.

Every Dryad i built got Creation Affinity, even when i restricted myself to only the palace + Wyrmhold mana, so i can't say for certain whether they receive it from the Wyrmhold or just have a high base chance, but i would believe the latter.
 
I very much enjoy this modmod, but there are a few things that seem like bug or very imbalanced.

Longbowmen cost 240:hammers: and Crossbowmen 100:hammers:.

Acheron's Wyrmhold generates generic GPP (= to its cultural bonus?) when captured. That is a ton of GPP early and the fact it is generic is really imbalancing.

Caravans and Merchantmen give about 50% of the gold yield of a GM, which is an incredibly efficient :hammers: to :commerce: conversion.
 
I very much enjoy this modmod, but there are a few things that seem like bug or very imbalanced.

Longbowmen cost 240:hammers: and Crossbowmen 100:hammers:.

Acheron's Wyrmhold generates generic GPP (= to its cultural bonus?) when captured. That is a ton of GPP early and the fact it is generic is really imbalancing.

Caravans and Merchantmen give about 50% of the gold yield of a GM, which is an incredibly efficient :hammers: to :commerce: conversion.
The Crossbowmens' low cost is their main selling point. They come much later in the tech tree than Longbowmen, and while they have slightly higher base strength and can benefit from metals, the Longbowman has more first strikes and comes with three levels of free Drill promotions, making them much better at fending off stacks of weaker units.

Acheron's Wyrmhold is basically a reward for the challenge of capturing and holding it, since The Dragon's Hoard seems to have been dummied out. You either captured it in the brief time between the barbs completing the wonder and spawning Acheron, or you killed Acheron himself to get it. It also comes with the downside of dealing with the Cult of the Dragon spreading unless you were lucky enough to capture Acheron.

As for the trade units, you're basically just trading profits for more micromanaging. They're good conversion rates, but gold is easy to come by anyway with all the wacky things you can access mid-to-late-game.
 
I agree re the trade units, they are very strong and take away from the strength of Great Merchants. I'm not sure where else you could get that much gold from, besides lowering the slider. I also don't think micro management needs to be rewarded, or should be a trade off for balance.
 
I never really bothered making Caravans anyway, and they also compete with the uniqueness of the Stewards' of Inequity Rentier's spell, so I just removed them. I think I'll keep the Merchantman and Smugger ships though, and they make Pirates and Privateers more useful.

I believe that in old versions the Dryads could get Creation or any of several affinities from their Druidic promotion, but it doesn't really matter as neither the Dryad unit nor the Druidic promotion exists in the next release.

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I am thinking about making Chaos Marauders a religious champion for the Sons of Discord. That would involve changing its building prereq from the Carnival to the Arena, which would also change what building the Sheaim need to get the unit for free from their Planar Gate units. I'm thinking that maybe the Carnival could instead allow the Colubrae to come from the gates, although they would have a later tech prereq still so they wouldn't be arriving so soon. I feel less attached to maintaining the Seven Deadly Sins theme than I was years ago, so I think I may add more gate units. I'm thinking of bringing the Minotaur back, probably requiring the Abattoir building (the temple of Aeron). Thematically the Tar Demon should probably require the temple of the Hand instead of the Temple of the Veil. What should the Veil temple give? An Imp? (They are technically from Aeron's hell, but seem more AV at least.) I could massively strengthen the Sheaim by letting them get units like Balors from their planar gate with Demons Altars and Malevolent Designs.


If I change the Chaos Marauder to a trainable champion, do you think it should stay the Chaos II summon or should that be something else?

Canonically the Pit Beast should be in the Chaos sphere instead of Entropy. What would you think of making it the Chaos II summon? I could make the Wither spell weaker to move it to Entropy II, and then make Summon Balor the Entropy III spell.
 
All those sound fine, though depending on how exactly beaker and hammer intensive it is to build chaos champions you might want to consider some sort of buff or comparison to lunatics, as their previous role was summoner area denial without control, but would be a sort of stronger lunatic when built directly no?

Generally I think buffing planar gates and giving them a wider variety of summons based on later gamje stuff is fine and makes them a generally more interesting civ that pays off for having a very weak early.

Also I generally like the various hammer to gold units since they can make playing at a crossroads actually lucurative/valuable instead of just a giant vulnerability that it can otherwise be.
 
I am thinking about making Chaos Marauders a religious champion for the Sons of Discord. That would involve changing its building prereq from the Carnival to the Arena, which would also change what building the Sheaim need to get the unit for free from their Planar Gate units. I'm thinking that maybe the Carnival could instead allow the Colubrae to come from the gates, although they would have a later tech prereq still so they wouldn't be arriving so soon. I feel less attached to maintaining the Seven Deadly Sins theme than I was years ago, so I think I may add more gate units. I'm thinking of bringing the Minotaur back, probably requiring the Abattoir building (the temple of Aeron). Thematically the Tar Demon should probably require the temple of the Hand instead of the Temple of the Veil. What should the Veil temple give? An Imp? (They are technically from Aeron's hell, but seem more AV at least.) I could massively strengthen the Sheaim by letting them get units like Balors from their planar gate with Demons Altars and Malevolent Designs.


If I change the Chaos Marauder to a trainable champion, do you think it should stay the Chaos II summon or should that be something else?

Canonically the Pit Beast should be in the Chaos sphere instead of Entropy. What would you think of making it the Chaos II summon? I could make the Wither spell weaker to move it to Entropy II, and then make Summon Balor the Entropy III spell.
I definitely like the idea of Pit Beasts replacing Chaos Marauders in the Chaos spell tree. Chaos promotions have always felt underwhelming to me as the increased miscast chance on all spells was not made up for by the spells on offer. It also increases the symmetry between Law and Chaos, as Pit Beasts gain duration as they fight just like Hosts of the Einherjar.

Having recently finished a Sheaim game, I have to say the Planar Gates never really felt like they mattered. Ever since Mobius Witches were demoted to Adept-equivalent instead of Mage-equivalent, the units coming out of the gate generally lagged behind what I was capable of just building myself, given that many of their prerequisite techs require major detours on the tech tree.

Colubrae are probably in the worst spot, as requiring Pass Through The Ether has them competing technologically with Dimensional-Affinity Eaters of Dreams that win the game instantly via Warp Bubble spam (something which, if I'm honest, should probably be nerfed). Considering the lore has them as mercenaries, perhaps their specific Hire Mercenary function could be disconnected from Mercenary Recruiter and tied to the Planar Gate instead, allowing the Sheaim to hire them rather than spawn them randomly? The costs associated with the Mercenary promotion would then keep them in check compared to normal Mages.

With all the cults gaining temples, I like the idea of the Sheaim getting new summons for every evil temple, encouraging them to be ironically religiously diverse. Temple of the Hand is a bit awkward but it would give some more meaning to finding Priests of Winter in lairs, and I'm not too attached to Tar Demons anyway. I suppose Aeron, Camulos, and Mammon already have some representation via Succubi, Marauders, and Revelers respectively? I'm not clear on whether Manticores are beings of Hell at all.

For Agares/The Veil, I'm tempted to suggest letting the Gates spawn Manes, representing a kickback on the general increase in souls going to Hell as the Sheaim corrupt the world. It would amount to a few free population points or promoting some units with the Demon race, which I don't think would unbalance anything.

I suppose Bhall should have some representation as the newest evil goddess? Esus might be left out, as he has his own religion separate from the Veil and, I assume, is the least interested in helping the Sheaim bring armageddon.
 
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