MagisterCultuum
Great Sage
What do you think of these changes that I'm testing out:
The Crown of Akharien no longer lets units upgrade for free. (I was finding it annoying how often I felt compelled to exploit this my passing the equipment between every unit in a stack to let them all upgrade for free). Instead it grants free XP the same way as the Hero promotion does, plus it makes a unit 100% less likely to miscast spells. It may randomly grant Channeling 1 instead of Mastery of Magic.
The Equipped effect of the Ringgiver's high priest spell gives a 90% discount on unit upgrades instead of making all upgrades completely free. It also allows upgrades outside of borders and gives immunity to Rust
The Foxmen have a temple called the Trailhead (which does not grant any culture like most temples, but gives a free specialist slot for every unique feature within the city radius), a disciple called the Vagrant (with Light and March, but not Medic 1 like most disciples), a priest called the Drifter (with Light, Mountaineer, Divine, and March instead of Medic 1&2 like most priests, plus the paratrooper airdrop ability), and a High Priest called the Winddancer (with Flying, March, Medic 1-3 like most high priests). None of these units can get any defensive bonuses. All can move through rival territory.
The Wanderlust promotion no longer exists. (Note: this will break saved games). Foxmen disciples no longer start with the Adventurer promotion, which was preventing them from joining with great commanders as well as triggering both random lair explorations and the "And Now for Something Completely Different" effect that de-upgrades them so they can take a different upgrade path. The Truancy spell, which also de-upgrades them so they can take a different upgrade path, is also gone. Those abilities were getting a bit annoying and being able to upgrade the same disciples over and over tended to make all of them get affinity instead of just a special few as in other faiths.
The new Foxmen priest spell is "Explore Wilderness," which works the same as exploring a minor lair like a barrow or ruins but does not require any improvement on the tile. It cannot be used within any city limits, within any national borders, or on tiles with multiple units. It does not clear an improvement or grant any xp like a normal lair exploration, but the units may still get xp from defeated any hostile units the Drifter may run across.
The Winddancer's spell is Gale, which pushes units back and gives them the Airborne promotion, a promotion that combined the effects of Flying and Enraged, causing units to wander around out of control over any sort of terrain until the effect wears off.
The Slyph Search's great person type is now a Great Bard instead of an Adventurer or Foxmen cleric.
In lieu of a normal religious hero, any player with the Foxmen state religion can train one Adventurer in a city with the Foxmen religion and a Trailhead present. These adventurers won't have the lore specific names, races, and promotions of the adventurers generated from great person points or from lair exploration. They will have randomized names, the Foxmen religion, Air affinity, and the Light, Mountaineer, Divine, and March promotions like an ordinary Drifter. There is a bit of python code which prevent them from training another Adventurer when they already have one in an upgraded form. There is also python code that makes an Adventurer (included those upgraded to other unit types) abandon a player who abandons the Foxmen state religion.
I'm also thinking about getting rid of the Pilgrim promotion and the related mechanic that grants free promotions based on unique features. The python code is kind of messy and inefficient, and with all the spheres having their own religions and affinities it can seem odd for Elohim disciples to get spell spheres etc from very different spheres. I might need to give the Elohim some other bonus instead, linked to their canonical role as the guardian of holy sites. Maybe their Monk and/or Pilgrim units should just get +1 xp for every unique feature within their territory?
The Crown of Akharien no longer lets units upgrade for free. (I was finding it annoying how often I felt compelled to exploit this my passing the equipment between every unit in a stack to let them all upgrade for free). Instead it grants free XP the same way as the Hero promotion does, plus it makes a unit 100% less likely to miscast spells. It may randomly grant Channeling 1 instead of Mastery of Magic.
The Equipped effect of the Ringgiver's high priest spell gives a 90% discount on unit upgrades instead of making all upgrades completely free. It also allows upgrades outside of borders and gives immunity to Rust
The Foxmen have a temple called the Trailhead (which does not grant any culture like most temples, but gives a free specialist slot for every unique feature within the city radius), a disciple called the Vagrant (with Light and March, but not Medic 1 like most disciples), a priest called the Drifter (with Light, Mountaineer, Divine, and March instead of Medic 1&2 like most priests, plus the paratrooper airdrop ability), and a High Priest called the Winddancer (with Flying, March, Medic 1-3 like most high priests). None of these units can get any defensive bonuses. All can move through rival territory.
The Wanderlust promotion no longer exists. (Note: this will break saved games). Foxmen disciples no longer start with the Adventurer promotion, which was preventing them from joining with great commanders as well as triggering both random lair explorations and the "And Now for Something Completely Different" effect that de-upgrades them so they can take a different upgrade path. The Truancy spell, which also de-upgrades them so they can take a different upgrade path, is also gone. Those abilities were getting a bit annoying and being able to upgrade the same disciples over and over tended to make all of them get affinity instead of just a special few as in other faiths.
The new Foxmen priest spell is "Explore Wilderness," which works the same as exploring a minor lair like a barrow or ruins but does not require any improvement on the tile. It cannot be used within any city limits, within any national borders, or on tiles with multiple units. It does not clear an improvement or grant any xp like a normal lair exploration, but the units may still get xp from defeated any hostile units the Drifter may run across.
The Winddancer's spell is Gale, which pushes units back and gives them the Airborne promotion, a promotion that combined the effects of Flying and Enraged, causing units to wander around out of control over any sort of terrain until the effect wears off.
The Slyph Search's great person type is now a Great Bard instead of an Adventurer or Foxmen cleric.
In lieu of a normal religious hero, any player with the Foxmen state religion can train one Adventurer in a city with the Foxmen religion and a Trailhead present. These adventurers won't have the lore specific names, races, and promotions of the adventurers generated from great person points or from lair exploration. They will have randomized names, the Foxmen religion, Air affinity, and the Light, Mountaineer, Divine, and March promotions like an ordinary Drifter. There is a bit of python code which prevent them from training another Adventurer when they already have one in an upgraded form. There is also python code that makes an Adventurer (included those upgraded to other unit types) abandon a player who abandons the Foxmen state religion.
I'm also thinking about getting rid of the Pilgrim promotion and the related mechanic that grants free promotions based on unique features. The python code is kind of messy and inefficient, and with all the spheres having their own religions and affinities it can seem odd for Elohim disciples to get spell spheres etc from very different spheres. I might need to give the Elohim some other bonus instead, linked to their canonical role as the guardian of holy sites. Maybe their Monk and/or Pilgrim units should just get +1 xp for every unique feature within their territory?
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