[MOD] MagisterModmod

if you play with advanced tactical option, maybe you need an embassy?
(however one *should* have embassies on vassal lands...)
 
I do not think embassies are required (or even possible) with vassals. Anyway, i do have open frontiers that normally requires an embassy...
 
Hi. I'm playing Magister as the Khazad. I have the Runes of Kilmorph and built a Soldier of Kilmorph. Moved him onto a mountain and I don't see any way he can build a mine. Is there a tech that enables this? (I do have mining.) Or am I missing something else? Thanks for any help.

Kept playing and got mines by using the world spell. Now when my country has bronze working and a city right next to a copper mine on a mountain, why are my units not able to gain the +1?
 
@mcwill123
I think that mining is possible on mountains by SoK only when blasting powder is discovered.

I also noticed that the resources on mined montains are not available, even with roads, except if the resource is by a river. But I do not know if this is a bug or a feature...
 
I have taken away the ability of Soldiers of Kilmorph to build mines, but I forget whether that was before or after the last release. I changed the tech prereq a couple times when it was a spell, but I think Blasting Powder was the last one before the spell was removed.

The AI did not seem to know how to use the Mountain Mine Spell, and I got the impression that it was causing OOS issues.

I discovered that the CvGameUtils.py's def canBuild(self,argsList): can allow improvement to be built where they otherwise could not, such as on peaks, under various conditions. I made it so that Mines and Quarries can be built on peaks under the Arete civic. The AI can use its normal worker AI for this just fine.

I'm thinking that in the last release I had already made that change, but also gave Soldiers of Kilmorph some build orders. I since then removed them. In earlier versions of FfH2 there was an issue where giving a unit build orders but not also letting them build roads could cause OOS errors, and I'm not sure whether this has been fixed in MNAI. I also noticed that the AI is just terrible at getting stuck in specific unit AI types, and would either never use a Soldier of Kilmorph as a worker or else only use it as a worker.

In response to complaints about Demon Lords and Balors being unable to move in their own territory, I have since the last release started using CvGameUtils.py's def unitCannotMoveInto(self,argsList): for multiple purposes. I use it to prevent such units from entering non-hell tiles only outside of their own territory. I use it to prevent rival Summons from entering the plot of a city with a Ring of Warding. (This allowed me to get rid of a resource intensive and imperfect passive spell used in the previous version.) Since Tholal hasn't really fixed the issue with bAlwaysHostile being able to enter rival cities peacefully and then blocking other units from entering the city, for now I am using python to block Dragon Fanatics from entering rival cities. Last but not least, I gave Workers/Great Enginers/Great Merchants <bCanMoveImpassable>1 but used python to prevent them from entering Peaks unless they are within their cultural borders and running Arete.

The AI is much better at understanding things this way.


I've noticed the issue with resources on Peaks not being connected too. I'm really not sure what I can do about that. I thought I remembered roads connecting resources properly a couple years ago, but it certainly is not happening now. I also remember one point when it seemed like adding TERRAIN_PEAK to a technology's <TerrainTrade> seemed to connect all the peaks adjacent to a city. It did not seem to work the last time I tried it though.
 
Re. mountain mines, I just played my first game and saw RoK Mahala had built lots of 'em. I know she didn't get as far as Blasting Powder.

Anyway, this mod is barrels of fun. I love it. My first game was as the Grigori. They are much more flavourful than before.

I did have a few oddities occuring towards the end of the game, such as illusory units of mine appearing (to die three turns) due to nothing I had done and one of my adventurers popping up in my capital nearly dead (had Phoenix Blood but the combat log showed nothing had killed her). Also, when I promoted that adventurer to a new unit type, a copy of her (in adventurer form, not as the new unit) popped into existence! Strange stuff.

Anyway, managing adventurers is quite interesting. It's great to be able to get all different kinds of promotions on one unit without resorting to Flesh Golems and the like, but sometimes I'll have one as a city defender in the middle of a war and he'll suddenly decide he wants a change in career - whether my war treasury can afford to re-promote him or not! I think it's an interesting system of advantages plus some drawback to not make it overpowered.

Liked the addition of the Children of the One religion as well.

Playing a mod like this with lots of extra flavour makes me want to stay "in character" more than usual. I had Cassiel never declare war, always take the chance for peace whenever it came up, and broker peace between other civs. The combination of Life 3 and Spirit 3 on one adventurer came in handy too.

Thanks a million for all the hard work on this!
 
Anyway, managing adventurers is quite interesting. It's great to be able to get all different kinds of promotions on one unit without resorting to Flesh Golems and the like, but sometimes I'll have one as a city defender in the middle of a war and he'll suddenly decide he wants a change in career - whether my war treasury can afford to re-promote him or not! I think it's an interesting system of advantages plus some drawback to not make it overpowered.

Liked the addition of the Children of the One religion as well.

Playing a mod like this with lots of extra flavour makes me want to stay "in character" more than usual. I had Cassiel never declare war, always take the chance for peace whenever it came up, and broker peace between other civs. The combination of Life 3 and Spirit 3 on one adventurer came in handy too.

You can kind of abuse the adventurers. If you make it into the extreme end game you can pretty much give them most of the promotions.

adept->Mage->Archmage over, and over again.

All it takes is money.

I one had Needles as a flying, water walking, immortal with all kinds of nutty spell promotions and 18/20 strength. The heroes can get summoner and twin cast, so you just park next to a city on a mountain, or at sea, and hit it with summons over and over (Needles attacks too, it's not like anything other than a Marksman is going to slow him down at that point).

I guess in the long run you can stop wars whenever you want, because there is no downside. You can always have someone with the proper promotions, and always get them back.

A lot of guys seem to do this thing where you don't build buildings or develop cities. You pump out units of a certain type from one city and don't build much in the cities.

I pretty much try to maximize what each city I have can do. I don't screw around with warriors, and I pretty much aim to have every building I can possibly put in a city before the game is over. I also build every last wonder I can. My goal is to build an awsome civilization, not club the world to death with bronze warriors.

I have a feeling I'd get my butt handed to me in multiplayer, but honestly I like to begin and finish these games in one night, so I'm not really interested in that anyway.

I can get some really good gold flow in the end game with my approach. Usually I can stock up the 30,000 or so gold it takes to buy the Tower of Mastery in 4 or 5 turns.
 
how do you play in 1 night ?
how long is a game 4-6-10 hours ?
what are the usual settings ?
quick I suppose?
small map ?
how many civs ?
 
A lot of guys seem to do this thing where you don't build buildings or develop cities. You pump out units of a certain type from one city and don't build much in the cities.

I pretty much try to maximize what each city I have can do. I don't screw around with warriors, and I pretty much aim to have every building I can possibly put in a city before the game is over. I also build every last wonder I can. My goal is to build an awsome civilization, not club the world to death with bronze warriors.

I have a feeling I'd get my butt handed to me in multiplayer, but honestly I like to begin and finish these games in one night, so I'm not really interested in that anyway.

That's kind of the perverse side effect of aristocracy + agrarianism. Lots of food and gold with fairly low maintenance means you can pump out gobs of troops without crashing your economy. And yes, gobs of bronze warriors are better than T1 troops because they are cheaper than 2 for 1. You certainly fall behind on Tech and cool buildings, but it doesn't matter because the others will soon be your vassals. Many people blame agrarianism, I blame aristocracy because it supplies you with a ton of gold on minimum investment.
 
Usually my games don't last longer than 3 hours or so. I'll tell you more about that in a minute.

Standard size
Ancient era
Normal Speed
Usually Erebus map (I hate when civs start right next to each other, best one I've found for avoiding this, though it doesn't always work)
Temperate Climate
Medium Sea Level

I allow Time, Conquest, Tower of Mastery, and Altar victories.

I disallow

Cultural (no interest in winning this way)

Religious (I've done it this way, no particular thrill there. Plus playing Magister's mod everyone seems to gravitate to Runes and Leaves. Maybe the AI does things differently in picking a religion if a Religious victory is enabled, but it doesn't interest me enough to play with it.)

Domination (I don't like losing this way. I also don't think it would be very interesting to win this way either, so out it goes.)

I disallow the compact, because I don't like the way it's implemented here. Too many infernal factions wind up on the map, and the Mercurians are a pita to play against.

I turn Orthus off, mainly because he is:

a) Just a delivery mechanism for his axe (I don't have problems with him, sometimes the AI does, but usually not.)

b) He quite often spawns, hangs out somewhere, then shows up with his buddies when you are tired of waiting for him and are Rexxing. Depending on when he comes, I might not have the troops it takes to kill him in the open field without some dumb stack of 20 warriors to throw at him. If he comes when I have horsearchers, he is toast of course. I mainly turn him off because he can quite often take one of my new cities because it is garrisoned by only a couple of axemen or warriors. If he does he will hang out in that new city a while, but I don't feel like waiting till I have units that can take him (warriors and axemen usually don't do anything but feed him xp).

In short, he is an annoyance, too much so for what his axe is worth. If he promptly shows up, attacks your city, and gives you his axe, he is fine. But if you wind up in a situation where he occupies one of your cities for 20 or 50 turns, depending on where you are in the tech tree and production he just isn't worth the bother.

I keep Acheron in, mainly because you get Mithral from his hoard (you can't always count on finding it). Also the AI seems to take a lot longer than a player does to take him out, so he is good for keeping other civs off your borders while you build.

As for the rest of it, I build a bunch of workers and automate them. I typically only direct them when I have a resource I want a road to, or something developed right away. Sometimes I manually direct them when a city lacks hammers, but that is not often.

My goal is always to make it to the endgame, where you actually see all the high end units. If for example the Khazad or Ljolsalfar are eating everything with their sprawl civs on another continent, I throw in the towel unless I decide to go for a Tower or Altar victory. Going through all of the 20, 30, or more cities these civs wind up with is too painful. If puppet states could actually do something, or I turned off the armadeddon counter I might do more with conquest.

But with puppet states at least, I get tired of having to supply troops/garrison all these conquered cities the puppet state can't hold. I've tried all kinds of things, giving the puppet 10,000 or so gold, resources, gifting troops, they just can't deal with the Ljolsalfar/Khazad mega stacks on their own. Or a stack of pyre zombies.

My favorite civ to play is the kuriotates. They are strongest with Runes, but they often lose the race to that one. So usually I found Leaves, go with that, stay pacifism the whole time, and go for engineers to build wonders. By the endgame I have usually gone through a ton of great people. Usually I am Republic/Pacifism/GoN the whole time. Runes is better, but you can't count on getting that, or the Form of the Titan. As far as civics go, I don't really worry about war weariness.

Troops I go with centaur archers, chargers, knights, Herne, mages, and PoL's. Most often I have 3 archmages in my three cities with Unyielding Order and Creation 3 going. No unrest, no health problems. One archmage is running around with a stack. My dryads and Yvain are with some stack or other, though Yvain can hang out on mountains so I run him around solo frequently.

And then there is Eurabates... a lot of games I don't build him because it would be too easy.

At this point my Kuriotate cities are past 50 population. I'm not sure I've seen 70 with one, but I've gone past 60 several times.

I expect the Sidar could do even better, but I don't really get in to that civ.

And the Grigori can do that Unyielding Order/Creation 3 thing easily too. I've had games where I had 8 or 9 heroes running around. Usually I find other things for them to do, but I think I've parked some in a city running Order/Abundance. It's not really necessary for them though, because they can sprawl like all the other civs.

Basically I might not be a good player. But from the sound of it, I don't think I want to be one. I don't really want to agonize over building a farm or workshop, or whether my stack of 20 warriors is enough to take out that city with the archer. (don't laugh, an archer with a lot of drill promotions is scary unless you have horsemen or shadow mana if you only have low end units).

I also don't get this financial trait/aristograrian thing. In my experience money just rolls in when you get to currency/taxation. BUild all the money buildings and the Bazaar and your money troubles are over. If you go Runes you won't have money troubles anyway. Even without a philosophical leader I often go Republic/Pacifism for the great people.

Stuff I try to do: Never lose units (impossible of course, but you can come close with 95% withdrawl rates). Build. Make high end units.

The only civ I like doing the warrior rush thing is the Doviello. Mahala's upgrade trick, and the fact that the Doviello have some of the most effective palace mana in the game for doing this make them a lot more fun to do it with than other civs. Plus it's fun to see how many levels you can get for Lucian before he is obsolete.

Also I don't play higher difficulty than Noble. I want to found a religion, and it seems more and more difficult the higher you go.
 
That's kind of the perverse side effect of aristocracy + agrarianism. Lots of food and gold with fairly low maintenance means you can pump out gobs of troops without crashing your economy. And yes, gobs of bronze warriors are better than T1 troops because they are cheaper than 2 for 1. You certainly fall behind on Tech and cool buildings, but it doesn't matter because the others will soon be your vassals. Many people blame agrarianism, I blame aristocracy because it supplies you with a ton of gold on minimum investment.

I'm not so sure about that. Bambur gets the stoneskin promotions under some situations. I've seen him hammer to death some pretty big stacks in the early game that dared to attack him. I'm amazed at some of the stuff I've seen him live through.

Just saying put Bambur on a hill (if he has the Tablets promotion) with the right promotions, and you aren't going to scratch him without a WHOLE LOT of bronze warriors.
 
@sunbeam : nice.
I'm not sure I can play a game in 3hours.. in standard map/normal speed.
I'll need mainly 10-20 hours.. so 2-3months.
I'll try it your way next ..haha.
 
Calavente, I often don't finish. If I win in three hours, it is because of an altar/tower victory.

I've actually won conquest quickly before, when the civs all start out close.

But I find conquest games to be too tedious to finish usually. If in three hours, I see that I could win a conquest game, but don't feel like going through all that mind numbing tedium, I throw in the towel.

I can't dispute what people here right about how cost effective bronze warriors are and whatnot. But I find that kind of game boring. And I don't think I would enjoy multiplayer, even without getting my butt kicked, because I don't want to play this 20 hours or so spread out over multiple nights waiting for some guy to decide where he wants to put a farm.
 
Hello, I have a question about the White Hand religion. Was it removed in one of the updates? I'm playing a game right now and thought it would be really cool to see Auric, the Illian leader, ascend to godliness but I can not find out how to make the White Hand religion be founded. The Illians are not in my current game by the way, just would like to know for future games how to found the religion. Thanks you XD
 
Hello, I have a question about the White Hand religion. Was it removed in one of the updates? I'm playing a game right now and thought it would be really cool to see Auric, the Illian leader, ascend to godliness but I can not find out how to make the White Hand religion be founded. The Illians are not in my current game by the way, just would like to know for future games how to found the religion. Thanks you XD

The Ilians with Auric as leader have to be in the game for you to do it. Both the Doviello and the Ilians can perform the ritual, but I don't know why the Doviello would ever perform it, since it makes them Auric's vassals.

That said, it's just another ritual. I think you need Priesthood to start it. It's pretty much a beeline thing for the Ilians, I have never seen the Doviello perform it.
 
There are a couple of quirks with the Kuriotates which may be intentional.

1) Warriors and Archers can't upgrade to Centaur Chargers and Centaur Archers now. It would kind of make sense for them not to be able to, but you could in past versions of the mod.

Also I think I noticed the Luchiurp couldn't upgrade warriors to Chariots. I'd have to check it again, but it is kind of hard to get them to survive long enough to get the techs sometimes. I mention that because other civs have not problem upgrading to Chariots.

2) The Kuriotate Dryads appear to get promotions from the Tower of the Elements. I think they get Altar of the Luonnatar and Tower promotions when they are created in the Tower City.
 
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