[MOD] MagisterModmod

I haven't gotten a game where Auric Ascended comes into play yet, but I'd love to be a bug on the wall if he fought Eurabates.

Both might be coming about the same time, but if Eurabates had time to get some promotions I'd bet on him.
 
Auric is way the hell more powerful. Base strength 152 born with combat 5.

Oddly though, my archmage with resurrection can, on the same turn, resurrect Auric, who also immediately ascends, giving me twin gods of winter.
 
Auric Ascended's base strength is actually only 60, but having 15 affinity for Ice Mana certainly helps. (I seem to recall the game actually no letting me give Auric a base strength of more than 100, but strength from affinity does not seem to share that limitation.) He does not necessarily start with many promotions cannot earn any more, but does keep Auric's promotions (I'm assuming those include Combat 1-5 and Heroic Strength/Defense I and II in your case) from before his ascension.

Perhaps his biggest advantage over Eurabatres though is that he can act as an ICBM from vanilla civ or the Rift summon in my modmod, letting him attack nearly any tile from any other tile on the map.


Ascension should not be letting you duplicate Auric. Tholal was supposed to have changed the code so that units being upgraded instead of killed do not pass through def onUnitLost, but it did not work. He may get it working right for his next release, but for now I just made the python code gives the mortal Auric the Illusion promotion just before converting him to Auric Ascended (and then removes this promotion from Auric Ascended and restores the Avatar promotion which I believe it would overwrite) so that def sluagh will ignore his loss.
 
Auric Ascended's base strength is actually only 60, but having 15 affinity for Ice Mana certainly helps. (I seem to recall the game actually no letting me give Auric a base strength of more than 100, but strength from affinity does not seem to share that limitation.) He does not necessarily start with many promotions cannot earn any more, but does keep Auric's promotions (I'm assuming those include Combat 1-5 and Heroic Strength/Defense I and II in your case) from before his ascension.

Perhaps his biggest advantage over Eurabatres though is that he can act as an ICBM from vanilla civ or the Rift summon in my modmod, letting him attack nearly any tile from any other tile on the map.


Ascension should not be letting you duplicate Auric. Tholal was supposed to have changed the code so that units being upgraded instead of killed do not pass through def onUnitLost, but it did not work. He may get it working right for his next release, but for now I just made the python code gives the mortal Auric the Illusion promotion just before converting him to Auric Ascended (and then removes this promotion from Auric Ascended and restores the Avatar promotion which I believe it would overwrite) so that def sluagh will ignore his loss.

Why do we discuss these rigged, overpowered units so seriously?
 
Are the Unique Features such as Sucellus' Tomb supposed to be providing mana? I thought that perhaps researching KotE or the associated domain (Divination) might be necessary, but that doesn't seem to be the case. I have both the Tomb and Seven Pines within my borders, with roads attached, but neither is providing their mana type.
 
Just some more feedback from solo play, specifically the civs that consistently do well.

Ljolsalfar
Lanun
Khazad

All three of these seem to frequently become steamroller empires in the late game. I have never seen any of those civs take any religion but their default religions playing this mod, at least I have never noticed them with anything but the usual for them.

Most of the civs seem like they become pretty good. For some odd reason the Svartalfar do terribly in most games. If the Luchiurp make it past the first 200 rounds they become very, very strong.

It does seem like a Runes/Fellowship world. Most civs other than the Lanun don't seem to do too well with the overlords. None of the ai civs seem to know what to do with the Empyrean.

For most of the civs besides the Lanun and Khazad (Luchiurp too, I don't think I've ever seen them as anything but Runes), they seem to do best with the Fellowship. The Kilomorph units might be better, but the Fellowship civs seem to get lots of large productive cities with that religion. It just seems to outweigh the benefits of the Kilomorph religion.

I don't think the Order is very popular with the ai's for some reason. Civs seem far more likely to go for the Ashen Veil or even Esus than that one. Most of the time it seems like the Bannor go Runes, along with the Elohim. Sometimes the Elohim will switch to Empyrean later, but quite often the stay Runes the whole way.

As a player, I find it much easier to defeat civs that have any religion but Runes or the Fellowship. Well the Lanun are hard, because it is a job to deal with all the cities they wind up with.

Just to summarize my thoughts:

Some civs never take anything but certain religions, ever.

Khazad - Runes
Luchiurp - Runes
Lanun - OO
Ljolsalfar - Fellowship

Civs that usually go for the Fellowship

Svarts (sometimes they take the Veil, but they are awful with anything but this)
Doviello (sometimes the Veil. Usually the Leaves though. Never seen them with anything but these two.)

Civs that usually go for the Runes:

Bannor
Elohim
Sidhar (for some reason)

The Kuriotates are a little more likely to take the Fellowhip than Runes, but I've seen them with both. If they are Fellowship they are far tougher to deal with.

I don't know about the Balseraphs. I kill them immediately because I hate Loki, if they start next to me. They can be tough later on, but I think even the ai hates them. If for some reason they make it to the late game I've seen them with Leaves and Ashen Veil. Never Runes or anything else.

Civs seem to go for Esus to build Nox Noctis, but seldom make that the state religion. Or maybe I'm not noticing. You do see Nighwatch all over the place though.

As a rule of thumb, this is the order of Religions that are difficult to deal with from hard to easy:

Fellowship
Runes
Octopus Overlords
Ashen Veil

Order/Empyrean as a tie for last place

The ai isn't very good at using the Empyrean. That religion is pretty much just blinding light and Chalid. And the ai doesn't handle either very well. With ice mana being out there more commonly, this isn't such a big deal anymore.

The Order just doesn't seem to benefit the ai. As a player they seem pretty weak when I use them. Sphener just seems to come too late. As an early hero Valin just never has been too good for me. I've gotten a lot more use out of Bambur and Saverous for some reason. I'm not sure why that is the case, other than that they can use metal weapons for an upgrade.

Then too, the mage heroes seem to be hard for the ai to use effectively. Every game it seems like I see Bambur and Saverous pounding on things all game long. Hemah and Gibbon never seem to make much difference.

Rosier usually dies pretty quickly for some reason. Kyra Kyriel seems like he is the best of the mounted religious heroes. Mardero usually seems to die pretty quickly when he comes up.

Really the early heroes are far more important than the later ones.
 
Oh yeah, I just wanted to say it is hard to do, but if you beat Khandros to founding Runes and building Bambur, he is a sad little dwarf.

Take their hero (yeah I know about Maros) and their early iron, and they usually fall apart.
 
A few notes on the Grigori:
Cassiel seems to often take Slavery and God King as civics. It seems that the AI should probably de-prioritize these for Cassiel. In fact, there are probably many leaders that are adopting strange civics.

Would it be possible to make Adventurers immune to the Crazed promotion? I've noticed that when Adventurers are exploring hidden dungeons, this event happens quite often, and greatly reduces their effectiveness.

I'm unsure what benefit homesteads have, other than for the capital city. Is the only difference that they have a slightly increased chance to discover bonus resources?
 
I'm not really sure how to change how specific leaders prioritize civics. I could use python to block them altogether, but that seems too extreme.


I could make adventurers immune to crazed, but I don't think I will. Just make sure you invest in Spirit 3. That can remove crazed, and in the next version will prevent an exploring unit from getting it. Also note that half of the time crazed is given as part of the demon possession result. In the next version, that result will be prevented by he Blessed, Demon Slaying, or Exorcist promotions.


The main benefit of Homesteads is that they can generate defenders when enemy units trespass on them, in much the same way that Ancient Forests generate Treants. The type of unit is determined the same way as those generated by the Recruit spell. These units start with the Weak promotion and a duration of 4, but they should greatly help the Grigori defend themselves without a large standing army.
 
In your mod will any of the following civs ever take anything but their "base" religion?

Khazad
Luchiurp
Lanun
Ljolsalfar

And do the Khazad do anything, anything at all tech wise until they get Way of the Earthmother?

I mean do they research Ancient Chants-Mysticism-Mining-Way of the Earthmother as their first four techs no matter what? No calendar, agriculture, anything of that sort? I guess the same applies to the Ljolsalfar and the Lanun for their respective religions.

I'm just curious because it seems like you've set it up that way.

By the way, is that Varn Gosam Mirror of Heaven event in this mod? Because it seems like Empyrean usually gets founded a lot earlier than I would have thought given all the techs you have to go through to get there.
 
I have seen Lanun in a variety of religion, even if they seem to prefer Octopus.

I remeber having seen recently a Ljosvafltar with the earthmother religion, but it may just had been because I founded Fellowship myself.

Dungeon can yield disciple of unfounded religion, meaning you can found them and choose the holy city. I am not sure if they are prerequisite to that, but I have found quite a big number of late game religion early this way.
 
I'm drawing a blank on Lanun with anything but OO.

I am past 50 games now with this modmod (though I seldom finish games unless I am going for altar or tower) and can't recall them with any other religion.

I played a game with them recently where I beelined Orders from Heaven. It actually worked pretty well with them. I quit playing it because I felt dirty with the law mana. Just can't see the Lanun with that religion.
 
I don't believe that there is any code forcing any civ to research anything. If there is, it must be in Tholal's SDK rather than anything I coded myself. It may be related to the <FavoriteReligion> tag.


I did make it so that the Ljosalfar and Khazad are given some free research points towards Way of the Forests and Way of the Earthmother, respectively. The AI may put more emphasis into finishing techs it has already started to research, which would involve researching its prerequisites first. (I find that the Luchuirp still tend to beat the Khazad to Way of the Earthmother despite the advantage though. I think that managing the gold in the vaults can seriously hinder their research during the early game.)


The Lanun have no such advantage in getting Message from the Deep earlier than any other civ. Now that I think of it though, I may give such an advantage to Hannah the Irin, as "the Kraken of the Fields" is essentially the messiah of that crazy faith. I will not make the advantage apply to Falamar, as he has no real love for the Cultists and is instead the hero chosen by Condatis, the archangel of Danalin who is working to defeat the Overlords and awaken her master.

Hannah the Irin already has <FavoriteReligion>RELIGION_OCTOPUS_OVERLORDS, and also has a 100 (which I just decided to reduce to 95) weighting towards the faith (meaning she considers the religion to be twice as widespread as it actually is). Falamar has no Favorite religion. He does have a 10 weighting towards OO, but is just as strongly weighted towards The Empyrean and more strongly weighted towards The Council of Esus.





Most civilizations require Honor to found The Empyrean, but the Malakim can found it with only Way of the Wise. They still require Honor in order to build Temples of the Empyrean, or train any Empyrean units except for Lightbringers (which in my modmod is an Ecclesiastic UU). (In the versions released so far, Lightbringers require Desert Shrines but have no religion prereq even though they can spread the Empyrean religion. I have decided that in the next release they will have no building prereq but will require the Empyrean present in the city.)


Finding the Mirror of Heaven can give the Malakim a significant advantage, but it does not help them found the Empyrean any sooner. Any player that has The Empyrean as his state religion but does not yet know Honor will be given Honor and a Great Prophet for free when one of his units enters the Mirror.


The way my modmod handles this fits better with the Lore. Lugus was already worshiped by the Malakim Lightbringers even before Varn Gosam found them and brought them together into one organized religion. The Once-Elf was already the Patriarch of the Empyrean when he found The Mirror of Heaven and received the vision that established the religion's official doctrine.



Exploring lairs can result in finding Disciples only after you learn Mysticism. In my next release, I also allow lairs to provide free Priests once you know Priesthood. I also changed it so that enabling a game option to disable a religion also prevent lair exploration from granting any units of that religion.
 
How many of the difficulties do the Lanun start with fishing? That was my reasoning on why they usually get the overlords first.

Hmmm Lanun with Empyrean. I'm going to have to try that.

I'm just curious about this matter, because as a personal tradition I always play games with Orthus enabled. If I research a religion and don't get the Priest sometimes it is dicey with defending my cities, because I haven't teched up something like archery or at least hunters if I'm going leaves.

In the long run it averages out, but getting Bambur usually is a big advantage in the early game. It's pretty easy to steamroll the first neighboring civ if you get him.

Saverous too, but Bambur seems to work out better with that stoneskin promotion thing he gets, not to mention the mountain walking.

Also it's working as intended I guess, but the Khazad get some crazy big empires in the late game. However the AI works, they seem to build a lot of life mana nodes. Several times I've had island starts and found the Khazad were taking over the mainland.

I usually call it quits there, because it is a crazy lot of work to dig all of those cities out.

By the way the Kuriotates are my favorite civ, and I really like what you've done with them. They are on the borderline of being overpowered now though with those dragon disciples. The AI doesn't seem to care I'm turning most of their units into Barbarians over time. I had a game recently where my Dragon Fanatics turned the Elohim and Luchiurp into rebellious flame covered wastelands without my lifting a finger.

And that is without Eurabates being Stirred from Slumber. It appears all the heroes are immune to this effect now though.
 
Just want to know how to change the boy king civ to have the same ability as the elves (can build improvement on forest tile without destroying the forest). And the ability to have different random races version of unit also nice. How to implement them?
 
Allowing a civilization to build over features is determined by this code at the end of the civilization defines in CIV4CivilizationInfos.xml
Code:
			<MaintainFeatures>
				<MaintainFeature>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<bMaintain>1</bMaintain>
				</MaintainFeature>
				<MaintainFeature>
					<FeatureType>FEATURE_FOREST_ANCIENT</FeatureType>
					<bMaintain>1</bMaintain>
				</MaintainFeature>
				<MaintainFeature>
					<FeatureType>FEATURE_FOREST_NEW</FeatureType>
					<bMaintain>1</bMaintain>
				</MaintainFeature>
			</MaintainFeatures>
at the end of the civilization's defines in CIV4CivilizationInfos.xml

The random racial promotions are granted in CvEventManager.py, under def onUnitBuilt

Code:
		# Advanced Tactics - Diverse Grigori (idea and base code taken from FFH Tweakmod)
		if gc.getGame().isOption(GameOptionTypes.GAMEOPTION_ADVANCED_TACTICS):
			if pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_KURIOTATES') or pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_GRIGORI'):
				if unit.getRace() == -1 and unit.isAlive():
					iChance = 40
					if CyGame().getSorenRandNum(100, "Grigori Racial Diversity") <= iChance:
						race = CyGame().getSorenRandNum(3, "Bob")
						if race == 0:
							unit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_ORC'), True)
						elif race == 1:
							race = CyGame().getSorenRandNum(2, "Elvish division")
							if race == 0:
								unit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_ELF'), True)
							elif race == 1:
								unit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_DARK_ELF'), True)
						elif race == 2:
							unit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_DWARF'), True)
		# End Advanced Tactics
 
Hello,
in my last game the lanun computer build the rites of Oghma multiple times. Is it a bug ? or do I miss something ?
 
That's not a bug. It's a repeatable ritual.
 
That's not a bug. It's a repeatable ritual.

Sorry that's not what I want to say.
I find strange that two third (at least) of falamar's cities work on the rites of oghma (he can finish the ritual every four or five turns)
 
Ah. Yeah, the AI does seem to overvalue it.
 
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