Master of Mana Xtended - Download and Changelog

How big your cities was? Rarely see Courthouse reducing maintenance by 6-7g (10 in pop 20 capital) and Market provides 8g
 
These were cities between 12-22 population. And I remember that a Courthouse for one of them reduced gold by 14 :). Keep in mind high maintenance cost+high upkeep (not sure if this counts to maintenance).
 
Courthouses were just too strong during my last Sidar playtrough, the reduce of gold/maintenance cost after building courthouse vastly surpasses markets+travelling merchants. It just doesn't make sense. Maybe you should just decrease overall maintenance for Sidar by 20-30%?
Reducing the maintenance for a civ is impossible for me. If players do think courthouse's effect is too high, I can lower courthouse's effect and gives Sidar courthouse UB with increased effect.

Marketplace gives money from commerce, right? Sidar with mist have penalty over traderoutes so unless you were spamming trading posts, you won't get that much commerce.
 
Well, just look at the screenshot below - courthouse is reducing expenses by 34 g, which is more that all income buildings + trade routes are giving. I also want to complan about AI ;) It wasn't very dumb, but also wasn't very smart. Every enemy at some time had tried to conquer me, there were some serious doomstacks in play. However they were having too little magic units, I believe that 1 out of 30 was a mage/adept. And the armageddon counter stopped at 6 on the turn near 400, which was strange (2 good civs, 2 neutral, 2 evil), while I razed some cities and pillaged like crazy.
34u.png
 
Covr, that is a gigantonormous city. It is an extreme outlier, so it is no surprise to me that things get somewhat squewered in these bordercases. The mechanics are balanced for some more "normal" city-sizes.
 
RE: Courthouse
Let's consider the gold from Courthouses are not income (Courthouses do not generate income) but embezzled pupblic money, wealth corrupted by officials etc and the legal processes at the court save these money and bring it back to the people. ;)

RE: AI
Yes, the AI is not perfect but I think Sephi and CarnivalBizarre had done great things to it! I prefer their AI than CIV5 and CIV6's :p

RE: AI and adept units
AI leader has their own weight for adepts. Some (like the Amurites, Sheaim and shockingly Bannor) will field more adepts than other. Khazad leaders are ones with lower weight thus they will rarely use adepts. Also, while the AI understands casting spells and values promotions from combat aura, it does not have foresight like we do so often adepts have lower weight compared to melee units (which are stronger in raw power).
 
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Future changelog:

changelog 5.4

- [AOS SI] Sprites and Sun Faeries have +1 Fire affinity. Pixies and Moon Faeries have +1 Cold affinity. Eternal Court units have Nature affinity.
- [AOS SI] Pixie and Sprite no longer cost metal.
- [AOS SI] Fixed Sun Faerie's Brilliance.
- [AOS SI] Foxfire is now str 8/8 +2 fire +2 Fire mana affinity.
- [AOS SI] Larincidhe (the hero) is now Melee unit.
- [AOS SI] Merged Linvega's tweaks for Aos Si.
- Aos Si Slave can teleport to Capital.
- On Winter Court, Aos Si Slave can be sacrificed to increase city population.
- [AOS SI] Leaders' traits changes:
- Larincsidhe is Enlightened/Summoner/Nature Magic Mastery.
- Corm Dubh is Charismatic/Philosophical/Fire Magic Mastery.
- Carn Diorne is Aggressive/Hunter/Water Magic Mastery.
- [AOS SI] Fixed Aos Si unit graphics changing into Ljosalfar's upon getting Eternal Faerie promotion.
- [AMURITES] Changed Govannon's Aura. Now it gives Govannon Legacy to units with Channeling 1 (mostly Arcane) and Arcane Weapon/Shield.
- [AUSTRIN] Harmatt is str 10/10 +2 Air mana affinity +scale with tech (he is a mid game hero).
- [BANNOR] Starts with 2 Footmen and 1 Demon Hunter.
- [CLAN] Clan of the Embers can not explore barbarian lairs (Goblin Forts etc) unless breaking the peace with the Barbarian faction.
- [DOVIELLO] Starts with Lucian and 2 Beastmen.
- [DOVIELLO] Feral trait enables units to steal weapon/armor if they win battle and do not have one. Chance: 20% + unit level.
- [DURAL] Starts with Builder's Code which allows Dural to research Righteousness.
- [DURAL] Builder's Code increases yield from Quarries and Mines.
- [ELOHIM] Monks start with Staff, but still unable to buy any other weapons/armors/gears.
- [ELOHIM] Hospitaliers start with movement of 2.
- [HIPPUS] Adjusted Magnadine's Recruit. Magnadine can recruit various units now.
- [HIPPUS] Magnadine is buildable at Horseback Riding.
- [HIPPUS] Starts with 2 Spearmen and 1 Scout.
- [ILLIANS] Starts with 1 Frost Maiden and 2 Javelin Thrower.
- [INFERNAL] Gains +1 food on Field of Perdition (so they can found cities there).
- [KHAZAD] Gains +1 food on Sordid Field.
- [KHAZAD] Fixed Create Battering Ram (again!).
- [KURIOTATES] Musteval lost Trap Making 2.
- [KURIOTATES] Added Guardinal for Kuriotates Ranger UU, with Trap Making 2.
- [KURIOTATES] Moved Skaven to Esus Guild.
- [MAZATL] AI can play Mazatl.
- [SHEAIM] Starts with 3 Queensquards.
- [SIDAR] Meditation Ground (Training Yard UB) gives Inspiration (+10% str, immune to fear) to units staying in the city.
- [SIDAR] Chamber of Reflection (Barrack UB) gives Inner Strength (+20% heal rate in own territory) to units staying in the city.
- [SIDAR] Granite Fort (Archery Range UB) gives +30% defense and Magic Ward (+25% resist spell) to units staying in the city.
- [SIDAR] College of Mists (War Academy UB) gives Quick Learner to units build in the city.
- [GAME] Gaelan starts with Channeling 1-3, strength 0/10, combat aura spreads Mutated to friendly units.
- [GAME] "Noble Houses of Erebus" button is now on the same row with "Magic screen" button.
- [GAME] Fixed pink buttons on Appocalypse horsemen's auras.
- [GAME] Fixed Child of Condatis' red blob attack.
- [GAME] Alchemy Lab is now 2 science/1 mana/1 spell research. Amurites' Transmutation Lab is 2 science/2 mana/2 spell research.
- [GAME] Quarries produce +1 hammer and +4 stones.
- [GAME] Stonecutter can be built without Stone resource.
- [MAGIC] (Mind School) Fixed Clarity promotion's pink button on tool tip.
- [PROMOTION] Fixed Assimilate Mind (for sure this time!)
- [RELIGION] Gives Satyr stronger Bloom.
- [RELIGION] Hemah no longer scales with tech but gain +2 Water mana affinity.
- [TERRAIN] Removes Fertile Grass from random map generation.

---
Anything else I might missed?
 
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Anything else I might missed?

Is it possible to fix that?
- Going down the priest chapter as Dural, i cant acquire the priest guildtech where you pick one out of three depending on your alignment. I think this is due to being agnostic, because i reported a similar issue for mazatl, who are agnostic as well, in the past already.
- Playing as Dural, cottages and their upgrades are invisible. This might not be a Dural specific issue though, Dural is only the first civ for which i noticed that.

- [INFERNAL] Gains +1 food on Field of Perdition (so they can found cities there).
Are you sure this is still an issue? I might be crazy, but with the latest version I think I can found cities on tiles with no food yield again.
 
Are you sure this is still an issue? I might be crazy, but with the latest version I think I can found cities on tiles with no food yield again.
TBH, I am not sure. CarnivalBizarre has fixed that, but I don't know whether the AI will calculate that or not. If there are reports that Infernals can settle just fine then I will undo this.

RE: Dural
- Yes, I guess they can't acquire Righteousness/etc because they are agnostics. Dural needs the tech for their Altar victory, yes? I will add Dural-specific tech to allow them researching Righteousness then.
- I don't see any problem with cottage line in my game (Dural or other civs). Anyone else are having this problem?

RE: Stones.
- Quarry now produces +1 hammer +4 stones.
- Stonecutter can be built in any city which produce stones, gives +25% of that city's stone income, gives 1 engineer slot. Cost: 100 hammers/100 metal. It is easier to get than Deep Mine/Shaft Mine for metal or Sawmill/Enchanted Sawmill for lumber, which require adopting and advancing a guild.
 
A screen shot of cottage and hamlet in Dural territory.

Spoiler :
upload_2017-1-8_22-8-25.png


Also, notice how the Guild button on top-right part of the screen now in the same row with Magic and Arcane research buttons! We can ignore the lower row now :p
 
Awesome changelog, when can we expect this? I do think you repaired everything discovered so far. Buff on quarries and staff for monks are nice too
 
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Hello Esvath !

I don't know if you are still taking suggestions for the next version, but i'd like to point a thing that i felt very unimmersive (does this word even exist ? :crazyeye:) when playing with the Dural and with the Khazad:

In the late game, after you research gunpowder, those civilizations can train the arquebus unit, but what bothers me is that you can only equip them with crossbows and bows. So, my suggestion would be to create a a few fireguns equipments(i think 2 is ok, just to give us the power of choice), so it will be possible to equip gunpowder units with gunpowder weapons, instead of the obsolete bows and crossbows. Only the Dural and the Khazad would be able to equip them.

Yeah, that's mostly a cosmetic change, but i think it helps to polish this mod.

Thanks again for your dedication, and i am looking foward for the 5.4 version !
 
So, my suggestion would be to create a a few fireguns equipments(i think 2 is ok, just to give us the power of choice), so it will be possible to equip gunpowder units with gunpowder weapons, instead of the obsolete bows and crossbows.
Hmmm... I don't know...

Something like these?

Civ4ScreenShot0003.JPG Civ4ScreenShot0006.JPG Civ4ScreenShot0004.JPG

:p

Khazad and Dural's arquebus will start with a rifle. This will allow them to upgrade to other type of rifles (requiring Bronze/Iron/Mithril) and add ammo (requiring Iron/Silver/Mithril). No other archery units (even Khazad and Dural) can use rifles and ammos.

Oh, and just for fun:

Civ4ScreenShot0007.JPG
 
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Hmmm... I don't know...

Something like these?

View attachment 463172 View attachment 463171 View attachment 463170

:p

Khazad and Dural's arquebus will start with a rifle. This will allow them to upgrade to other type of rifles (requiring Bronze/Iron/Mithril) and add ammo (requiring Iron/Silver/Mithril). No other archery units (even Khazad and Dural) can use rifles and ammos.

Oh, and just for fun:

View attachment 463173

That's *ucking amazing !!

Now i am even more anxious for the next version.. lol
 
Change log for 5.4

Spoiler :
- [AOS SI] Sprites and Sun Faeries have +1 Fire affinity. Pixies and Moon Faeries have +1 Cold affinity. Eternal Court units have Nature affinity.
- [AOS SI] Pixie and Sprite no longer cost metal.
- [AOS SI] Fixed Sun Faerie's Brilliance.
- [AOS SI] Foxfire is now str 8/8 +2 fire +2 Fire mana affinity.
- [AOS SI] Larincidhe (the hero) is now Melee unit.
- [AOS SI] Merged Linvega's tweaks for Aos Si.
- Aos Si Slave can teleport to Capital.
- On Winter Court, Aos Si Slave can be sacrificed to increase city population.
- [AOS SI] Leaders' traits changes:
- Larincsidhe is Enlightened/Summoner/Nature Magic Mastery.
- Corm Dubh is Charismatic/Philosophical/Fire Magic Mastery.
- Carn Diorne is Aggressive/Hunter/Water Magic Mastery.
- [AOS SI] Fixed Aos Si unit graphics changing into Ljosalfar's upon getting Eternal Faerie promotion.
- [AMURITES] Changed Govannon's Aura. Now it gives Govannon Legacy to units with Channeling 1 (mostly Arcane) and Arcane Weapon/Shield.
- [AMURITES] Animals and Beasts are not silenced by Arcane Lacuna. Non-Amurites Humanoids will lost all of their abilities (spells, miracles or special abilities).
- [AMURITES] Alchemy Lab is now 2 science/1 mana/1 spell research. Amurites' Transmutation Lab is 2 science/2 mana/2 spell research.
- [AUSTRIN] Harmatt is str 10/10 +2 Air mana affinity +scale with tech (he is a mid game hero).
- [AUSTRIN] Prepare Settlement requires Exotic trait. Only Sorah and Ecks can use this feature.
- [AUSTRIN] Deirdra now Trader/Cartographer. Trader gives 30% food/hammer/commerce from trade routes. Cartographer gives her Barter and Cartography techs at the start of the game .
- [AUSTRIN] Deirdra has +2 diplo modifiers both to and from male/female leaders. This will help her to establish trade routes.
- [AUSTRIN] has Food Caravan building (requires Merchant District) which sells 10 food for 4 gold (+1 gold for each food resources). AI can only build this after the city has reached its maximum (6, or 8 in the Capital).
- [BALSERAPHS] Balseraphs start with 3 Freaks and Loki, to help AI Balseraphs.
- [BALSERAPHS] More powerful promotions are available through Mutated.
- [BANNOR] Starts with 2 Footmen and 1 Demon Hunter.
- [BANNOR] Bannor palace gives +20 metal, instead of +15. It does not give herbs. This is necessary to help AI Bannor.
- [CLAN] Clan of the Embers can not explore barbarian lairs (Goblin Forts etc) unless breaking the peace with the Barbarian faction.
- [DOVIELLO] Starts with Lucian and 3 Beastmen, to boost early game strength.
- [DOVIELLO] Feral trait enables units to steal weapon/armor if they win battle and do not have one. Chance: 20% + unit level.
- [DURAL] Starts with Builder's Code (give quarries +2 stone and mines +2 metal, able to research Righteousness).
- [ELOHIM] Monks start with Staff, but still unable to buy any other weapons/armors/gears.
- [ELOHIM] Hospitaliers start with movement of 2.
- [ELOHIM] Changed Shrine Maiden's healing spell's name to Sirona's Touch. The old Sirona Touch is not working, don't know why.
- [HIPPUS] Adjusted Magnadine's Recruit. Magnadine can recruit various units now.
- [HIPPUS] Magnadine is buildable at Horseback Riding.
- [HIPPUS] Starts with 2 Spearmen and 1 Scout.
- [ILLIANS] Starts with 1 Frost Maiden and 2 Javelin Thrower.
- [INFERNAL] Gains +1 food on Field of Perdition (so they can found cities there).
- [KHAZAD] Boar Riders can bring birds, not any other units (!)
- [KHAZAD] Gains +1 food on Sordid Field.
- [KHAZAD] Fixed Create Battering Ram (again!).
- [KURIOTATES] Musteval lost Trap Making 2.
- [KURIOTATES] Added Guardinal for Kuriotates Ranger UU, with Trap Making 2.
- [KURIOTATES] Moved Skaven to Esus Guild.
- [MAZATL] AI can play Mazatl.
- [SHEAIM] Starts with 3 Queensquards.
- [SIDAR] Meditation Ground (Training Yard UB) gives Inspiration (+10% str, immune to fear) to units staying in the city.
- [SIDAR] Chamber of Reflection (Barrack UB) gives Inner Strength (+20% heal rate in own territory) to units staying in the city.
- [SIDAR] Granite Fort (Archery Range UB) gives +30% defense and +20% resist spell to units staying in the city.
- [SIDAR] College of Mists (War Academy UB) gives Quick Learner to units build in the city.
- [BUILDING] Stonecutter is buildable on cities with stone income, gives +25% of that city's stone income, costs 100 hammers/100 metal.
- [BUILDING] Sawmill and Enchanted Sawmill cost 100 hammer/100 metal each.
- [BUILDING] Shaft Mine and Deep Mine cost 100 hammer/100 lumber each.
- [BUILDING] Agravaine Supply gives +2 lumber/+2 stone for Trading Posts, Trading Markets and Trading Centers.
- [BUILDING] Alms House requires -2 gold/turn maintenance (no longer -1 gold/culture level), gives +1 happiness per 10% culture and faith slider.
- [BUILDING] Infirmary no longer requires Aqueduct in the city.
- [BUILDING] Shrine of Sirona grants +1 Life Mana, +1 happiness for Alms Houses and Infirmaries.
- [BUILDING] Moved Inn to Trade.
- [BUILDING] Moved Naval Academy to Warfare.
- [BUILDING] Celestial Compass is moved to Wealth of Nations, giving +2 Merchant GPP, makes merchant specialists give +1 gold.
- [GAME] Gaelan starts with Channeling 1-3, strength 0/10, combat aura spreads Mutated to friendly units.
- [GAME] "Noble Houses of Erebus" button is now on the same row with "Magic screen" button.
- [GAME] Fixed pink buttons on Appocalypse horsemen's auras.
- [GAME] Fixed Child of Condatis' red blob attack.
- [GAME] Wild Ogres will kill themselves automatically, making Ogre population manageable (should be at most 4 Ogres now).
- [GEAR] Added Health Tonic for Esus Guild. It heals your unit a bit but it can not move for two turns.
- [GEAR] Added Witches' Brew at Poisons (the tech). It heals your unit to half of their HP but mutated them.
- [GEAR] Added Blood of Dragon potion, which turns the drinker into Red Drake permanently. You can find this on dungeons/lairs.
- [GEAR] Added Rifles and ammos for Khazad and Dural arquebus.
- [IMPROVEMENT] Quarries now give +1 hammer/+4 stone.
- [MAGIC] (Mind School) Fixed Clarity promotion's pink button on tool tip.
- [PROMOTION] Fixed Assimilate Mind (for sure this time!)
- [RELIGION] Gives Satyr stronger Bloom.
- [RELIGION] Hemah no longer scales with tech but gain +2 Water mana affinity.
- [TERRAIN] Removes Fertile Grass from random map generation.
- [TECH] Blasting Powder no longer increases yields from mine. It unlocked various rifles instead. Non-Khazad and non-Dural do not need to research this.
- [TECH] Renamed Guilds tech to Wealth of Nations, to avoid confusion.
- [TECH] Trades through Deep Ocean is pushed back to Wealth of Nations.


Download here.

I don't think there is any bug left on this version but if you do find some, please report it on the bug thread!
 
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Thanks for new version, impressive changelog. Zarcaz back in game?
 

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