Valkrionn
The Hamster King
Damn, forgot about that one lol. Somehow I doubt there's a way to force them to go through anarchy?
clan of embers+warrens+soldiers of kilmorph could also be an issue. They can use soldiers of kilmorph to build wonders and buildings 50% faster than normal with at the ready.
Personally, I think that's just reinforcing their strength. I could always disable their ability while the Poorly Trained promotion persists, but soldiers of kilmorph are already a nice tactic for the Clan.
While I like the general idea of the modmod, I think the numbers just don't work yet. A few suggestions:
- since Bannor have a huge oppertunity cost with these civics, atleast one should be particularly usefull to them. military production or experience doesn't really help them as they mostly use free units anyway. What they need is a civic that increases cottage growth
- production in general is difficult to get, so bonuses to it shouldn't be too high
<PromotionInfo> <!-- Poorly Trained -->
<Type>PROMOTION_POORLY_TRAINED</Type>
<Description>TXT_KEY_PROMOTION_POORLY_TRAINED</Description>
<Help>TXT_KEY_PROMOTION_POORLY_TRAINED_HELP</Help>
<bAutoAcquire>1</bAutoAcquire>
<bNoXP>1</bNoXP>
<PrereqCivics>
<PrereqCivic>CIVIC_READY</PrereqCivic>
</PrereqCivics>
<iCombatPercent>-10</iCombatPercent>
<Button>Art/Interface/Buttons/Promotions/BigPinkBox.dds</Button>
<iExpireChance>10</iExpireChance>
</PromotionInfo>
You could use an Autoacquire promotion for demagogs which requires your militant civic and blocks abandonment. Then you need crusade to get them, but can use the new civic to keep them
sounds great. Maybe also have a very small chance for those demagogs to become enraged once you leave crusade. Maybe they want to continue their own crusadeI'd actually rather not have cottage growth in this column.... Trying for straight military civics, don't want any economic boosts. I believe, however, I've found a method for allowing Bannor Demagogs and Flagbearers to persist when switching civics, at least for a while.. Which would allow them to switch out of crusade, crank out warriors and courthouses and so on, and then go back in with their economy on a firm footing, WITHOUT having to rebuild their army of demagogs.![]()
sounds great. Maybe also have a very small chance for those demagogs to become enraged once you leave crusade. Maybe they want to continue their own crusade![]()
<PromotionInfo> <!-- Poorly Trained -->
<Type>PROMOTION_POORLY_TRAINED</Type>
<Description>TXT_KEY_PROMOTION_POORLY_TRAINED</Description>
<Help>TXT_KEY_PROMOTION_POORLY_TRAINED_HELP</Help>
<bAutoAcquire>1</bAutoAcquire>
<bNoXP>1</bNoXP>
<PrereqCivics>
<PrereqCivic>CIVIC_READY</PrereqCivic>
</PrereqCivics>
<iCombatPercent>-10</iCombatPercent>
<Button>Art/Interface/Buttons/Promotions/BigPinkBox.dds</Button>
<iExpireChance>10</iExpireChance>
</PromotionInfo>
AGH!What am I doing wrong here? This promotion flat out will not apply, even though it shows up correctly in the pedia.
Code:<PromotionInfo> <!-- Poorly Trained --> <Type>PROMOTION_POORLY_TRAINED</Type> <Description>TXT_KEY_PROMOTION_POORLY_TRAINED</Description> <Help>TXT_KEY_PROMOTION_POORLY_TRAINED_HELP</Help> <bAutoAcquire>1</bAutoAcquire> <bNoXP>1</bNoXP> <PrereqCivics> <PrereqCivic>CIVIC_READY</PrereqCivic> </PrereqCivics> <iCombatPercent>-10</iCombatPercent> <Button>Art/Interface/Buttons/Promotions/BigPinkBox.dds</Button> <iExpireChance>10</iExpireChance> </PromotionInfo>
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ADEPT</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_BEAST</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_DISCIPLE</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
</UnitCombats>
Generally, it's considered a good idea to, you know, list what types of unit can get that promotion.
I've actually tried that already, didn't work either.... Also tried to have it applied whenever a unit enters a city, even had it set to apply when you enter any possible kind of terrain.
Hmm.
Have you compared it to other promotions, check you didn't miss anything?
Yeah, used the test promotion as a base so I could be sure I didn't miss anything. No other promotion uses the civic fields, however, so I think it must be them... which is going to cause me many problems.![]()