Military Readiness Civics mod

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.
 
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.
 
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.

Rather than disable, would be better to just reduce the number of hammers given perhaps? (perhaps not reduced as much as the discount though). So with 2/3rds cost(+50%) hammers you get 75% of the hammers from the sacrifice, its still more powerful than normal, but not 3/2's the power.

As a wierd fix to the spiritual problem, could make the military readyness civics(besides crusade/normal, if any of the bannor leaders are spiritual) not available to spiritual leaders(could be justified that spiritual leaders just aren't concerned with state of the military or something :))
 
While I like the general idea of the modmod, I think the numbers just don't work yet. A few suggestions:
  1. 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 :D
  2. production in general is difficult to get, so bonuses to it shouldn't be too high
 
While I like the general idea of the modmod, I think the numbers just don't work yet. A few suggestions:
  1. 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 :D
  2. production in general is difficult to get, so bonuses to it shouldn't be too high

I'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 workers 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. :goodjob:

And I agree the numbers are off. I'm actually trying to get my promotion to apply to new units when the requirements are met. It LOOKS like it should work, but it just doesn't show up.

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>

The promotion shows up in the 'pedia as requiring the civic At The Ready, and between autoacquire and noxp it should apply instantly. However, it doesn't... been trying to figure out why.
 
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

Hah, I actually just posted a question about that in the modmodders thread. :goodjob:

(Was the method I was talking about, actually.)
 
If need be, I can always have a non-visible promotion active as long as you follow crusade, with the <bNonAbandon> tag set... Should keep it alive the one turn needed for the second, visible promotion to kick in. Would have the side effect of keeping demagogs and flagbearers around an extra turn, regardless of civic choice, but I can deal with that.
 
I'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. :goodjob:
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 ;)
 
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 ;)

That would work nicely.. Was trying to think of some kind of penalty to prevent staying in At the Ready permanently... Was going to have it cost extra upkeep, this is much better.
 
AGH! :wallbash: 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>
 
AGH! :wallbash: 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>

Generally, it's considered a good idea to, you know, list what types of unit can get that promotion.

After the help line, put:

Spoiler :
Code:
<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.


Edit: Just gave it a try again, not showing up. Only thing I can think of is that it's not picking up on the civic, but it shows it as requiring the civic in the pedia......
 
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?
 
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. :cry:
 
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. :cry:

Python perhaps? If the game detects you using X civic, apply X promotion to all your units?
 
No valid units or unitcombats. You need to add Demagog as a prerequnit somewhere in there.

EDIT: Ok, so some posts between when I loaded the page and when I replied :p


If you specify a prerequnit, you don't need to specify a unitcombat. So make it prereqDemagog and leave the Civic completely off the promotion for now, just to see if it applies to Demagogs EVER.
 
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