MNAI Essentials Lite

Essentials updated:

removed strength of will > pass trough ether change for great sage bulb priority ( too arbitrary )

tower of mastery and final altar of luonnotar back to default rush penalties ( i.e. final altar penalty is lower due to it needing more techs )

AIs declare war when you finish the four magical towers, rather than when you begin the tower of mastery ( fixes exploit with hoarding gold before starting the tower and rushing it immediately )

changed Blinding Light, Spores and Entangle to work via applying promotions with a chance to expire rather than a fixed amount. 50% for blinded/entangled ( average 2 turns duration ) , 33% for spores ( average 3 turns duration )
 
[to_xp]Gekko;12617683 said:
AIs declare war when you finish the four magical towers, rather than when you begin the tower of mastery ( fixes exploit with hoarding gold before starting the tower and rushing it immediately

Couldn't you just delay building the final magical tower until you have enough gold?
 
yeah, it's not perfect but still an improvement I think. only humans will do that anyway, so if you really want to exploit it against AIs it's your choice ( same as stacking golden hammers really :D )

the other method is changing the tower and the final altar into rituals so they can't be rushed, but Kael always thought if you actually got to that point you deserve to wrap up the game quickly and I tend to agree.

this should at least make the DoW a bit more meaningful, for comparison with the altar you get DoWed ( by Evil civs only ) both at V and VI stage. you could save 2 GP and enough gold to rush the final altar stage avoiding the DoW as well. but since both the altar stages and the magical towers carry useful effects you could have gotten earlier, I think it's a fair tradeoff :)
 
Hello.

Is this modmod (modmodmodmodmod lol) is intented to balancing the multiplaying ? I am currentely searching the Graal mod which should be done for it !
 
7) Elohim gains Spiritual instead of Tolerant
8) Decius gains Tolerant instead of Raiders
Why is this?
 
because Tolerant doesn't fit the Elohim at all, but it fits Decius like a glove. I like having at least one civ out of 21 that's focused on peaceful gameplay, and Tolerant turns them into yet another warmonger civ. meanwhile, Decius can choose 3 civs and his alignment so he's perfect for the trait, this way you get 3 different flavours of Tolerant gameplay instead of 1 only with the civ that's least fitting.

Kael added Tolerant to the Elohim as he was wrapping up FFH2 to give them something special, but it always seemed out of place for them. I'm pretty sure all the major modmods have removed it from them for that reason ( Orbis, WM/MoM, FF/RifE ) .
 
Good choice. Elohim should be spiritual and with their peaceful nature tolerant doesn't work that well.

Edit: Where can I get the latest revision? Is it in the first post again?
 
In other words, they are now the most boring civ. Ok, they pretty well were already, but now they have nothing special. And no, SPI is not special.
Edit: Oh, and EVERY civ in the game is warring. I mean, in BTS there is at least a path for not warring, however unoptimal/unpowerful/unpopular it may be. But FFH is, at heart, a war-game, and everything is focused around that war, even SPI.
 
we have different views about what's boring, I really enjoy playing peaceful Elohim. and I never said SPI is special, just that it's fitting :p

it's true that FFH is a lot more focused on warfare than BTS, but that's also because the unit/building hammer cost balance is out of whack and the altar victory requires way too much tech, which are imo just design flaws that need to be addressed ( which eitb does nicely, but this is a tweakmod rather than an overhaul like eitb ;) )

you also play at difficulty levels that require you to be very efficient in order not to lose ( i.e. you often can't win without warfare ) , while I prefer a more relaxed gameplay ;)
 
speakin of elohim - its special unit - monk - is...unneccessary and special buildings....meh....devout is atleast useful in special cases....
 
monks become pretty good with spiritual, 6 strength move 3 with medic1 and you get them at priesthood which is a very useful tech. maybe not quite as good as horse archers, but they don't require a resource and can start well promoted with some altar levels.
 
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