Exactly what it says on the tin-- in total, almost 50 new leaders with entirely unique and more-or-less balanced traits, ready to be played. At least one for each civilization, generally more. Also, let it be known I take trait requests, if y'all have any.
Now in .exe form, for easy installation! Just extract and run setup (if you haven't already), then run the patch to get the newest leaders. If it doesn't work, be sure to say.
CHANGELOG FOR 6/9:
1) Pedia entries written for:
Tempras
Caluxus (short)
Adelai
Jack Empty
Nessa
2) New leaders added:
TO DO:
1) 'Pedia entries: Need something for everyone.
Entries currently had for:
Tempras
Caluxus (short)
Adelai
Jack Empty
Nessa
2) Further documentation on some of the more complex traits.
3) MOAR LEADERS
CHANGELOG for 5/28:
1) New leaders!
3) Nerfed Paragon slightly-- it's now 120 turns, rather than 100 that worldspells regenerate.
4) Nerfed the last level of Urbane to 6500, rather than 4500. (Makes it harder to just pop a Great Artist and instantly be there.)
CHANGELOG 5/13
Evil Adelai--Visionary/Cold-Blooded
Cualli leader--Hierophant
Chislev leader-- Guardian
Amurite/Sheiam leader--Re-Animator
Decreased cycle for the Temperamental ability, and made Choleric more useful.
Toned down Expansive by 1 health.
Kuriotates leader-- Dragon Cultist
Jotnar leader-- Drottkvaoii
Marchosias-- Paragon/Sprawling Luchuirp
Future Developments
1) More leaders!
2) Balance changes!
3) Adding lore! Any pedia entries you guys care to write would be much appreciated.
CHANGELOG:
5/1: 1) Fixed the Urbane and Botanist traits. (Thanks, cvx!)
2) Make Alderhand a minor leader, rather than emergent.
3) Made the Arcane, Creative, Expansive, Industrious, and Defender traits more useful.
4) The Entropic Aura promotion now grants 30% death vulnerability to units after combat.
5) The Ljosalfar Paragon now grants Reluctant Invader to spawned treants-- -60% city attack.
6) Natalya the Proletarian! Plus several others.
7) Just noticed that the new Mark for Thaumaturge leaders grants both Ddudin'vie AND Zenceth benefits. Fix'd.
8) Nerfed Lady Vactis to changing population by 2, plus another 2 if she researches Fanaticism.
-------------------------------
So! Here's how this next patch is goin' down.
First new leader is an evil version of Adelai the Wanderer, who goes by the name of Jack Empty.
A leader who, like Adelai, specializes in constructing unique Arcane Academies. Unlike Adelai, Jack is a Visionary, and so uses Bards and Prophets to construct his academies rather than Sages and Healers. He also gains a benefit to construction speed of Asylums, and is cold-blooded, with all the benefits that entails. The downside is that he is Minor, not Emergent, and so can gain no more traits than the ones he starts with.
A Cualli leader, who Inspires your priests whenever you achieve a golden age, as well as gives your priestly units experience equal to five times the number of Gems you possess. He's a very nice late-game warmonger for that reason.
Next....
A Chislev leader, who starts off with a trait strictly better than Aggressive (+35% strength, not +20) with the caveat that the bonus decreases by 1% for each two ticks of the Armageddon Counter. It can even go negative, which means you'd better keep the counter low or else you're in for a world of hurt. Conversely, if they're getting a bit strong for you, raising the AC is a good way to keep those Chislev in their place.
A leader from the lore, Luciaqua, who specializes in bringing the dead to life. As flesh-eatin' zambies. This means that each unit can be reborn once upon dying, but also that they are all Undead and start with -25% strength. Trade-offs, you know.
A Kuriotates leader, Bravais the Dragon-Prophet, whose non-Marksman recon units can summon Drake and (in the case of Beastmaster) Dragon companions.
This summoning takes quite a while for the stronger units, but it's well worth it!
Finally, there's a new Jotnar leader-- a Drottkvaoii, a composer of epic poetry. He makes it so that your Bards and Great Bards increase the spawn chance of Giants fairly dramatically, and any giants born in a city recieve 1 free promotion per Great Bard in the city.
As always, balance and fun suggestions are quite welcome. Pics of these guys will be added later!
-------------------LAST VERSION
First off, we've got a leader for the Balseraphs, Jacques, who's quite temperamental. In fact, that's his trait.
Basically, here's how it works: There are 4 possible temperaments your leader can exhibit: Phlegmatic, Choleric, Melancholic, and Sanguine. Phlegmatic grants your units bonuses to defense and penalties to offense; choleric grants your cities culture and health, and your units regenerate after combat; sanguine is a simple bonus to city attack; and Melancholic means a large bonus to move and sight, but at a cost to defense. Your leader switches between these every 30 turns, in a set order (the trait mouseover will show it to you in-game.)
There's another Balseraphs leader. Story behind this one. One day far in the past, I said to myself, "These mainmodders aren't paying any attention to trait balance, despite your leader's traits being one of the more important aspects to how your civ plays!" And so I decided that I'd make my own mod, with blackjack, and hookers!
In fact, forget the blackjack!
And today, I live up to that promise. We now have Vivian, the Courtesan Queen. Upon researching Drama, you start recieving slightly weakened versions of the Assassin every few turns proportional to the number of cities you possess. This version is the Coquette, and her advantage is that upon reaching level 4, she grants +1 happiness to whatever city she's stationed in, and has a 15% chance of converting units she defeats. (The Courtesans get the same bonus.) Plus, Coquettes start out with the Strong promotion to somewhat mitigate their weakness, which transfers over to your Courtesans if you get them from upgraded Coquettes. On the whole, good times!
Moving away from Balseraphs shenanigans...
Yet another Mechanos leader! Name of Gustaf, he's a Muskeval with a bad attitude and an axe to grind. Or more precisely, a rifle.
That is because he's a Crack Shot, and he allows your archery-class units to purchase Eadie & Hofstee Pneumatic Targeters in place of a normal combat promo, granting +1 to range. Second, your Fort Commanders start with Lineweaver & Burke Heavy Gauss Rifles, which grant dramatic bonuses to range and line-of-sight, making your Fort Commanders real strategic assets. Finally, Feris starts with +1 to range and a bonus against monstrous creatures with her unique weapon.
And at long last, a Sidar leader, Renald.
She's an Ascetic, representing the more spiritual, transcendental sort of Sidar-- her priest specialists on net only consume 1 food once you build the House of Solitude at Philosophy, making an Altar strategy somewhat more attractive than it would be otherwise.
Now, representing the Austrin, Nessa represents the more urban aspect of that civilization. She's a Lorekeeper of tomes from days even before the Age of Ice, and so starts out with the world map revealed; her recon units also start with Hidden, making accurate recon a breeze with her Rogues (at least until their first combat, at which point Hidden disappears). In short, it's a trait for players who want to have alllllll the knowledge.
Then there's Natalya, a leader for the Illians who gives her citizen specialists a large boost-- each one produces 3 hammers, rather than 1. Of
course, they can't match regular specialists for great people... but it does mean that, should the need arise, she can muster up a large number of
hammers VERY quickly. Good stuff.
View attachment 251282
Last, a leader for the Bannor-- she grants your disciple units and Demagogs a +1 increase to Holy strength, but also causes them to have a 20% chance to go Enraged upon entering enemy territory (40% chance for the Demagogs.) Basically, it means you can do blitzkriegs easily, but extended seiges or raiding expeditions are made much more difficult by your units' zeal. Tricky, tricky.
You will also notice that I've beefed up a lot of the "normal" traits that don't really do a whole lot-- Defensive, Creative, Expansive, Industrious, and Organized. Tell me what you think. (You'll notice I gave a small science boost to Creative-- I thought it would be difficult to balance a much larger boost to culture, and wanted to give it some sort of use in later turns when you don't care about the effective free monument in your cities. Besides, science requires creativity just as much as art does!)
As always, questions, comments, and balance suggestions are always welcome.
INSTRUCTIONS: Note that you need to have base RiFE installed.
1) Run the More Leaders Setup, if you haven't.
2) Run the patch 4.1, if you haven't already. (This contains art files I didn't have room for in 4.3.)
3) Run the patch 4.3.
3) ????
4) Profit!
THANKS TO:
Jojomo, for the Adelai/Jack Empty mechanic of Arcane Academies;
Mr--Jack-- Caluxus picture.
Jabie-- Tempras pedia entry.
Many other artists, who I'll thank as I figure out which of them drew the pictures I use (got most of them from nameless image dumps.)
Now in .exe form, for easy installation! Just extract and run setup (if you haven't already), then run the patch to get the newest leaders. If it doesn't work, be sure to say.
CHANGELOG FOR 6/9:
1) Pedia entries written for:
Tempras
Caluxus (short)
Adelai
Jack Empty
Nessa
2) New leaders added:
Time for... the new edition of the minor leaders mod! I've got pedia entries up for a few of the leaders in addition to Tempras (including Adelai and Jack Empty), so check that out. Also, as is my wont, I've added in several new leaders/traits. Even though I said I wouldn't. Hey, I was bored. XD CLICK THE REDIRECTOR-THINGIE FOR DESCRIPTIONS OF THE NEW TRAITS!
TO DO:
1) 'Pedia entries: Need something for everyone.
Entries currently had for:
Tempras
Caluxus (short)
Adelai
Jack Empty
Nessa
2) Further documentation on some of the more complex traits.
3) MOAR LEADERS
CHANGELOG for 5/28:
1) New leaders!
2) Added Centaur Chieftain and Desert Tyrant to some Kuriotate and Malakim leaders, to balance out their lack of Adaptive.The new leader selections as of 5/28!
3) Nerfed Paragon slightly-- it's now 120 turns, rather than 100 that worldspells regenerate.
4) Nerfed the last level of Urbane to 6500, rather than 4500. (Makes it harder to just pop a Great Artist and instantly be there.)
CHANGELOG 5/13
Evil Adelai--Visionary/Cold-Blooded
Cualli leader--Hierophant
Chislev leader-- Guardian
Amurite/Sheiam leader--Re-Animator
Decreased cycle for the Temperamental ability, and made Choleric more useful.
Toned down Expansive by 1 health.
Kuriotates leader-- Dragon Cultist
Jotnar leader-- Drottkvaoii
Marchosias-- Paragon/Sprawling Luchuirp
Future Developments
1) More leaders!
2) Balance changes!
3) Adding lore! Any pedia entries you guys care to write would be much appreciated.
CHANGELOG:
5/1: 1) Fixed the Urbane and Botanist traits. (Thanks, cvx!)
2) Make Alderhand a minor leader, rather than emergent.
3) Made the Arcane, Creative, Expansive, Industrious, and Defender traits more useful.
4) The Entropic Aura promotion now grants 30% death vulnerability to units after combat.
5) The Ljosalfar Paragon now grants Reluctant Invader to spawned treants-- -60% city attack.
6) Natalya the Proletarian! Plus several others.
7) Just noticed that the new Mark for Thaumaturge leaders grants both Ddudin'vie AND Zenceth benefits. Fix'd.
8) Nerfed Lady Vactis to changing population by 2, plus another 2 if she researches Fanaticism.
-------------------------------
So! Here's how this next patch is goin' down.
First new leader is an evil version of Adelai the Wanderer, who goes by the name of Jack Empty.
A leader who, like Adelai, specializes in constructing unique Arcane Academies. Unlike Adelai, Jack is a Visionary, and so uses Bards and Prophets to construct his academies rather than Sages and Healers. He also gains a benefit to construction speed of Asylums, and is cold-blooded, with all the benefits that entails. The downside is that he is Minor, not Emergent, and so can gain no more traits than the ones he starts with.
A Cualli leader, who Inspires your priests whenever you achieve a golden age, as well as gives your priestly units experience equal to five times the number of Gems you possess. He's a very nice late-game warmonger for that reason.
Next....
A Chislev leader, who starts off with a trait strictly better than Aggressive (+35% strength, not +20) with the caveat that the bonus decreases by 1% for each two ticks of the Armageddon Counter. It can even go negative, which means you'd better keep the counter low or else you're in for a world of hurt. Conversely, if they're getting a bit strong for you, raising the AC is a good way to keep those Chislev in their place.
A leader from the lore, Luciaqua, who specializes in bringing the dead to life. As flesh-eatin' zambies. This means that each unit can be reborn once upon dying, but also that they are all Undead and start with -25% strength. Trade-offs, you know.
A Kuriotates leader, Bravais the Dragon-Prophet, whose non-Marksman recon units can summon Drake and (in the case of Beastmaster) Dragon companions.
This summoning takes quite a while for the stronger units, but it's well worth it!
Finally, there's a new Jotnar leader-- a Drottkvaoii, a composer of epic poetry. He makes it so that your Bards and Great Bards increase the spawn chance of Giants fairly dramatically, and any giants born in a city recieve 1 free promotion per Great Bard in the city.
As always, balance and fun suggestions are quite welcome. Pics of these guys will be added later!
-------------------LAST VERSION
First off, we've got a leader for the Balseraphs, Jacques, who's quite temperamental. In fact, that's his trait.
Basically, here's how it works: There are 4 possible temperaments your leader can exhibit: Phlegmatic, Choleric, Melancholic, and Sanguine. Phlegmatic grants your units bonuses to defense and penalties to offense; choleric grants your cities culture and health, and your units regenerate after combat; sanguine is a simple bonus to city attack; and Melancholic means a large bonus to move and sight, but at a cost to defense. Your leader switches between these every 30 turns, in a set order (the trait mouseover will show it to you in-game.)
There's another Balseraphs leader. Story behind this one. One day far in the past, I said to myself, "These mainmodders aren't paying any attention to trait balance, despite your leader's traits being one of the more important aspects to how your civ plays!" And so I decided that I'd make my own mod, with blackjack, and hookers!
In fact, forget the blackjack!
And today, I live up to that promise. We now have Vivian, the Courtesan Queen. Upon researching Drama, you start recieving slightly weakened versions of the Assassin every few turns proportional to the number of cities you possess. This version is the Coquette, and her advantage is that upon reaching level 4, she grants +1 happiness to whatever city she's stationed in, and has a 15% chance of converting units she defeats. (The Courtesans get the same bonus.) Plus, Coquettes start out with the Strong promotion to somewhat mitigate their weakness, which transfers over to your Courtesans if you get them from upgraded Coquettes. On the whole, good times!
Moving away from Balseraphs shenanigans...
Yet another Mechanos leader! Name of Gustaf, he's a Muskeval with a bad attitude and an axe to grind. Or more precisely, a rifle.
That is because he's a Crack Shot, and he allows your archery-class units to purchase Eadie & Hofstee Pneumatic Targeters in place of a normal combat promo, granting +1 to range. Second, your Fort Commanders start with Lineweaver & Burke Heavy Gauss Rifles, which grant dramatic bonuses to range and line-of-sight, making your Fort Commanders real strategic assets. Finally, Feris starts with +1 to range and a bonus against monstrous creatures with her unique weapon.
And at long last, a Sidar leader, Renald.
She's an Ascetic, representing the more spiritual, transcendental sort of Sidar-- her priest specialists on net only consume 1 food once you build the House of Solitude at Philosophy, making an Altar strategy somewhat more attractive than it would be otherwise.
Now, representing the Austrin, Nessa represents the more urban aspect of that civilization. She's a Lorekeeper of tomes from days even before the Age of Ice, and so starts out with the world map revealed; her recon units also start with Hidden, making accurate recon a breeze with her Rogues (at least until their first combat, at which point Hidden disappears). In short, it's a trait for players who want to have alllllll the knowledge.
Then there's Natalya, a leader for the Illians who gives her citizen specialists a large boost-- each one produces 3 hammers, rather than 1. Of
course, they can't match regular specialists for great people... but it does mean that, should the need arise, she can muster up a large number of
hammers VERY quickly. Good stuff.
View attachment 251282
Last, a leader for the Bannor-- she grants your disciple units and Demagogs a +1 increase to Holy strength, but also causes them to have a 20% chance to go Enraged upon entering enemy territory (40% chance for the Demagogs.) Basically, it means you can do blitzkriegs easily, but extended seiges or raiding expeditions are made much more difficult by your units' zeal. Tricky, tricky.
You will also notice that I've beefed up a lot of the "normal" traits that don't really do a whole lot-- Defensive, Creative, Expansive, Industrious, and Organized. Tell me what you think. (You'll notice I gave a small science boost to Creative-- I thought it would be difficult to balance a much larger boost to culture, and wanted to give it some sort of use in later turns when you don't care about the effective free monument in your cities. Besides, science requires creativity just as much as art does!)
As always, questions, comments, and balance suggestions are always welcome.
INSTRUCTIONS: Note that you need to have base RiFE installed.
1) Run the More Leaders Setup, if you haven't.
2) Run the patch 4.1, if you haven't already. (This contains art files I didn't have room for in 4.3.)
3) Run the patch 4.3.
3) ????
4) Profit!
THANKS TO:
Jojomo, for the Adelai/Jack Empty mechanic of Arcane Academies;
Mr--Jack-- Caluxus picture.
Jabie-- Tempras pedia entry.
Many other artists, who I'll thank as I figure out which of them drew the pictures I use (got most of them from nameless image dumps.)