MagisterCultuum
Great Sage
Beyond what you already said you'd be adding? Not really, at least nothing big.
Maybe making it so that units also abandon you if you get out of a unit-specific alignment range? I can easily see some heroes not minding if they serve a good(/evil) or neutral civ, but being quite unwilling to serve evil(/good). Different units might have different thresholds of what they consider to good or evil.
You know what might be cooler (but may be beyond the modmod's scope, as I doubt it could be made modular)? Replacing the current abandonment mechanic with a python function determining if and when unit will abandon you or not. For instance, Arthendain is a RoK hero, but the civilopedia mentions he gave his soul to and was given new life by Sucellus; thus I don't think he would have a problem serving in an FoL civ. Of course, this could get confusing since I doubt the python function determining when the unit would defect would be automatically documented like somehting in XML/SDK would be.
(I said defect because I'm still hoping that the abandonment mechanism will be changed so that instead of killing them it would trigger an event that allows a rival that still meet the unit's religion/alignment/civic requirements to take control of the unit)
I'd like for spells to have alignment prereqs and the ability to change alignment too, but if this can be done easily enough through python there probably isn't much point in adding new tags. (There are other tags I'd like to add or changed the spell schema, like allowing more than 2 prereq promotions, removing more than 3 promotions, and letting most of the tags have or requirements, but I guess that isn't relevant to this modmod and not particularly important since python could be used for these too, albeit more awkwardly)
Oh, this is probably beyond the scope of the modmod, but I'd really like it if alignment (as well as religion, civics, leaders, and civs) changed the AI weighting towards researching different techs (and maybe also buildings units/heroes/buildings/wonders/rituals). I despise the coding in CvGameUtils.py that forces the Ljosalfar go straight for Way of the Forests, the Khazad for Way of the Earthmother, The Luchuirp for Construction, Good civs with Philosophy for Orders from Heaven, Evil civs with Philosophy for Corruption of Spirit, AV civs for Infernal Pact. I really think that this is holding the AI back, and making games too predictable. It is the main reason people complain about Evil civs always turning neutral. I also hate how this file makes it impossible for Neutral civs to found the Order or AV, and how it stops you from trading religion founding techs with them. I really think that all of these things need to be replaced with thematically and strategically appropriate weightings; for things that really are unthematic (e.g., the Corruption of Spirit or Malevolent Design tech for the very goos Elohim or Bannor) would have a negative weighting high enough to make the leader refuse to even accept the tech as a gift. Still, you might be able to get them to take it if you offer it in conjunction with somehting they really want. This would be a great way to try to corrupt (or redeem) a neighboring civ.
Maybe making it so that units also abandon you if you get out of a unit-specific alignment range? I can easily see some heroes not minding if they serve a good(/evil) or neutral civ, but being quite unwilling to serve evil(/good). Different units might have different thresholds of what they consider to good or evil.
You know what might be cooler (but may be beyond the modmod's scope, as I doubt it could be made modular)? Replacing the current abandonment mechanic with a python function determining if and when unit will abandon you or not. For instance, Arthendain is a RoK hero, but the civilopedia mentions he gave his soul to and was given new life by Sucellus; thus I don't think he would have a problem serving in an FoL civ. Of course, this could get confusing since I doubt the python function determining when the unit would defect would be automatically documented like somehting in XML/SDK would be.
(I said defect because I'm still hoping that the abandonment mechanism will be changed so that instead of killing them it would trigger an event that allows a rival that still meet the unit's religion/alignment/civic requirements to take control of the unit)
I'd like for spells to have alignment prereqs and the ability to change alignment too, but if this can be done easily enough through python there probably isn't much point in adding new tags. (There are other tags I'd like to add or changed the spell schema, like allowing more than 2 prereq promotions, removing more than 3 promotions, and letting most of the tags have or requirements, but I guess that isn't relevant to this modmod and not particularly important since python could be used for these too, albeit more awkwardly)
Oh, this is probably beyond the scope of the modmod, but I'd really like it if alignment (as well as religion, civics, leaders, and civs) changed the AI weighting towards researching different techs (and maybe also buildings units/heroes/buildings/wonders/rituals). I despise the coding in CvGameUtils.py that forces the Ljosalfar go straight for Way of the Forests, the Khazad for Way of the Earthmother, The Luchuirp for Construction, Good civs with Philosophy for Orders from Heaven, Evil civs with Philosophy for Corruption of Spirit, AV civs for Infernal Pact. I really think that this is holding the AI back, and making games too predictable. It is the main reason people complain about Evil civs always turning neutral. I also hate how this file makes it impossible for Neutral civs to found the Order or AV, and how it stops you from trading religion founding techs with them. I really think that all of these things need to be replaced with thematically and strategically appropriate weightings; for things that really are unthematic (e.g., the Corruption of Spirit or Malevolent Design tech for the very goos Elohim or Bannor) would have a negative weighting high enough to make the leader refuse to even accept the tech as a gift. Still, you might be able to get them to take it if you offer it in conjunction with somehting they really want. This would be a great way to try to corrupt (or redeem) a neighboring civ.