[MODMOD] Legacy of Erebus: Nuova Alba

Oh, yeah, I didn't see the SummonPerk tag! It all makes sense now! :eek:
 
+4 experience, :eek:!

+2 food per unhealthy point :eek:!

+2 food per pop :eek:!

They seem somewhat overpowered...

Have to remember that in orbi it takes 3 food for 1 population, so it would take 3 population to feed 1 if it was +1. Plus the +4 experience comes at a big cost, -85% GPP and -10% science should be the :eek:! IMHO... but I also agree things need to be balanced out.
 
The Belli thing-a-ma-jigger could be done by creating a new diplomacy state of "Pending War" and place players in that for a few turns when they declare rather than allowing a jump straight to being at war. During that time you could initiate a "hostile action" and trigger war early, with a giant penalty to diplomacy from all leaders who know you at the time for doing so. Writing up a full new diplomacy state would quite likely be a daunting task, many things tie in to those.
 
Yeah, I read somewhere it was hard to do diplomatic things... Anyway, at first, I thought of creating units called Casus Belli with X. If declaring to somebody without the Casus needed, a huge penalty would be added. Of course, how a CB would be gained? Don't know that. However, I think it would be nice for them to not be around from the start but at a tech...

Well, quite hard to do, I think...
 
Nice! Any chance you could have secondary hated civics?
 
What do you mean? Like... a second hated civic? A list of hated civics?
 
What do you mean? Like... a second hated civic? A list of hated civics?

Yes. I know that lowcompassion may work for that i guess.
 
I think it's doable. In fact, if I did this, I think I would incorporate FavCivic in it. For example, you would have something like:
Code:
<CivicAttitudes>
. .. .. .. .. .<CivicAttitude>
. .. .. .. .. .. .. .. .. .. .<CivicType>CIVIC_SLAVERY</CivicType>
. .. .. .. .. .. .. .. .. .. .<iAttitudeChange>-2</iAttitudeChange>
. .. .. .. .. .. .. .. .. .. .<iAttitudeDivisor>-6</iAttitudeDivisor>
. .. .. .. .. .. .. .. .. .. .<iAttitudeChangeLimit>-8</iAttitudeChangeLimit>
. .. .. .. .. .</CivicAttitude>
. .. .. .. .. .<CivicAttitude>
. .. .. .. .. .. .. .. .. .. .<CivicType>CIVIC_REPUBLIC</CivicType>
. .. .. .. .. .. .. .. .. .. .<iAttitudeChange>1</iAttitudeChange>
. .. .. .. .. .. .. .. .. .. .<iAttitudeDivisor>15</iAttitudeDivisor>
. .. .. .. .. .. .. .. .. .. .<iAttitudeChangeLimit>4</iAttitudeChangeLimit>
. .. .. .. .. .</CivicAttitude>
</CivicAttitudes>
This means that the leader would give -2 at first to Slavery users, then -2 again each 6 turns until reaching -8. But the leader would also give 1 at first to Republic users and then 1 each 15 turn until reaching 4.

(Hum, don't mind the dots...)
 
Okay, done 66% (18/27) of the basic values and thresholds for new leaders... It's a very tedious work and it only represents a fragment of the whole personality. The more interesting things to tweaks are Contacts and Memories which I will do for, I think, .2. I want to release .1 soon, so personalities will be half-done for it.

I think I'll add some more traits for .2 too. I want a bit of variety in traits. Hard to think of ideas though...
 
might be interesting, give the Mechanos bonuses per holy city they destroy, like sentry to all units when they destroy Esus Shrine
 
I think it's doable. In fact, if I did this, I think I would incorporate FavCivic in it. For example, you would have something like:
Code:
<CivicAttitudes>
. .. .. .. .. .<CivicAttitude>
. .. .. .. .. .. .. .. .. .. .<CivicType>CIVIC_SLAVERY</CivicType>
. .. .. .. .. .. .. .. .. .. .<iAttitudeChange>-2</iAttitudeChange>
. .. .. .. .. .. .. .. .. .. .<iAttitudeDivisor>-6</iAttitudeDivisor>
. .. .. .. .. .. .. .. .. .. .<iAttitudeChangeLimit>-8</iAttitudeChangeLimit>
. .. .. .. .. .</CivicAttitude>
. .. .. .. .. .<CivicAttitude>
. .. .. .. .. .. .. .. .. .. .<CivicType>CIVIC_REPUBLIC</CivicType>
. .. .. .. .. .. .. .. .. .. .<iAttitudeChange>1</iAttitudeChange>
. .. .. .. .. .. .. .. .. .. .<iAttitudeDivisor>15</iAttitudeDivisor>
. .. .. .. .. .. .. .. .. .. .<iAttitudeChangeLimit>4</iAttitudeChangeLimit>
. .. .. .. .. .</CivicAttitude>
</CivicAttitudes>
This means that the leader would give -2 at first to Slavery users, then -2 again each 6 turns until reaching -8. But the leader would also give 1 at first to Republic users and then 1 each 15 turn until reaching 4.

(Hum, don't mind the dots...)

But I like the dots! I would love this for my slavery module! Eventually the slaver hating civs get completely sick and tired of being told they are sick and tired of your slaving ways!
Dude, the buildup factor is awesome! Please allow me to borg you. Too late. To say no now would be rude! :assimilate:
 
might be interesting, give the Mechanos bonuses per holy city they destroy, like sentry to all units when they destroy Esus Shrine

I don't remember (as I haven't played Mechanos in awhile) that perhaps instead of Crusaders, the Mechanos get as special Hospitaller unit that could delete religions like a inquisitor and have a bonus vs. holy warriors. I wish there was a way to perhaps have it have a sort of 'spell' sortof like the Scion one where it would cause unrest dependent on how many religions are in a city.

Plus, in light of the change in leaders soon in North Korea, you'd think that perhaps the Risen Emperor and Auric would be able to use a Great Prophet to create a unique building to glorify themselves in that disturbing "Dear Leader" sort of way. Plus, I do think that the Illians and the Scions need a 'religion' or more properly a cult of personality (CoP) that would enable them to build religious buildings. I don't see either of them going for 'humanism' like the Mechanos and Grigori would.

This CoP would spread mostly in their own borders but probably would have a much less chance of spreading in non-Illian/Scions cities. Perhaps, if it could be coded, the % chance of CoP spreading in non-Illian/Scions cities would change dependent on their victory score. I mean if the Illians are running rampant over creation, you'd think a lot of people would start to believe his hype.
 
@deadliver: you're a funny mutant, you know? :lol:

@others: for now, I'm not going to add many units or to tweak a civ deeply. What I'm doing is mostly leader-related tweaks.

--

A bit of update about the progress...

I'm two patches late (still working on bare 0.23 while 0.23b is already out) and still 5 missing leaders to tweak. The Sims 3 release doesn't help.

I'm depressed to be so slow.
 
haha Sometimes going slow is better.... Just spent hours trying to fix something that would've been obvious had I taken my time earlier on. Everything is working great now though... Might wanna look at some of the traits I'm using. :lol: I've already stolen from you, so I don't mind in the least if you steal from me. :p
 
Thanks, Valkrionn :)

--

I've updated my working version to 0.23b, at least DLL-wise. Still need to do a few adjustements in the editor (as I believe a new tag was added to the civilization file?), in the artdefines and in the python. 1 leader to go and I'll be done tweaking personalities for .1...
 
Version .1beta released! Check the first post!

So, it's a beta. It should work without issues but it may have some. All the content is not in yet, as you may guess. Many things to do!

Don't forget to check the Download&Install post ;)

Edit: BTW, I added to Einion -6 towards Valledia (isn't she the one who tricked him into killing his wife?) and to Kane -5 towards Varn (isn't he the one who took Kane's place?). Also, Sandalphon has -4 towards every Scions leaders.
 
@Valkrionn: Did you?

I played two games after the release, with only minor leaders. One as Palgadee of the Lanun, a game which was broken. I mean, the Lanun are broken :lol: But I saw interesting thing. All religions were founded (OO by me, AV and FoL by Mihuatl of the Mazatl, Emp and Order by Saralet of the Malakim and CoE and RoK by me just because I had so much beakers by turn...) and there was a really clear cut between good empires and evil empires. Hatheim of the Svartalfar and Saralet converted to Empy while Ilithiridan of the Hippus choose the Order. Despite their religious difference, they were getting along well, all in the Overcouncil I think. The other side was me, OO, Gauthi of the Scions, OO, and Mihuatl, FoL. I tried giving more cities AV for both those leaders and they chose AV. Jurla of the Ljosalfar was following FoL and was the only neutral...

What surprised me was that AV, Empy and Order were founded really really soon :eek:

The second game I played Cith Mor of the Kurios. I soon met Verlain of the Amurites south of my borders and nearly as soon I met Sirvagha of the Doviello... This man is a beast! He killed Verlain in less than 100 turns :crazyeye: Then I encountered Ji of the Clan because of For The Horde. No religion was founded early... (except the Cult of the Dragon and not even by me). The first religion was mine, the Order. Then the AV was founded by the Sheaim. And that's all.

Diplomacy-wise, I had a hard time getting friends. In game 2, Sirvagha, being Evil, wasn't happy with me (good) but the worst was that I was using Pacifism, his hated civic... he gave me -5. This really destroys a relationship :lol: In game 1, many of my rivals were highly religious and since I was following a religion few followed... Mihuatl, despite our common evilness, wasn't in good terms with me. I don't talk about Saralet (-8 for different religion!) nor Hatheim nor Ilithiridan. Those three good gals are pretty . .. .. .. .. .y when it comes to religion.

Anyway, interesting games. A bit too easy though, as I was playing Noble... Might be time to go up to Prince...
 
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