[MODULE] Research Grant

odalrick

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Research Grant

I think Mages and Archmages gain experience too slowly, unless they are in the field personally kicking butt. This module adds a way for builders to get new levels.

In cities you can give arcane units a research grant, a promotion that will, over time, convert the gold you paid into experience for the mage, at about 5 gold/xp. They can leave the city once they have gotten the grant, the only reason they need to buy it in a city is to reduce clutter in the action bar in the field.

There are five levels of grant. The first two give sixteen experience over a total of 28 turns. They are intended for getting a fresh Mage to Archmage, although the first level can be taken by adepts.

The third to fifth level are for Archmages and give two levels each worth of xp (for non-charismatic leaders). Expensive and long lasting.

Should any Archmage complete his or her level five research, they will get Tenure. A steady stream of .5 xp per turn and his Archmage spot is freed, letting another Mage become Archmage. In total this will have cost well over 500 gold and many turns.

There are also two optional packets, enabled by default, that grant extra bonuses upon completion of research.

options:
completion_bonuses: Adds a small chance to get some beneficial promotions as research is completed.
spell_research: Adds a small change to get first level spells of available mana when research is completed.


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Install instructions:

Unzip The attached file to Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall Further 051\Assets\Modules\NormalModules

Should also work with Fall Further Plus.
 

Attachments

Could you add install instruction for us less technical minded people please?
Edit:Thanks for the added install instructions.I don't remember seeing them when I posted this earlier.
Anyways good module :)
 
Great module odalrick. But shouldn't the freeing of Archmage spot be reserved for Amurites only? As a means of a special feature. Anyways, can't wait to try it out.
 
Yes. Freeing an arch mage spot seems a bit overpowered. IMO, this should only be able to happen a few times, with each time the cost scaling up significantly.

So, at most you could have 2-3 tenured arch mages, since the 4th and 5th will cost in the order of thousands of gold. Of course, if the tenured mages are lost, the price scales back down again.

Anyway, just an idea. Nice job though! Will give this a try.
 
How long do you guys play?

It takes about 240 turns after you research Strength of Will to get Tenure, freeing the archmage slot. Does anyone play that long? After that another 240 turns for the next batch of four. I threw it in as a sort of shoot for the stars award, not anything that's an integral part of overall strategy.

On second thought, I'm not sure that number is scaled for different speeds. If it isn't, then neither is any other number and I may have to make a version for each speed.
 
My games generally last between 500 and 1500 turns on epic speed. So, as far as I'm concerned, I think I could abuse it so badly that the my games would only take half as long! :D
 
But on epic the duration of the promotions should last longer. Quite possibly they don't, I need to test that.

Assuming the duration is adjusted to epic, that's three times loner than normal right? 700 turns after Strength of Will which I'm guessing comes at about turn 500. You'd get to play with 12 archmages rather than 8 for the last 300 turns. Is that a gamebreaker?
 
Hmmm, sounds about right. Yeah 12 archmages is alright. I'm more worried about 16 or 20 archmages T_T

Hehe, but don't let me hold you back! :p
 
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