I'm not any good at art, so none of that's original, but everything else is. The changed files are included and changed sections are marked by the tag "Faeries".
Here is (more or less) the changelog:
Basically, the Faeries are split into a Summer and Winter Court (represented as civics), each with its own units, and terrain. Whenever you switch between Winter and Summer Courts, your units all change too.
The Summer Court gradually turns all your terrain to Grassland, and plants forests. The Civic also gives an extra health per city, -10% maint. and allows you to hurry with gold.
The Winter Court freezes your empire, gives +10% production, +10% maint. Each one has a ritual that you must complete, and then you build a third ritual that allows the Eternal Court.
The Eternal Court gives bonus production, culture, and GP points. It allows the units of Winter and Summer, and transforms your terrain to Never Never, and grows Eternal Forests. Both of these grant yields to the Faeries. Eternal Forests also transform plant resources to Eternal Fruits, Horse and Cow to Unicorns, pig and sheep to toads.
Every Faerie starts with a color that gives it special abilities. Once you get Eternal Court, these become stronger.
Also all the Court unique units have special auras that give city bonuses. The Summer Court ones all boost your cities, while the Winter Court ones hurt enemy cities.
General Unique Units:
Summer Court Unique Units:
Winter Court Unique Units:
The Eternal Court has a unique Immortal. called Fae Lord, that has ice and nature promotions, and all Faerie colors
Buildings:
Hero: Foxfire, magical beast available at Divine Essence, splits after combat
Leader: Larincsidhe, Spiritual and Charismatic, gains Raiders during Winter Court, and Fae for Eternal Court, (basically summoner, but also used as requirement for Eternal Court)
World Spell: Berjarl, summons Erlking, who has Hidden Nationality and combat duration, creates Wild Hunters from combat who are identical, but weaker. (I originally wanted to have this summon Erlking and Wild Hunters all at once, but I couldn't get that to work, so if someone could change that I'd be grateful)
Once all four Fae Lords have been built, you can construct a ritual that restores Larincsidhe to his original power as a semi-god, with affinity for Eternal Fruits
Archers can buy a promotion that grants collat. damage, and Arcane units, on Spirit Mill can get a promotion that increases spell range. Arcane units also have a spell that adds a promotion to enemy units that does damage every turn
For the Rife version, now compatible with 1.22.2, just paste in the Art folder, and replace Python and Xml folders with the ones attached. Listed are some changes:
Let me know what you think of this, I'm always open to suggestions
Here is (more or less) the changelog:
Basically, the Faeries are split into a Summer and Winter Court (represented as civics), each with its own units, and terrain. Whenever you switch between Winter and Summer Courts, your units all change too.
The Summer Court gradually turns all your terrain to Grassland, and plants forests. The Civic also gives an extra health per city, -10% maint. and allows you to hurry with gold.
The Winter Court freezes your empire, gives +10% production, +10% maint. Each one has a ritual that you must complete, and then you build a third ritual that allows the Eternal Court.
The Eternal Court gives bonus production, culture, and GP points. It allows the units of Winter and Summer, and transforms your terrain to Never Never, and grows Eternal Forests. Both of these grant yields to the Faeries. Eternal Forests also transform plant resources to Eternal Fruits, Horse and Cow to Unicorns, pig and sheep to toads.
Every Faerie starts with a color that gives it special abilities. Once you get Eternal Court, these become stronger.
- White Faerie - Snow str. converts tiles to snow
- Green - x2 forest moves, plants forests
- Blue - grants ranged damage
- Red - 2 fire damage
- Purple - teleportation range of 4
- Clear - invisible for 6 turns, then visisble for 4
Also all the Court unique units have special auras that give city bonuses. The Summer Court ones all boost your cities, while the Winter Court ones hurt enemy cities.
General Unique Units:
- Fetch - Shadow replacement, has all physical strength (instead of Poison) and steals race promotions from enemies (adapted from TweakMod)
- Flurry - sames as Ljosalfar
Summer Court Unique Units:
- Sprite - Axeman replacement, can't use weapons, 4str. 2 fire, 2 moves, aura grants culture and defense
- Sun Faerie - Assassin replacement, has fire damage instead of poison, can caste Brilliance, which damages Vampires and Werewolves, no aura
- Dryad - Champion, again, no weapons, starts with woodsman I, has Nature affinity, aura adds food
- Wood Spirit - Phalanx, same as Dryad but stronger, aura adds happiness and health
- Summer Lord - Immortal, 2 fire damage, starts with Nature 1, 2 and 3, no aura
Winter Court Unique Units:
- Pixie - Axeman, same as Sprite, but Cold damage, aura removes production
- Furie - same as Dryad, but with cold damage, ice affinity, and aura removes food
- Troll - Stronger version of Phalanx, can only use Mithril Weapons, no aura
- Moon Faerie - Assassin, has promotion that gains research from kills, no aura
- Winter Lord - like Summer Lord but with cold damage, and ice 1, 2 and 3 instead of Nature
The Eternal Court has a unique Immortal. called Fae Lord, that has ice and nature promotions, and all Faerie colors
Buildings:
- Palace - grants ice, nature and force mana
- Mushroom Garden - infirmary, one less health, +2 food
- Spirit Mill - Deruptus, like Scion Spirit Mill (I think it is a cool name) but grants commerce for force spirit and metamagic mana
- Force Chamber - grants free production from population (like Necropolis)
Hero: Foxfire, magical beast available at Divine Essence, splits after combat
Leader: Larincsidhe, Spiritual and Charismatic, gains Raiders during Winter Court, and Fae for Eternal Court, (basically summoner, but also used as requirement for Eternal Court)
World Spell: Berjarl, summons Erlking, who has Hidden Nationality and combat duration, creates Wild Hunters from combat who are identical, but weaker. (I originally wanted to have this summon Erlking and Wild Hunters all at once, but I couldn't get that to work, so if someone could change that I'd be grateful)
Once all four Fae Lords have been built, you can construct a ritual that restores Larincsidhe to his original power as a semi-god, with affinity for Eternal Fruits
Archers can buy a promotion that grants collat. damage, and Arcane units, on Spirit Mill can get a promotion that increases spell range. Arcane units also have a spell that adds a promotion to enemy units that does damage every turn
For the Rife version, now compatible with 1.22.2, just paste in the Art folder, and replace Python and Xml folders with the ones attached. Listed are some changes:
- Eternal Woods will also make mushrooms
- Removed the Larincsidhe unit
- Larincsidhe is now Lawful Neutral
- Winter Court modifies alignment -400
- True Purple Faerie only grants +9 teleportation range
- Purple Faerie only grants +3 teleportation range
- Included all the button art Sephi implemented in WildMana
- Deruptus is now replaced by Wishing Well, allows each unit to make a wish
- White Faerie causes cold damage to units around it, rather then modify terrain
- Green does what Blue used to do
- Blue does what Spirit Pentacle used to do
- Spirit Pentacles removed
- Faerie Racial promotion gives -1 str.
- Faerie Dust now castable by any unit of at least level 4
- Foxfire is reduced in str. now a summon available at level 8
- New Hero: Kiol, a Moon Faerie with the ability to change color
- Erlking stronger, has a 50% chance for every unit defeated to join the Hunt, which will only last for ten turns
- Added new color: Black Faerie, grants 30% stigmata bonus, True Black gives 50%, +1 to AC
- True Clear removed, Clear now gives permanent invisibility, -1 str.
- Renamed The Fey
- Larincsidhe has Expansive during Summer Court
- Larincsidhe has Fallow during Winter Court, Winter Court also allows units to be built with food, gives -50% war weariness, +2 xp.
- Palace no longer gives xp
- Summer Court creates New Forests, terrain mods for Winter and Summer nerfed slightly
- Fae Lord renamed Fey Lord, no longer starts with Clear
Let me know what you think of this, I'm always open to suggestions