7ate9tin11s
Chieftain
- Joined
- Apr 8, 2010
- Messages
- 34
Revision 3 Released!
Updated and redesigned disease promotion system, fixed some balance issues and created a new bonus and improvement type to help with gold and hammer production.
The file is attached to this post, to install just unpack the file into: "\Rise from Erebus\Assets\Modules\NormalModules". To remove just delete the MalthusiteRace folder from that location. For those that are upgrading just delete the old MalthusiteRace folder and unzip the new one, please note that this will invalidate save games that used r2 or r1.
Basically the Malthusite race is based around diseases and spreading them. They also increase the Armageddon counter through certain buildings, rituals, diseases, and units.
Diseases, cures and immunities:
Every unit now has a choice between being feverish or having the chills. When fevered, units have reduced defense and more direct diseases. Chills reduces attack but applies trickier diseases.
As units level new promotions will be available (once you have the proper techs!) allowing a unit to learn physical and mental diseases, followed by mastering fever and chill states, and finally disease mastery which allows for all diseases at once. A unit with disease mastery can also use the global spell to summon the sisters of Mary.
Sickly/Chills/Feverish - The base disease that units start with or can change between, they have minor effects and pass the diseased promotion in combat.
Necrotic Boils - Feverish Physical disease which is similar to plain disease.
Arcane Fever - Feverish Mental disease that allows casting failure, lowers spell resists, and causes summons to sometimes go enraged or barbarian. It can also slowly get worse.
Healers Bane - Chills Mental disease which will damage or kill the unit if it is cured of diseases. Cannot be detected until it strikes.
Corrupt Vitae - Chills Physical disease which slightly reduces the health of the entire empire.
Soul Rot - Chills Master disease which can make an enemy turn barbarian, invisible for several turns until active.
Rage Taint - Feverish Master disease which causes a unit to have a high chance of going enraged.
The Overlords Touch - Disease Mastery affliction which increases the Armageddon counter and weakens a unit more the higher the counter is. Uncurable.
Rabies - Any animal units captured instantly become infected with rabies, gain a variety of bonuses, are ai controlled, and die 5 turns after their first combat.
There are also new cure disease spells to remove all the diseases, though healers bane will still kill. Also, units with the immune to disease promotion, or lucky mutated units, can become immune to certain disease families, including healers bane.
Civilization Story/Strategy
Leadership/Infocard:
Racial Balance:
RiFE Modifications:
Spell: Cure Disease now adds a promotion to activate healers bane.
Event Trigger disabled: EVENTTRIGGER_MARY
Changes from r2:
Changes from r1:
Known Bugs:
1. Certain buildings do not show in the quick list unless they are recommended, please choose examine city from time to time so you know every building available. Notably, the very important Overlords Finger temple is not showing in quick lists. This is a known issue in this version of RiFE and is already fixed in the beta version being tested now.
2. Workers will not build Plagued Lands when auto-terraforming.
3. Your bug here! Let me know what I missed.
Let me know what you think
Updated and redesigned disease promotion system, fixed some balance issues and created a new bonus and improvement type to help with gold and hammer production.
The file is attached to this post, to install just unpack the file into: "\Rise from Erebus\Assets\Modules\NormalModules". To remove just delete the MalthusiteRace folder from that location. For those that are upgrading just delete the old MalthusiteRace folder and unzip the new one, please note that this will invalidate save games that used r2 or r1.
Basically the Malthusite race is based around diseases and spreading them. They also increase the Armageddon counter through certain buildings, rituals, diseases, and units.
Diseases, cures and immunities:
Spoiler :
Every unit now has a choice between being feverish or having the chills. When fevered, units have reduced defense and more direct diseases. Chills reduces attack but applies trickier diseases.
As units level new promotions will be available (once you have the proper techs!) allowing a unit to learn physical and mental diseases, followed by mastering fever and chill states, and finally disease mastery which allows for all diseases at once. A unit with disease mastery can also use the global spell to summon the sisters of Mary.
Sickly/Chills/Feverish - The base disease that units start with or can change between, they have minor effects and pass the diseased promotion in combat.
Necrotic Boils - Feverish Physical disease which is similar to plain disease.
Arcane Fever - Feverish Mental disease that allows casting failure, lowers spell resists, and causes summons to sometimes go enraged or barbarian. It can also slowly get worse.
Healers Bane - Chills Mental disease which will damage or kill the unit if it is cured of diseases. Cannot be detected until it strikes.
Corrupt Vitae - Chills Physical disease which slightly reduces the health of the entire empire.
Soul Rot - Chills Master disease which can make an enemy turn barbarian, invisible for several turns until active.
Rage Taint - Feverish Master disease which causes a unit to have a high chance of going enraged.
The Overlords Touch - Disease Mastery affliction which increases the Armageddon counter and weakens a unit more the higher the counter is. Uncurable.
Rabies - Any animal units captured instantly become infected with rabies, gain a variety of bonuses, are ai controlled, and die 5 turns after their first combat.
There are also new cure disease spells to remove all the diseases, though healers bane will still kill. Also, units with the immune to disease promotion, or lucky mutated units, can become immune to certain disease families, including healers bane.
Civilization Story/Strategy
Spoiler :
In the long winter the Malthusites hid within a deep crevice upon the coast. Each tide would bring the waters flooding down to turn to steam upon fires deeper within the cave. Through their worship of the Octopus Overlords they survived and thrived in the molding steams and freezing waves. And one day, they claim, the Overlord reached out a hand and touched them. Diseases of the body, spirit and mind raced through the densely packed cave and those that lived founded the way of the Overlords Hand. They live only to spread the holy diseases through the land, especially to their unenlightened brethren who only worship in the way of the old Overlords.
The cult of the Overlords Hand is based around five powerful buildings, the overlords palm which acts as the palace and center of governance, four fingers which provide for city growth, and a thumb which produces strong units and prevents unrest. These six buildings are important as a single ones presence in a city prevents the effects of sickness, provides gold, and spreads culture. However, each of these buildings adds to your global unhealthyness so it is difficult for any other city to be much more than a sickly little outpost. Each type of religious building can build variations on spreaders and bursters, palm types are cheaper and require less technology research, finger units have doubled move, and thumb units are stronger and more expensive.
The Malthusites prefer coastal cities which will provide them with gold while their presence slowly turns the surrounding countryside into a slimy marsh or toxic jungle which they find their food in. Their units are sickly and weak in attacking on land, though they will become stronger as they learn more types of diseases and may even overcome their weaknesses entirely with enough diseases. In fact, overcoming their weakness will allow them to use their world spell and summon the infectious sisters of Mary. Strengthwise the ocean is a different matter entirely, the Malthusites spent their time in the cave learning how to raise and train the various creatures from the sea to work for them. So while they only can train a few types of sea units they can use their early access to ocean-going giant turtles to explore and colonize and the late game kraken to ambush rivals. As for arcane matters, they have taken a different approach and do not learn spells with experience. Instead assimilators ingest and assimilate the mana crystals directly. Though only a very few can learn to ingest the crystals safely they gain both spells and extra power for each ingestable mana type and the ability to greatly boost their fighting skills by using up all of their stored mana. This assimilator boost can be used to get through city defenses so lond as you keep developing manas or until you move on to the explosive zealous bursters.
The cult of the Overlords Hand is based around five powerful buildings, the overlords palm which acts as the palace and center of governance, four fingers which provide for city growth, and a thumb which produces strong units and prevents unrest. These six buildings are important as a single ones presence in a city prevents the effects of sickness, provides gold, and spreads culture. However, each of these buildings adds to your global unhealthyness so it is difficult for any other city to be much more than a sickly little outpost. Each type of religious building can build variations on spreaders and bursters, palm types are cheaper and require less technology research, finger units have doubled move, and thumb units are stronger and more expensive.
The Malthusites prefer coastal cities which will provide them with gold while their presence slowly turns the surrounding countryside into a slimy marsh or toxic jungle which they find their food in. Their units are sickly and weak in attacking on land, though they will become stronger as they learn more types of diseases and may even overcome their weaknesses entirely with enough diseases. In fact, overcoming their weakness will allow them to use their world spell and summon the infectious sisters of Mary. Strengthwise the ocean is a different matter entirely, the Malthusites spent their time in the cave learning how to raise and train the various creatures from the sea to work for them. So while they only can train a few types of sea units they can use their early access to ocean-going giant turtles to explore and colonize and the late game kraken to ambush rivals. As for arcane matters, they have taken a different approach and do not learn spells with experience. Instead assimilators ingest and assimilate the mana crystals directly. Though only a very few can learn to ingest the crystals safely they gain both spells and extra power for each ingestable mana type and the ability to greatly boost their fighting skills by using up all of their stored mana. This assimilator boost can be used to get through city defenses so lond as you keep developing manas or until you move on to the explosive zealous bursters.
Leadership/Infocard:
Spoiler :
Leader: Mary Morbus
Alignment: Chaotic
Traits: Spiritual, Raiders, Agnostic, Cultist (Other races dislike you more)
Favorite Wonder: City of a Thousand Slums
Hero: Leader: Mary Morbus
World Spell: Sisters of Mary
Unique/Blocked Buildings and Units (In XML since there are so many!)
Alignment: Chaotic
Traits: Spiritual, Raiders, Agnostic, Cultist (Other races dislike you more)
Favorite Wonder: City of a Thousand Slums
Hero: Leader: Mary Morbus
World Spell: Sisters of Mary
Unique/Blocked Buildings and Units (In XML since there are so many!)
Code:
<Buildings>
<Building>
<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
<BuildingType>BUILDING_PALACE_MALTHUSITES</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_OVERLORDS_FINGER</BuildingClassType>
<BuildingType>BUILDING_OVERLORDS_FINGER</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_OVERLORDS_THUMB</BuildingClassType>
<BuildingType>BUILDING_OVERLORDS_THUMB</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_AQUEDUCT</BuildingClassType>
<BuildingType>BUILDING_MALTH_WELL</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_ELDER_COUNCIL</BuildingClassType>
<BuildingType>BUILDING_MAD_SCIENTIST_HIDEOUT</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_GRANARY</BuildingClassType>
<BuildingType>BUILDING_MALTH_BREEDING_PIT</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_HARBOR</BuildingClassType>
<BuildingType>BUILDING_SPAWNING_BEDS</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_HERBALIST</BuildingClassType>
<BuildingType>BUILDING_TREPANIST</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_SHIPYARD</BuildingClassType>
<BuildingType>BUILDING_OCEAN_SPAWNERY</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_SMOKEHOUSE</BuildingClassType>
<BuildingType>BUILDING_MALTH_SMOKEHOUSE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_MALTH_ABSORBATORIUM</BuildingClassType>
<BuildingType>BUILDING_MALTH_ABSORBATORIUM</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_MAGE_GUILD</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_CARNIVAL</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_INFIRMARY</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_SIEGE_WORKSHOP</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_STABLE</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_WELL</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_SEWERS</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_TEMPLE_OF_THE_HAND</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_TEMPLE_OF_KILMORPH</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_TEMPLE_OF_LEAVES</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_TEMPLE_OF_TEMPORENCE</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_TEMPLE_OF_THE_EMPYREAN</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_TEMPLE_OF_THE_ORDER</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_TEMPLE_OF_THE_OVERLORDS</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_TEMPLE_OF_THE_VEIL</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_TEMPLE_MECHANOS</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
</Buildings>
<Units>
<Unit>
<UnitClassType>UNITCLASS_MARY</UnitClassType>
<UnitType>UNIT_MELTH_MARY</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_FEVERED_ASSIMILATOR</UnitClassType> <!-- In a class to prevent civopedia issues -->
<UnitType>UNIT_FEVERED_ASSIMILATOR</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WORKBOAT</UnitClassType>
<UnitType>UNIT_BUNYIP_WORKER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_GALLEY</UnitClassType>
<UnitType>UNIT_MALTH_GIANT_TORTOISE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_FRIGATE</UnitClassType>
<UnitType>UNIT_MALTH_SEA_SERPENT</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_MAN_O_WAR</UnitClassType>
<UnitType>UNIT_MALTH_KRAKEN</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_MAN_O_WAR</UnitClassType>
<UnitType>UNIT_MALTH_KRAKEN</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_DRUID</UnitClassType>
<UnitType>UNIT_CORRUPTOR</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_SPREADER_HAND</UnitClassType>
<UnitType>UNIT_SPREADER_HAND</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_SPREADER_FINGER</UnitClassType>
<UnitType>UNIT_SPREADER_FINGER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_SPREADER_THUMB</UnitClassType>
<UnitType>UNIT_SPREADER_THUMB</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_ZEALOUS_BURSTER_HAND</UnitClassType>
<UnitType>UNIT_ZEALOUS_BURSTER_HAND</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_ZEALOUS_BURSTER_FINGER</UnitClassType>
<UnitType>UNIT_ZEALOUS_BURSTER_FINGER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_ZEALOUS_BURSTER_THUMB</UnitClassType>
<UnitType>UNIT_ZEALOUS_BURSTER_THUMB</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_FORT_COMMANDER</UnitClassType>
<UnitType>UNIT_RABID_GUARDIAN</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WORKER</UnitClassType>
<UnitType>UNIT_MALTH_WORKER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_ADEPT</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_MAGE</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_ARCHMAGE</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_ARQUEBUS</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_HORSE_ARCHER</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_HORSEMAN</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_KNIGHT</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_PALADIN</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WAR_CHARIOT</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WAR_ELEPHANT</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_QUEEN_OF_THE_LINE</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_ARCANE_BARGE</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_CARAVEL</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_TRIREME</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_CATAPULT</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_CARRACK</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_TRADESHIP</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_PRIVATEER</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_GALLEON</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_BERSERKER</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
</Units>
Racial Balance:
Spoiler :
Sound a bit overpowered? Actually they are a bit tougher than you think:
1. All units receive the sickly promotion forcing them to choose between -2 attack or -2 defense.
2. As animals go rabid around the Malthusites so they cannot build any mounted units. Of course, any captured animal units immediately go rabid.
3. Due to their generations of living in a cave they are not very good with wood and cannot build siege units.
4. As the lands around them turn into marshes, which have very limited improvements allowed, gold becomes a major concern. However, by building plagued lands they can reduce this problem at the cost of food.
5. Their leader has the Cultist and agnostic traits which causes other races to dislike the Malthusites and prevents taking common religions.
6. Due to increasing civilization unhealth due to buildings, units, terrain, and Armageddon they have difficulty having more than a handful of larger cities.
1. All units receive the sickly promotion forcing them to choose between -2 attack or -2 defense.
2. As animals go rabid around the Malthusites so they cannot build any mounted units. Of course, any captured animal units immediately go rabid.
3. Due to their generations of living in a cave they are not very good with wood and cannot build siege units.
4. As the lands around them turn into marshes, which have very limited improvements allowed, gold becomes a major concern. However, by building plagued lands they can reduce this problem at the cost of food.
5. Their leader has the Cultist and agnostic traits which causes other races to dislike the Malthusites and prevents taking common religions.
6. Due to increasing civilization unhealth due to buildings, units, terrain, and Armageddon they have difficulty having more than a handful of larger cities.
RiFE Modifications:
Spell: Cure Disease now adds a promotion to activate healers bane.
Event Trigger disabled: EVENTTRIGGER_MARY
Changes from r2:
Spoiler :
1. Redesigned disease system to provide a choice of penalties and to use normal XP system instead of primal diseases.
2. Added new bonus type and improvement which will generate it.
3. Higher Spreaders are now invisible units with chances of discovery or very limited numbers. The highest spreaders can trigger healers bane in a stack as well.
4. Bursters can now explode to spread rabies.
5. Berzerkers now replaced with highest level burster.
6. Re-arranged disease and unit locations
7. Attempted to help economy somewhat with minor costing tweaks.
8. Sisters of Mary are weaker as they do not start with every disease.
9. AI is still disabled.
2. Added new bonus type and improvement which will generate it.
3. Higher Spreaders are now invisible units with chances of discovery or very limited numbers. The highest spreaders can trigger healers bane in a stack as well.
4. Bursters can now explode to spread rabies.
5. Berzerkers now replaced with highest level burster.
6. Re-arranged disease and unit locations
7. Attempted to help economy somewhat with minor costing tweaks.
8. Sisters of Mary are weaker as they do not start with every disease.
9. AI is still disabled.
Changes from r1:
Spoiler :
1. Enabled mage guild replacement.
2. Disabled naval units that were missed in the first pass
3. Removed broken events and disabled mary event
4. Disabled AI from playing this race as it cannot understand how to live with sickness buildings. I could use help on this if anyone has ideas!
5. Fixed fort commander ctd problem.
6. Spreaders can now spread positive disease aspects and carriers
2. Disabled naval units that were missed in the first pass
3. Removed broken events and disabled mary event
4. Disabled AI from playing this race as it cannot understand how to live with sickness buildings. I could use help on this if anyone has ideas!
5. Fixed fort commander ctd problem.
6. Spreaders can now spread positive disease aspects and carriers
Known Bugs:
1. Certain buildings do not show in the quick list unless they are recommended, please choose examine city from time to time so you know every building available. Notably, the very important Overlords Finger temple is not showing in quick lists. This is a known issue in this version of RiFE and is already fixed in the beta version being tested now.
2. Workers will not build Plagued Lands when auto-terraforming.
3. Your bug here! Let me know what I missed.

Let me know what you think
