Rebalanced Religions

Onionsoilder

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Mar 19, 2007
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Not all religions are created equal. This is very apparent in FFH2, where some religions are just better then others, regardless of your playstyle. This is my own little attempt to remedy that. Right now it's in it's very, very early stages. I haven't played a full game with this yet so there may be some bugs, though I've done my best to eliminate all of them.

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Changes:
Roads, Farms, Mines, Cottages, Plantations, Quarries, Pastures and Wineries can be built in forests by Fawns and Satyrs. This makes Fellowship of Leaves a viable religion for non-elven civilizations. Fawns work slower then Workers, so Elves still have the advantage of building improvements faster and earlier. Satyrs build slightly faster then Workers, so the penalty for other civilizations isn't permanent.

New Economic civic added Enlightened Unison for Empyrean only. This is an attempt to give the Empyrean some more economic-boosting potential. The civic reduces maintenance costs in all cities and increases the :commerce: output of hamlets, villages and towns. In addition, it increases :gp: by 50%. This comes at a cost: a +100% War Weariness penalty. Not for aggressive Chalid abusers!

Council of Esus units now have a number of 'miracles' that can give powerful promotions to the unit - for a price. These promotions are only temporary, and meant to get your units out of sticky situations. They are:
Evade Death: Removed Disease, Withered and Poisoned from the unit. Adds the Regeneration and Cheat Death promotions to the unit, but is pricey. However, being able to save that valuable hero is worth it. Wears off after the unit is fully healed. Note: This spell does not resurrect units, it only stops them from dying.
Flee the Scene: This miracle adds 2 movement, but reduces combat strength by 50%. Wears off after one turn.
Sway the Odds: This miracle increases combat strength by 50% and adds 2 first strikes to the unit. Wears off after combat.
Shadowscry: This miracle allows caster units to cast a second spell. Theoretically you can cast an infinite number of spells with this, as long as you have infinite gold.

The AI can not use Evade Death and Flee the Scene, because they don't seem smart enough to use these abilities intelligently. Then again, when has the AI ever used any religious abilities intelligently...

Planned for the Future:
Add a new Empyrean hero that functions as a governor. He will have little or no combat abilities, but can greatly enhance one of your cities.
Add a new Council of Esus hero that functions as a spy or assassin.
Add a new civic for Octopus Overlords
Add more miracles for Council of Esus units
Make subsequent castings of Shadowscry cost more; IE. first costs 80 gold, second costs 120, third costs 160 etc.
 
umm ... might wanna add cottages buildable in forests too or else its mostly a waste of time :P


as for those Esus promo's ... might wanna be in the sense of "present until used" instead of wearing off after a few turns. That way you can plan ahead the super attack ... or be able to know which units can handle that one tricky situation, making it more strategically viable.
 
That is an interesting idea to improve the usefulness of FOL for non-elves. A question though, does the AI actually use it? I seem to remember that they have trouble using units worker actions if they also are a combat unit.
 
Would the AI really lose anything if you shifted Fawns and SAtyrs to UnitAI_Worker? I seem to recall them not really being especially awesome fighters anyway.
 
I seem to remember that they have trouble using units worker actions if they also are a combat unit.

The AI gets confused and the game crashes, afaik.

Would the AI really lose anything if you shifted Fawns and Satyrs to UnitAI_Worker? I seem to recall them not really being especially awesome fighters anyway.

Satyrs are good fighters. When playing with no AI minimum levels, they can hurt quite a bit.
 
I thought you were going to base this on FF. Is it compatible with both?

I did some of the icons you asked for by the way. the cross, shield, and hall. check my art thread.
 
umm ... might wanna add cottages buildable in forests too or else its mostly a waste of time :P
Oh woops, Cottages are already included. I just forgot to add that to the changelog...
as for those Esus promo's ... might wanna be in the sense of "present until used" instead of wearing off after a few turns. That way you can plan ahead the super attack ... or be able to know which units can handle that one tricky situation, making it more strategically viable.
Hmm... good point. I'll have to work on these. Like I said, it's an early version.
Just to be clear: This is the same civic category that has Agrarianism?
Yes.
The AI gets confused and the game crashes, afaik.
Oh... this could cause problems. A lot of problems...
The issue is when a unit has buildorders, but cannot build a road. So long as they can build roads it should be fine.
I seem to have left that out. I'll have to update it later today.
I thought you were going to base this on FF. Is it compatible with both?

I did some of the icons you asked for by the way. the cross, shield, and hall. check my art thread.
It' not compatible with FF yet(I wanted to make a simpler version first) but I should have an FF version done by the end of today. Thanks for the art.
 
Okay! New version is up! Working on porting it to FF now.

Changes:
Added Build Road to Fawns and Satyrs to prevent an AI behavioral crash.
Changed the Empyrean's Civic .dds icon to a more suitable one.
Boost the Empyrean Civic slightly; Agrarianism still seemed better than it.
Fixed a bug with the "Evade Death" miracle for CoE units.
The Cheat Death promotion given by Evade Death now wears off when the unit is at full health.
The Swayed Odds promotion given by Sway The Odds now wears off after one combat.
 
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