So I was browsing over the minor/emergent leader selections after a while away from FfH, and noticed that there appeared to be a few minor leaders who still looked fairly standard. Is the project to give them all unique traits still in play?
At any rate, I inserted a few into my own game, and figured I'd offer them up to the mod.
One trait, for Letigo (since Aggressive doesn't really work for him, his units being Golems generally) that I came up with is called Prototypist. Basically, it's a small science boost coupled with two fairly strong promotions for Barnaxus: One, Adamantine Joints, which boosts movement rate, and one, flamethrowers, which increases attack strength and grants fire affinity. The reasoning here is that this makes it much easier to level up Barnaxus to take advantage of his golem-enhancement, plus making him useful late-game in ways not involving Empower bonuses.
Another trait, this one for Herne, is called Noble. It's purely defensive, rather than economic, and boosts movement by 2 and attack power by 1 for every unit, but only when they're within national borders-- the idea here is that it would make it much easier to maintain and defend a large empire of settlements, which can't really produce their own defenders. It also boosts increases culture by 1 point per city, avoiding the casual flipping of settlements.
XML for each:
One is called Psychotic (for Furia the Mad), and it enables a national wonder called Furia's Diary. It's more or less a personal Necronomicon (getting gold based on OO spread) that gives Mind mana in place of Water mana and raises the AC by 5 (also not requiring a Holy City/Great Prophet to build, natch.) This makes her much more dependent on religion spread than most leaders, which seems like it could be interesting, forcing her to stay on good terms with others so as to maximize her income.
The trait also gives +2 happiness from Asylums.
It seems like the trait would be strong, but only in the late game when she's got Mind Stapling, which means it's probably not too overpowering. Probably a bit weaker than Financial. Thoughts?
Furia's Diary Pedia Text
This diary follows Furia's journey through the dark corridors of her psyche, and contains detailed records of the hideous truths found lurking within-- among them that her pain is made less intolerable by the madness of others.
Thus, once each year, she reads aloud from her diary to a standing-room-only crowd; and for weeks the streets would throng with beings of all sizes, free and wild and beyond good and evil, with laws and morals thrown aside and all men shouting and killing and revelling in joy. And once in a while, a particular quote or passage catches on in the population, infecting even the zeitgeists of other nations. It flutters through the ranks of high society, sparks debate amongst wizened sages, and in the end, inevitably leads yet more people into the clutches of the ancient and unknowable Overlords.
XML for the diary BuildingInfo and the trait, plus text keys:
Lastly, I threw in a trait for Weevil, Pickle and Hyde ("Abyssal"), giving their units fairly large large bonuses from Hell terrain. This'll be the Balseraphs leader that really benefits from a rising AC, since you want that hell terrain spread as far and wide as possible; they also get strong resistance to Unholy damage, making them very good for tussling with Demons on their home ground.
XML:
At any rate, I inserted a few into my own game, and figured I'd offer them up to the mod.
One trait, for Letigo (since Aggressive doesn't really work for him, his units being Golems generally) that I came up with is called Prototypist. Basically, it's a small science boost coupled with two fairly strong promotions for Barnaxus: One, Adamantine Joints, which boosts movement rate, and one, flamethrowers, which increases attack strength and grants fire affinity. The reasoning here is that this makes it much easier to level up Barnaxus to take advantage of his golem-enhancement, plus making him useful late-game in ways not involving Empower bonuses.
Another trait, this one for Herne, is called Noble. It's purely defensive, rather than economic, and boosts movement by 2 and attack power by 1 for every unit, but only when they're within national borders-- the idea here is that it would make it much easier to maintain and defend a large empire of settlements, which can't really produce their own defenders. It also boosts increases culture by 1 point per city, avoiding the casual flipping of settlements.
XML for each:
Spoiler :
Code:
<PromotionInfo> <!--Vigilance-->
<Type>PROMOTION_VIGILANCE</Type>
<Description>TXT_KEY_PROMOTION_VIGILANCE</Description>
<bAutoAcquire>1</bAutoAcquire>
<bMustMaintain>1</bMustMaintain>
<bNoXP>1</bNoXP>
<PrereqInBorderSelf>1</PrereqInBorderSelf>
<PrereqTraits>TRAIT_NOBLE</PrereqTraits>
<iMovesChange>2</iMovesChange>
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ADEPT</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_BEAST</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_DISCIPLE</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_WORKER</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_COMMANDER</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
</UnitCombats>
<Button>,Art/Interface/Buttons/Promotions/Mobility1.dds,Art/Interface/Buttons/Promotions_Atlas.dds,5,4</Button>
<iExtraCombatStr>1</iExtraCombatStr>
</PromotionInfo>
<PromotionInfo> <!-- Flamethrowers -->
<Type>PROMOTION_FLAMETHROWERS</Type>
<Description>TXT_KEY_PROMOTION_FLAMETHROWERS</Description>
<bAutoAcquire>1</bAutoAcquire>
<bNoXP>1</bNoXP>
<PrereqTraits>TRAIT_PROTOTYPIST</PrereqTraits>
<PrereqUnits>UNIT_BARNAXUS</PrereqUnits>
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
</UnitCombats>
<Button>Art/Civs/Other/Siegesmith/grapeshot.dds</Button>
<iExtraCombatStr>2</iExtraCombatStr>
<BonusAffinities>
<BonusAffinity>
<BonusType>BONUS_MANA_FIRE</BonusType>
<iAffinity>1</iAffinity>
</BonusAffinity>
</BonusAffinities>
</PromotionInfo>
<PromotionInfo> <!-- Adamantine Joints -->
<Type>PROMOTION_ADAMANTINE_JOINTS</Type>
<Description>TXT_KEY_PROMOTION_ADAMANTINE_JOINTS</Description>
<bAutoAcquire>1</bAutoAcquire>
<bNoXP>1</bNoXP>
<PrereqTraits>TRAIT_PROTOTYPIST</PrereqTraits>
<PrereqUnits>UNIT_BARNAXUS</PrereqUnits>
<iMovesChange>2</iMovesChange>
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
</UnitCombats>
<Button>,Art/Interface/Buttons/Promotions/Mobility1.dds,Art/Interface/Buttons/Promotions_Atlas.dds,5,4</Button>
</PromotionInfo>
<TraitInfo>
<Type>TRAIT_PROTOTYPIST</Type>
<Description>TXT_KEY_TRAIT_PROTOTYPIST</Description>
<ShortDescription>TXT_KEY_TRAIT_PROTOTYPIST_SHORT</ShortDescription>
<Help>TXT_KEY_TRAIT_NOBLE_HELP</Help>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iMaxAnarchy>-1</iMaxAnarchy>
<iUpkeepModifier>0</iUpkeepModifier>
<iLevelExperienceModifier>0</iLevelExperienceModifier>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
<bAdaptive>0</bAdaptive>
<bAgnostic>0</bAgnostic>
<bAssimilation>0</bAssimilation>
<bBarbarianAlly>0</bBarbarianAlly>
<bIgnoreFood>0</bIgnoreFood>
<bInsane>0</bInsane>
<bSelectable>0</bSelectable>
<bSprawling>0</bSprawling>
<iFreeXPFromCombat>0</iFreeXPFromCombat>
<iMaxCities>-1</iMaxCities>
<iPillagingGold>0</iPillagingGold>
<iStartingGold>0</iStartingGold>
<iSummonDuration>0</iSummonDuration>
<iUpgradeCostModifier>0</iUpgradeCostModifier>
<ExtraYieldThresholds/>
<TradeYieldModifiers/>
<CommerceChanges>
</CommerceChanges>
<CommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>5</iCommerce>
<iCommerce>0</iCommerce>
</CommerceModifiers>
<FreePromotions>
</FreePromotions>
<FreePromotionUnitCombats>
</FreePromotionUnitCombats>
</TraitInfo>
<TraitInfo>
<Type>TRAIT_NOBLE</Type>
<Description>TXT_KEY_TRAIT_NOBLE</Description>
<ShortDescription>TXT_KEY_TRAIT_NOBLE_SHORT</ShortDescription>
<Help>TXT_KEY_TRAIT_NOBLE_HELP</Help>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iMaxAnarchy>-1</iMaxAnarchy>
<iUpkeepModifier>0</iUpkeepModifier>
<iLevelExperienceModifier>0</iLevelExperienceModifier>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
<bAdaptive>0</bAdaptive>
<bAgnostic>0</bAgnostic>
<bAssimilation>0</bAssimilation>
<bBarbarianAlly>0</bBarbarianAlly>
<bIgnoreFood>0</bIgnoreFood>
<bInsane>0</bInsane>
<bSelectable>0</bSelectable>
<bSprawling>0</bSprawling>
<iFreeXPFromCombat>0</iFreeXPFromCombat>
<iMaxCities>-1</iMaxCities>
<iPillagingGold>0</iPillagingGold>
<iStartingGold>0</iStartingGold>
<iSummonDuration>0</iSummonDuration>
<iUpgradeCostModifier>0</iUpgradeCostModifier>
<ExtraYieldThresholds/>
<TradeYieldModifiers/>
<CommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1</iCommerce>
</CommerceChanges>
<CommerceModifiers/>
<FreePromotions>
</FreePromotions>
<FreePromotionUnitCombats>
</FreePromotionUnitCombats>
</TraitInfo>
<TEXT>
<Tag>TXT_KEY_TRAIT_NOBLE</Tag>
<English>Noble</English>
<French>Noble</French>
<German>Noble</German>
<Italian>Noble</Italian>
<Spanish>Noble</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_TRAIT_NOBLE_SHORT</Tag>
<English>Nob</English>
<French>Nob</French>
<German>Nob</German>
<Italian>Nob</Italian>
<Spanish>Nob</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_PROMOTION_VIGILANCE</Tag>
<English>Vigilance</English>
<French>Vigilance</French>
<German>Vigilance</German>
<Italian>Vigilance</Italian>
<Spanish>Vigilance</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_TRAIT_PROTOTYPIST</Tag>
<English>Prototypist</English>
<French>Prototypist</French>
<German>Prototypist</German>
<Italian>Prototypist</Italian>
<Spanish>Prototypist</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_TRAIT_PROTOTYPIST_SHORT</Tag>
<English>Proto</English>
<French>Proto</French>
<German>Proto</German>
<Italian>Proto</Italian>
<Spanish>Proto</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_PROMOTION_FLAMETHROWERS</Tag>
<English>Flamethrowers</English>
<French>Flamethrowers</French>
<German>Flamethrowers</German>
<Italian>Flamethrowers</Italian>
<Spanish>Flamethrowers</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_PROMOTION_ADAMANTINE_JOINTS</Tag>
<English>Adamantine Joints</English>
<French>Adamantine Joints</French>
<German>Adamantine Joints</German>
<Italian>Adamantine Joints</Italian>
<Spanish>Adamantine Joints</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_TRAIT_PROTOTYPIST_HELP</Tag>
<English>[ICON_BULLET]Barnaxus starts with Flamethrowers and Adamantine Joints, improving combat strength and mobility.</English>
<French>[ICON_BULLET]Barnaxus starts with Flamethrowers and Adamantine Joints, improving combat strength and mobility.</French>
<German>[ICON_BULLET]Barnaxus starts with Flamethrowers and Adamantine Joints, improving combat strength and mobility.</German>
<Italian>[ICON_BULLET]Barnaxus starts with Flamethrowers and Adamantine Joints, improving combat strength and mobility.</Italian>
<Spanish>[ICON_BULLET]Barnaxus starts with Flamethrowers and Adamantine Joints, improving combat strength and mobility.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_TRAIT_NOBLE_HELP</Tag>
<English>[ICON_BULLET]Units in your territory gain Vigilance.</English>
<French>[ICON_BULLET]Units in your territory gain Vigilance.</French>
<German>[ICON_BULLET]Units in your territory gain Vigilance.</German>
<Italian>[ICON_BULLET]Units in your territory gain Vigilance.</Italian>
<Spanish>[ICON_BULLET]Units in your territory gain Vigilance.</Spanish>
</TEXT>
One is called Psychotic (for Furia the Mad), and it enables a national wonder called Furia's Diary. It's more or less a personal Necronomicon (getting gold based on OO spread) that gives Mind mana in place of Water mana and raises the AC by 5 (also not requiring a Holy City/Great Prophet to build, natch.) This makes her much more dependent on religion spread than most leaders, which seems like it could be interesting, forcing her to stay on good terms with others so as to maximize her income.
The trait also gives +2 happiness from Asylums.
It seems like the trait would be strong, but only in the late game when she's got Mind Stapling, which means it's probably not too overpowering. Probably a bit weaker than Financial. Thoughts?
Furia's Diary Pedia Text
Spoiler :
This diary follows Furia's journey through the dark corridors of her psyche, and contains detailed records of the hideous truths found lurking within-- among them that her pain is made less intolerable by the madness of others.
Thus, once each year, she reads aloud from her diary to a standing-room-only crowd; and for weeks the streets would throng with beings of all sizes, free and wild and beyond good and evil, with laws and morals thrown aside and all men shouting and killing and revelling in joy. And once in a while, a particular quote or passage catches on in the population, infecting even the zeitgeists of other nations. It flutters through the ranks of high society, sparks debate amongst wizened sages, and in the end, inevitably leads yet more people into the clutches of the ancient and unknowable Overlords.
XML for the diary BuildingInfo and the trait, plus text keys:
Spoiler :
Code:
<BuildingInfo> <!-- Furia's Diary -->
<BuildingClass>BUILDINGCLASS_CIV_WONDER1</BuildingClass>
<Type>BUILDING_FURIAS_DIARY</Type>
<Description>TXT_KEY_FURIAS_DIARY</Description>
<Civilopedia>TXT_KEY_BUILDING_FURIAS_DIARY_PEDIA</Civilopedia>
<Advisor>ADVISOR_RELIGION</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_THE_NECRONOMICON</ArtDefineTag>
<PrereqTech>TECH_MIND_STAPLING</PrereqTech>
<bTeamShare>1</bTeamShare>
<GlobalReligionCommerce>RELIGION_OCTOPUS_OVERLORDS</GlobalReligionCommerce>
<FreeBonus>BONUS_MANA_MIND</FreeBonus>
<iNumFreeBonuses>1</iNumFreeBonuses>
<iGreatPeopleRateChange>2</iGreatPeopleRateChange>
<iCost>100</iCost>
<iHurryCostModifier>100</iHurryCostModifier>
<iAsset>8</iAsset>
<fVisibilityPriority>1</fVisibilityPriority>
<ObsoleteSafeCommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>4</iCommerce>
</ObsoleteSafeCommerceChanges>
<CommerceChangeDoubleTimes>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1000</iCommerce>
</CommerceChangeDoubleTimes>
<ReligionChanges>
<ReligionChange>
<ReligionType>RELIGION_OCTOPUS_OVERLORDS</ReligionType>
<iReligionChange>1</iReligionChange>
</ReligionChange>
</ReligionChanges>
<SpecialistCounts>
<SpecialistCount>
<SpecialistType>SPECIALIST_SCIENTIST</SpecialistType>
<iSpecialistCount>2</iSpecialistCount>
</SpecialistCount>
</SpecialistCounts>
<CommerceChangeOriginalOwners>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1</iCommerce>
</CommerceChangeOriginalOwners>
<ConstructSound>AS2D_OVERLORDS_DINK</ConstructSound>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_RELIGION</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
</Flavors>
<PrereqTrait>TRAIT_PSYCHOTIC</PrereqTrait>
<iModifyGlobalCounter>5</iModifyGlobalCounter>
</BuildingInfo>
<TraitInfo>
<Type>TRAIT_PSYCHOTIC</Type>
<Description>TXT_KEY_TRAIT_PSYCHOTIC</Description>
<ShortDescription>TXT_KEY_TRAIT_PSYCHOTIC_SHORT</ShortDescription>
<Help>TXT_KEY_TRAIT_PSYCHOTIC_HELP</Help>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iMaxAnarchy>-1</iMaxAnarchy>
<iUpkeepModifier>0</iUpkeepModifier>
<iLevelExperienceModifier>0</iLevelExperienceModifier>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
<bAdaptive>0</bAdaptive>
<bAgnostic>0</bAgnostic>
<bAssimilation>0</bAssimilation>
<bBarbarianAlly>0</bBarbarianAlly>
<bIgnoreFood>0</bIgnoreFood>
<bInsane>0</bInsane>
<bSelectable>1</bSelectable>
<bSprawling>0</bSprawling>
<iFreeXPFromCombat>0</iFreeXPFromCombat>
<iMaxCities>-1</iMaxCities>
<iPillagingGold>0</iPillagingGold>
<iStartingGold>0</iStartingGold>
<iSummonDuration>0</iSummonDuration>
<iUpgradeCostModifier>0</iUpgradeCostModifier>
<ExtraYieldThresholds>
<iExtraYieldThreshold>0</iExtraYieldThreshold>
<iExtraYieldThreshold>0</iExtraYieldThreshold>
<iExtraYieldThreshold>0</iExtraYieldThreshold>
</ExtraYieldThresholds>
<TradeYieldModifiers/>
<CommerceChanges/>
<CommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceModifiers>
<FreePromotions>
</FreePromotions>
<FreePromotionUnitCombats>
</FreePromotionUnitCombats>
</TraitInfo>
<TEXT>
<Tag>TXT_KEY_TRAIT_PSYCHOTIC_SHORT</Tag>
<English>Psy</English>
<French>Psy</French>
<German>Psy</German>
<Italian>Psy</Italian>
<Spanish>Psy</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_TRAIT_PSYCHOTIC_HELP</Tag>
<English>[NEWLINE][ICON_BULLET]This leader can build Furia's Diary with Mind Stapling, providing a constant gold income based on the number of cities following the Octopus Overlords.</English>
<French>Psy</French>
<German>Psy</German>
<Italian>Psy</Italian>
<Spanish>Psy</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_BUILDING_FURIAS_DIARY_PEDIA</Tag>
<English>This diary follows Furia's journey through the dark corridors of her psyche, and contains detailed records of the hideous truths found lurking within-- among them that her pain is made less intolerable by the madness of others.[PARAGRAPH:2]Thus, once each year, she reads aloud from her diary to a standing-room-only crowd; and for weeks the streets would throng with beings of all sizes, who become free and wild and beyond good and evil, with laws and morals thrown aside and all men shouting and killing and revelling in joy. And once in a while, a choice quote or passage catches on in the population, infecting even the zeitgeists of other nations. It flutters through the ranks of high society, sparking debate amongst wizened sages, and in the end, inevitably leads yet more people into the clutches of the ancient and unknowable Overlords.</English>
<French>Psy</French>
<German>Psy</German>
<Italian>Psy</Italian>
<Spanish>Psy</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_TRAIT_PSYCHOTIC</Tag>
<English>Psychotic</English>
<French>Psychotic</French>
<German>Psychotic</German>
<Italian>Psychotic</Italian>
<Spanish>Psychotic</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_FURIAS_DIARY</Tag>
<English>Furia's Diary</English>
<French>Furia's Diary</French>
<German>Furia's Diary</German>
<Italian>Furia's Diary</Italian>
<Spanish>Furia's Diary</Spanish>
</TEXT>
Lastly, I threw in a trait for Weevil, Pickle and Hyde ("Abyssal"), giving their units fairly large large bonuses from Hell terrain. This'll be the Balseraphs leader that really benefits from a rising AC, since you want that hell terrain spread as far and wide as possible; they also get strong resistance to Unholy damage, making them very good for tussling with Demons on their home ground.
XML:
Spoiler :
Code:
<PromotionInfo>
<Type>PROMOTION_HELLBOUND</Type>
<Description>TXT_KEY_PROMOTION_HELLBOUND</Description>
<Sound>AS2D_IF_LEVELUP</Sound>
<TechPrereq>TECH_NEVER</TechPrereq>
<TerrainAttacks>
<TerrainAttack>
<TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
<iTerrainAttack>30</iTerrainAttack>
</TerrainAttack>
<TerrainAttack>
<TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
<iTerrainAttack>30</iTerrainAttack>
</TerrainAttack>
<TerrainAttack>
<TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
<iTerrainAttack>30</iTerrainAttack>
</TerrainAttack>
</TerrainAttacks>
<TerrainDefenses>
<TerrainDefense>
<TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
<iTerrainDefense>30</iTerrainDefense>
</TerrainDefense>
<TerrainDefense>
<TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
<iTerrainDefense>30</iTerrainDefense>
</TerrainDefense>
<TerrainDefense>
<TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
<iTerrainDefense>30</iTerrainDefense>
</TerrainDefense>
</TerrainDefenses>
<Button>Art/Interface/Buttons/Promotions/Demon.dds</Button>
<DamageTypeResists>
<DamageTypeResist>
<DamageType>DAMAGE_DEATH</DamageType>
<iResist>40</iResist>
</DamageTypeResist>
<DamageTypeResist>
<DamageType>DAMAGE_FIRE</DamageType>
<iResist>20</iResist>
</DamageTypeResist>
<DamageTypeResist>
<DamageType>DAMAGE_UNHOLY</DamageType>
<iResist>40</iResist>
</DamageTypeResist>
</DamageTypeResists>
</PromotionInfo>
<TEXT>
<Tag>TXT_KEY_TRAIT_ABYSSAL</Tag>
<English>Abyssal</English>
<French>Abyssal</French>
<German>Abyssal</German>
<Italian>Abyssal</Italian>
<Spanish>Abyssal</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_TRAIT_ABYSSAL_SHORT</Tag>
<English>Aby</English>
<French>Aby</French>
<German>Aby</German>
<Italian>Aby</Italian>
<Spanish>Aby</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_PROMOTION_HELLBOUND</Tag>
<English>Hellbound</English>
<French>Hellbound</French>
<German>Hellbound</German>
<Italian>Hellbound</Italian>
<Spanish>Hellbound</Spanish>
</TEXT>
<TraitInfo>
<Type>TRAIT_ABYSSAL</Type>
<Description>TXT_KEY_TRAIT_ABYSSAL</Description>
<ShortDescription>TXT_KEY_TRAIT_ABYSSAL_SHORT</ShortDescription>
<Help/>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iMaxAnarchy>-1</iMaxAnarchy>
<iUpkeepModifier>0</iUpkeepModifier>
<iLevelExperienceModifier>0</iLevelExperienceModifier>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
<bAdaptive>0</bAdaptive>
<bAgnostic>0</bAgnostic>
<bAssimilation>0</bAssimilation>
<bBarbarianAlly>0</bBarbarianAlly>
<bIgnoreFood>0</bIgnoreFood>
<bInsane>0</bInsane>
<bSelectable>1</bSelectable>
<bSprawling>0</bSprawling>
<iFreeXPFromCombat>0</iFreeXPFromCombat>
<iMaxCities>-1</iMaxCities>
<iPillagingGold>0</iPillagingGold>
<iStartingGold>0</iStartingGold>
<iSummonDuration>0</iSummonDuration>
<iUpgradeCostModifier>0</iUpgradeCostModifier>
<ExtraYieldThresholds/>
<TradeYieldModifiers/>
<CommerceChanges/>
<CommerceModifiers/>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_HELLBOUND</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<FreePromotionUnitCombats>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_ADEPT</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
</FreePromotionUnitCombat>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
</FreePromotionUnitCombat>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_DISCIPLE</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
</FreePromotionUnitCombat>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
</FreePromotionUnitCombat>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
</FreePromotionUnitCombat>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
</FreePromotionUnitCombat>
</FreePromotionUnitCombats>
</TraitInfo>