[WIP] Madoka Magica: Wish for the World

Vicevirtuoso

The Modetta Man
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WARNING: This description contains many unmarked spoilers for Puella Magi Madoka Magica!




DOWNLOAD via Steam Workshop

note: Due to copyright sniffer bots on the forums, no alternate download link is listed in this thread. However, there is a direct download link on the Workshop's page itself.


REQUIRES Community Patch DLL

Introduction

The progression of mankind from primitive hunter-gatherers to civilized agrarian societies was no natural act of evolution. Humanity's progress was likely to stagnate forever had it not been for the intervention of the advanced alien race known as the Incubators. Young girls were able to have their wishes granted through their magical potential born from their emotions and fate. Those with incredible potential, often called "Great People," shaped history forever with their wishes. But these miracles come at an awful price...

The year is 4000 B.C., and a selection of the most powerful young women the world may ever see has been found scattered across the globe. Each of them has a plan for the future of their people. Now, only time will tell if their wishes will turn into despair.


Summary

Wish for the World is a large-scale gameplay mod (though not on the level of a total conversion) based on the world of the animated series Puella Magi Madoka Magica. In this series' universe, the progress of humans from cavemen to civilization was only made possible by young girls making wishes with the help of aliens. Therefore, the primary focus of this mod is to add a new type of military unit, the Magical Girl. Magical Girls are earned from the expenditure of Great People (known in this mod as Prodigies). Magical Girls cost no Gold maintenance, automatically gain strength upgrades upon advancing to new Eras, and are obtained at no additional cost. Thus, they make for an incredibly cheap army -- but they have their own form of maintenance in the form of their Soul Gem. Additionally, all Barbarians are replaced with monsters known as Witches, alongside their weaker subordinates, Familiars.



Features:

10 New Civilizations*

*2 civilizations are currently missing leaderscene art and are thus disable from use by the AI. Still looking to find assistance with this!
Spoiler :

Wish for the World adds ten new Civilizations based on characters from the series (and its spinoffs):

Madoka Kaname: The series' protagonist (okay, not really). A recommended character for new players to the mod. She has simple, straightforward uniques, and her UA is designed to help ease players into the system.
UA: Start with Archery Technology. All Magical Girls gain +100 Mood. The effect of the "Fought Near Leader" Mood modifier is doubled.
UU: Replaces Composite Bowman. Gains an additional attack only when stationed in a City of Citadel. Slightly lowered production cost.
UB: Replaces Public School. +25% Great Person generation rate.

Homura Akemi: The fan favorite character, her unique ability is an extremely versatile activated power which her starting Magical Girl can use, enabling her to "freeze time" (to the extent such an effect can be achieved in a Civilization game). This can be used in wars to turn the tide of battle, or even in times of peace to ensure you will beat your rival to a critical wonder. In addition, you can afford to be more reckless with your Leader Magical Girl, because Homu never gives up.
UA: Leader Magical Girl may use the ability "Time Stop." Causes all other Civilizations 1 turn of Anarchy and prevents their units from moving. Leader Magical Girl respawns 50% faster if killed or reaches 0% Soul Gem.
UU: Replaces Infantry. Slightly increased production cost. When it captures a city, it can steal a random inherent promotion from any Unique Units the enemy Civilization can or could ever build.
UB: Replaces Military Academy. Provides the military benefits of an Airport (+4 Air Unit limit, Airlift potential).

Mami Tomoe: The cool big sister of the group is here to make as many friends as she can and protect them all. Highly focused on diplomacy with both players and City-States. When Mami gains a large network of friends, she truly becomes a force to be reckoned with. Note: Mami will receive an overhaul once further features are added to the game.
UA: Gunpowder Units gain +1 Strength for every City-State ally you have.
UU: Replaces Rifleman. May use the activated ability Tiro Finale, which is a 2-tile ranged attack which also hits all adjacent units to the target for half of the damage dealt. Using this attack leaves the Unit with a -20% Defense penalty.
UB: Replaces Caravansary. +1 Production for every Declaration of Friendship you have, and each one in your Empire grants your Friends +1 Production in their Capital.

Sayaka Miki: The meguca you love to hate. (Until you finally realize that she's the best.) She combines creative arts and martial arts seamlessly. For Sayaka, the Cultural Victory and the Domination Victory are quite closely linked.
UA: Earn Great Musician points in the city with the Musician's Guild for every Unit killed. Units gain +5% Combat Strength when in enemy territory for every Influence level (Exotic, Familiar, Popular, Influential, Dominant) you have over the enemy's Civilization.
UU: Replaces Longswordsman. No Iron requirement. Earns "Harmony" upon leveling up. While the unit has Harmony, it can be garrisoned in a City to grant that City +100% Tourism from Great Works (consumes 1 Harmony per turn). Obsoletes at Rifling and upgrades directly to a Rifleman.
UB: Replaces Opera House. +2 Culture and Tourism upon discovering Combined Arms. If the Great Work of Music slot is filled, it heals every unit in your empire for +1 HP per turn, even if the units are not fortified.

Kyouko Sakura: Everyone's favorite dumpster diver in short shorts. Heavily focused on population growth -- but she needs to fight to get the most of it. Do so, and you can get your Magical Girls' Moods even higher than Madoka can!
UA: Melee/Mounted/Gunpowder Units earn 20 "Stolen Food" upon pillaging an improvement, up to 100 at a time. This remains carried by the Unit and can be used by the Unit to heal itself or to deposit into a City for the City to use towards Growth. +2 global Mood for every Population point in your Empire.
UU: Replaces Lancer. No Horse requirement. +50% bonus to Flank Attacks. Can be bought with Faith, regardless of religious beliefs.
UB: Replaces Temple. +1% Food is carried over when a new Citizen is born for every 2 followers of your Empire's majority Religion in the city.

Nagisa Momoe: A character whose sole purpose is to sell figures! Regardless, her obsession with lactose-rich foods allows her to take significant advantage of Pastures, of which she can have many if you choose the right places to settle.
UA: +1 Culture from Pastures. During Golden Ages, there is a small chance for each Cattle or Sheep tile in your Empire that they will duplicate themselves to a new tile within the workable radius of your Cities.
UU: Replaces Great War Bomber. +33% vs. Cities and Fortified units. Additional +33% when an enemy unit is within 2 tiles of the city in which it is stationed.
UB: Replaces Caravansary. Trade Routes gain an additional +1 Gold for every Cattle and Sheep worked by the City. Trade Routes to other Civilizations grant your Empire 5 Golden Age points per turn for every Cattle and Sheep worked by the destination City.

Ultimate Madoka: One of the Civilizations designed around the intricacies of Wish for the World, Ultimate Madoka's uniques are entirely centered around Magical Girls. They may use their Magical Girls to summon Witches, potentially doubling the size of her army at a huge penalty to their Soul Gems. She is not quite as heavily penalized as other Civilizations for letting her girls' Soul Gems get dirty, as they will simply disappear and reappear later (though they will return to level 1 again).
UA: Magical Girls do not become Witches at 0% Soul Gem, but instead vanish and reappear at level 1 after 10 turns. Magical Girls may summon Witches to fight alongside them, at a great cost to their Soul Gem corruption rate. Do not receive a leader Magical Girl; instead receive a free Archer.
UU: Replaces Missionary. +1 Movement. If an enemy Magical Girl is at 10% or lower Soul Gem, may convert them to your side (and recover their Soul Gem).
UB: Replaces Garden. Recovers +1% Soul Gem for Magical Girls garrisoned in the City.

Demon Homura: A major departure from all of the other Civilizations. Much like she was in Rebellion, she is the antithesis of Magical Girls and Witches and works entirely outside of their system. Earning no Magical Girls whatsoever, she instead leverages contracted Magical Girls' stolen powers for herself. She can lure Magical Girls to her realm with her Tourism, and when this angers the rest of the world, her anti-Magical Girl powers can help nullify the military advantage they will have over her. Since she plays relatively "normally" in military terms compared with the rest of the cast, as well as her massive popularity, she is commonly chosen as a beginner character amongst players I've talked to.
UA: Prodigies provide +1 to various Palace yields upon consumption, and do not become Magical Girls. Magical Girls below level 5 suffer attrition in your territory. Gain Golden Age points from killing Witches. +1 Golden Age Point for every 10 global Mood. Receive a free Archer.
UU 1: Replaces Worker. +25% work rate.
UU 2: Replaces Great General. When consumed, does not provides Palatial yields. Provides the same benefit as both Great General and Great Admiral. Grants an additional Unit when used to Rouse Militia. Units on the same tile gain +33% vs. Magical Girls.

Kaoru and Umika: From the spinoff Kazumi Magica, their modus operandi is to capture Magical Girls and take them to their dungeon to get all Mengele on them.
UA: Start with an Artificial Incubator (Scout). Defeated Magical Girls are stored in a building in your Capital. You may attempt to revive them, with varying degrees of success. Various factors affect success, such as previous successes and number of Academies in the Empire. You can spend Science to boost the chances of success.
UU: Replaces Scout. May Polish Magical Girl Soul Gems, up to 30%. Whenever Magical GIrls would take corruption to their Soul Gem, half of the corruption will instead be dealt to the Polish level, rounded down.
UB: Replaces Toy Store (a new building for the Entertainment yield; see below). +2 more Entertainment compared to the regular Toy Store. Provides a copy of Teddy Bears, a unique Luxury Resource.

Oriko and Kirika: From the spinoff Oriko Magica. Boasting two Leader Magical Girls at the beginning, they make for a solid rushing Civ, and their unique improvement allows them to have a powerful Cultural and Faith-based game.
UA: Receive a second Leader Magical Girl, which has the same promotion as the Civ's Unique Unit. The first leader Magical Girl may use the ability Danger Divination to discover the locations of Hidden Witch Barriers (see below).
UU: Replaces Swordsman. No Iron requirement. +15% when attacking, -15% while defending. Enemy units near this unit receive -1 Movement.
UI: Unlocked at Theology. +1 Faith, +2 Culture. Upon discovering Radio, gains an additional +1 Culture and +2 Faith. Units stationed on the tile gain Farsight, which grants the unit sight as if it was an aerial unit.




Magical Girl System

Spoiler :
The core feature of the mod. Magical Girls are a new Melee combat unit which is obtained by consuming a Great Person. At first glance, it is a weak unit, with 70% of the Combat Strength of the strongest Melee or Gunpowder Unit of the current Era. They also have no inherent special abilities. Fortunately, they cost no Gold maintenance, and automatically become stronger as soon as you advance to a new Era, making them very cheap to maintain in terms of Gold. They also have very strong promotions -- much stronger than the typical promotions available to normal units. Thus, a new Magical Girl will be significantly weaker than a normally-trained Unit, but a veteran Magical Girl can put even your best army regiment to shame!


Soul Gem

Again, Magical Girls cost no Gold maintenance. But that's not to say they're completely free to keep. Every Magical Girl has a Soul Gem which must be maintained in order for her to survive. It begins at 100%, and will normally drop by 1% each turn. Additionally, if the Magical Girl is injured, she will automatically consume some of her Soul Gem to heal herself slightly, at a rate of 1% Soul Gem for every 1 HP healed, up to a maximum of 10 per turn if she is in very critical condition. (This is in addition to typical healing from fortification.) The Magical Girl will receive a combat bonus or penalty depending on how clean her Soul Gem is. In order to recover a Magical Girl's Soul Gem, you must earn a Grief Seed by killing a Witch, and have her use the Grief Seed (consumes 1 movement point).

Just don't let the Soul Gem meter reach zero...


Mood

One of the most important aspects of maintaining your Magical Girls is keeping them in a good Mood. By doing so, you can not only improve their Combat Strength, but make their Soul Gems corrupt more slowly. Some examples of what can effect a Magical Girl's Mood:

  • Your Empire's Happiness level.
  • Using the Socialize command on other Magical Girls.
  • Being victorious in wars.
  • Staying too far away from her home city for too long will cause negative penalties.

This is by no means an exhaustive list. In addition, each individual Magical Girl will develop a set of Likes and Dislikes over time. These Likes and Dislikes relate to specific game items: Policies, Civilizations, City-States, Luxuries, etc., and each like and dislike has its own criteria for fulfillment. Satisfy a Magical Girl's Likes and Dislikes and she is sure to remain healthy and loyal for years to come.


Vacations and Loyalty
Magical Girls will eventually want a break from fighting. You can send your Magical Girls on a Vacation to provide her with one of the biggest possible Mood bonuses in the game. Vacations remove the Magical Girl from the map for 5 turns. The Mood bonus is based on the new yield known as Entertainment, available through several new buildings and a new Entertainer Specialist (which also provides Tourism). Note, however, that it is possible for your Magical Girl to Vacation to other civilizations! This, among other things such as Cultural Influence, contributes to your Magical Girl's Loyalty score. If a Magical Girl's Loyalty reaches zero, she will renounce your country and defect to a new one, so be very careful!

Relationships
Coming soon!

Skill Tree
Coming soon!




Witch System

Spoiler :
Another major feature of the mod. In Wish for the World, the entire Barbarian faction is retooled to become Witches -- monstrous creatures much stronger than typical Barbarians.

Witches

Witches are Melee Units with 133% of the Combat Strength of the strongest Melee/Gunpowder unit of the average Era of the world. When they are killed, you will obtain a Grief Seed which may be used to clean a Magical Girl's Soul Gem.

In the future, new types of Witches, such as Ranged Witches and Witches which can heal and buff their Familiars, will be added.

Familiars

Familiars are, put simply, "baby Witches." They are significantly weaker than their larger counterparts, at only 70% of the Combat Strength of the strongest Melee/Gunpowder unit of the average Era of the world. However, they spawn in large numbers, and will eventually grow into Witches if left unattended. They can also grow into Witches instantly if they are able to feed off of the population of an Improved tile! Though this may actually be quite beneficial to you, if you are trying to obtain more Grief Seeds...

Incubators

Occasionally, Incubators will appear alongside the Witches and their Familiars. They pose no threat whatsoever to a typical military, being incapable of attacking and instantly healing the attacker back any damage taken in melee combat. But they can pose a different type of threat to a Magical Girl. Incubators will "attack" Magical Girls by using "Emotional Abuse," which has a significant negative effect on the Magical Girl's Mood.

Hidden Witch Labyrinths

Due to the need to actively hunt down Witches in order to keep Magical Girls alive, a large problem would normally arise when, during the course of normal gameplay, the majority of the world becomes settled and there are no longer places for new Barbarian Camps to spawn. This is where the new Hidden Witch Labyrinth system comes into play. Once Witches have been hunted to near-extinction in the wild, and the world has reached at least the Renaissance Era, they will begin to develop a new means of survival, similar to how they act in the series. They will target specific Cities, set up an invisible Labyrinth near it, and will begin slowly killing the Population of the City. This manifests in the affected City continuously losing stored Food growth towards the next Citizen, and can potentially cause Citizens in a city to die. In order to locate the Hidden Witch Labyrinth, you must order your Magical Girls to begin a Witch Hunt within 5 tiles of the City. This is a sort of hot-and-cold game. If the Witch Hunt action is used within 1 tile of the exact location of the Labyrinth, it will uncover the Witch and its Familiars, causing them to instantly spawn. If used further than 1 tile away, nothing will happen, but you will be given a notification informing you how close she was to locating it.




Credits:
whoward69 and Gazebo: For making DLL Various Mod Components and Community Patch, without which about half of the stuff in the mod wouldn't be possible or would be extremely clunky. Also, for PlotIterators.lua.
Pazyryk: For TableSaverLoader.lua.
hazel16: For the female Longswordsman model used for the Magical Girl.
Nomad or What: For the Wraith model used for the Witch and the Goblin model used for the Familiar.
Civitar: Sea Witch and Sea Familiar model
bouncymischa: Witch Barrier model
DarkScythe: Yuriji icon, TSL Serializer
emeralis00: All MG icon hair bases other than Simple Straight; all current Accessories; promotion icons added in v25r4
RawSasquatch (Kramer) and Kiang: Icons for the Entertainment Buildings and Wonders
 
This thread is starting to get Socialization penalties.


Update posted:

(Hopefully) Compatible with previous saves.

  • Fixes for several critical bugs, such as:
    • Game crash upon a Leader Magical Girl hitting 0% Soul Gem
    • Bizarre issues when a MG's loyalty hit 0
    • Vacation bonus never decaying (and thus making it impossible to take another)
  • Civilization and Religion Likes/Dislikes are now easier to fulfill. A more thorough pass on the requirements will be done in the next update.
  • Fixed MG Loyalty tooltip in the Magical Girl Information Panel.
  • Leader unique dialog biases increased to 100, which should mean that they will be more likely to use their unique dialog responses than the default ones.
 
I hope you don't mind me taking this from JFD's civilization thread, but I didn't want to clog it up with my query since it's not relevant to him.

Because you certainly don't have enough on your plate as it is...

Whenever you get around to updating Civs, would you mind putting in some compatibility with Wish for the World? It'll take a quite a long chunk of code to do, though, so prepare yourself:

Spoiler :
Code:
		<Row Tag="TXT_KEY_PMMM_LEADER_MG_NAME_JFD_AMERICA_LINCOLN">
			<Text>
				Mary Todd Lincoln
			</Text>
		</Row>

Nah, but in all seriousness, adding a TXT_KEY in that format is all that's needed; no SQL/Lua required, and you don't even need to reference the mod. The name should be a famous woman associated with the country; the leader's wife/daughter is a good go-to choice, but if the country was ruled by a woman at any point, that could be a better idea. Certainly not a priority though; just something you could do when you have to update a Civ anyway.

Thanks!

I wouldn't mind adding Wish for the World support to my civilizations as well. However, I was wondering what this code was actually for. I'm guessing it's for a special Magical Girl related to the leader?

Also, are there any other things to consider? Since you're changing Great People around a bit, will civilizations with unique Great People have any compatibility problems?
(Let's just say I have a few ideas for ones with unique Great People...)

Oh, and...
  • Leader unique dialog biases increased to 100, which should mean that they will be more likely to use their unique dialog responses than the default ones.
Diplomacy response biases. I like them. :p
 
I hope you don't mind me taking this from JFD's civilization thread, but I didn't want to clog it up with my query since it's not relevant to him.

My threads are lonely and thus I don't mind anything that isn't blatant spam or trolling.


I wouldn't mind adding Wish for the World support to my civilizations as well. However, I was wondering what this code was actually for. I'm guessing it's for a special Magical Girl related to the leader?

Yes, every Civ (except Demon Homura and Ultimate Madoka) receive a Leader Magical Girl upon founding their first City. This text key is her name, which is usually historically relevant, such as:



Note: You do not need to add this for Civilizations already led by a female; they will automatically take the name and portrait of female rulers.

Edit: Assuming you actually do want to make your Leader Magical Girl different from your female leader's name and portrait, in addition to adding a TXT_KEY of the format mentioned, you can add a reference to this mod and, in the <Civilizations> table, add the following two fields in a separate XML/SQL file:
LeaderMagicalGirlIconAtlasOverride: Name of the Icon Atlas to use for the portrait (e.g. PMMM_LEADER_OVERRIDE_ATLAS)
LeaderMagicalGirlPortraitIndexOverride: Portrait Index of the Icon Atlas to use (e.g. 0)

Also, are there any other things to consider? Since you're changing Great People around a bit, will civilizations with unique Great People have any compatibility problems?
(Let's just say I have a few ideas for ones with unique Great People...)

Any Great People added should work without a hitch. MGs will inherit promotions from the Great Person used to create them; this might cause some oddities in some cases. The exception is when the Great Person has Combat Strength, in which case they will be given the "Cannot Contract" promotion, which does exactly what you think. DH's Clara Doll also has this promotion. You can manually add PROMOTION_DOES_NOT_BECOME_GMG to the Unit_FreePromotions table for the Unit if you don't want it becoming a MG.



Oh, and...

Diplomacy response biases. I like them. :p

If only there was a way to completely lock out a specific Leader from using generic lines when they have a unique variant...
 
My threads are lonely and thus I don't mind anything that isn't blatant spam or trolling.

I think all the fictional civ threads get lonely. We gotta stick together more!

Note: You do not need to add this for Civilizations already led by a female; they will automatically take the name and portrait of female rulers.

Now I really want to see a big free-for-all game with just fictional civs with female leaders. :3 I know Typhlomence has been telling me about one recent game he played with Bowser vs. a bunch of fictional civs, and it was quite amusing to hear about...

I really should try setting something up with WFTW like that.

Any Great People added should work without a hitch. MGs will inherit promotions from the Great Person used to create them; this might cause some oddities in some cases. The exception is when the Great Person has Combat Strength, in which case they will be given the "Cannot Contract" promotion, which does exactly what you think. DH's Clara Doll also has this promotion. You can manually add PROMOTION_DOES_NOT_BECOME_GMG to the Unit_FreePromotions table for the Unit if you don't want it becoming a MG.

Magical Kishin, hmm? :p
 
Ah, one more thing about adding new Great People:

By default, WFTW "feminizes" GP names. For example, Nikola Tesla is now "Nicole Tesla." If you want to add female name replacements for new GPs, you can add a new TXT_KEY which is identical to the original name, but with "_PMMM_FEMALEREPLACE" at the end. For example

Code:
<Row Tag="TXT_KEY_GREAT_PERSON_GEN_UROBUCHI">
	<Text>
		Gen Urobuchi
	</Text>
</Row>
<Row Tag="TXT_KEY_GREAT_PERSON_GEN_UROBUCHI_PMMM_FEMALEREPLACE">
	<Text>
		Genko Urobuchi
	</Text>
</Row>

Not actually needed, but will help prevent Magical Girls with names like Richard, Mark, and John. Also, defining a Leader Magical Girl name is also not needed; if one is not defined for a male leader, it will pull from a generic list of Magical Girl names taken from other works of Magical Girl fiction.
 
Now I really want to see a big free-for-all game with just fictional civs with female leaders. :3

...whistles...
Spoiler :

Very fun times. I've gotta chronicle the all-magical-girls game I was planning on playing a couple weeks ago.

Edit:
I suppose I'll have to add in WFTW compatibility there with the feminized Guild Merchant names whenever I get my add-on mod out.
Kraft Laura, anyone?
 
Edit:
I suppose I'll have to add in WFTW compatibility there with the feminized Guild Merchant names whenever I get my add-on mod out.
Kraft Laura, anyone?

I'll take it.





Also, preview of a small new feature coming up:



Two buildings which will help alleviate the Homesick penalty, and provide more bonuses.
 
*Leader Magical Girl names and Great Person info*
Ah, excellent, thank you for that information.

If only there was a way to completely lock out a specific Leader from using generic lines when they have a unique variant...
I do know that the person who created the Hidamari civilization originally included a DLL mod that enforced the use of unique lines. Perhaps we should ask them how they did it, and see if Gazebo could include it in the CP or something?

Having a huge bias is the next best thing though, and I make sure I include it. I always love more diplomacy responses <shameless_plug>which is why I decided to expand upon what Ryoga did with UCI</shameless_plug>. :mischief:

My threads are lonely and thus I don't mind anything that isn't blatant spam or trolling.
I think all the fictional civ threads get lonely. We gotta stick together more!
We must all stick together, all stick together
And the clouds will soon roll by...


Now I really want to see a big free-for-all game with just fictional civs with female leaders. :3 I know Typhlomence has been telling me about one recent game he played with Bowser vs. a bunch of fictional civs, and it was quite amusing to hear about...

I really should try setting something up with WFTW like that.
I must get a move on and get to Girls und Panzer. Then you'll have plenty of female leaders. :p

*Feminized GP names info*
I forgot about asking about that, too! Thanks for clarifying it. :) Also, love the irony of having female Gen Urobuchi as a Magical Girl.

Two buildings which will help alleviate the Homesick penalty, and provide more bonuses.
M.G. Phone Home?

...I am so sorry.
 
I must get a move on and get to Girls und Panzer. Then you'll have plenty of female leaders. :p

We already do have a fair number of fictional civs with female leaders, though. All of the Madoka civs, the Touhou civs, the Koihime Musou civs, not to mention there's Peace/Daisy/Rosalina (eventually), as well as various individual civs like Shana and Holo...

M.G. Phone Home?

...I am so sorry.

Don't be, I thought of it too. You posted it wittier than I would've, though :p
 
We already do have a fair number of fictional civs with female leaders, though. All of the Madoka civs, the Touhou civs, the Koihime Musou civs, not to mention there's Peace/Daisy/Rosalina (eventually), as well as various individual civs like Shana and Holo...

Yeah I know, there's plenty of fictional female leaders to be going on with, so no need to wait for me. I am trying to have Rosalina done soonish though.

Anyway, back on topic... regarding the "Write Home"/"Phone Home" abilities, I take it there would be limits on how often you could use them?
 
Anyway, back on topic... regarding the "Write Home"/"Phone Home" abilities, I take it there would be limits on how often you could use them?

Write Home removes the MG from the map for 3 turns; Phone Home merely consumes all movement for that turn and leaves her there. Write Home and Phone Home must be done in friendly territory -- either your own, a Friendly or Allied City-State's territory, or the territory of a Civilization with whom you have Open Borders. Phone Home can be done anywhere once you research The Internet (I might make it Telecommunications).

It cuts the penalties from being Homesick in half for 10 turns. You could do it every single time it wears off if you want, but actually visiting home will always be a better idea if it is feasible, since that completely eliminates the penalty and keeps it from accumulating further for a while.

Lastly, you can't Write or Phone Home if Home has been razed. (If you haven't had this happen yet, if a Magical Girl's Home City gets razed, she gets the maximum possible Homesick penalty permanently!)


In the future, once Relationships are implemented, the buildings will also allow Write to Friend and Phone Friend.
 
Write Home removes the MG from the map for 3 turns; Phone Home merely consumes all movement for that turn and leaves her there. Write Home and Phone Home must be done in friendly territory -- either your own, a Friendly or Allied City-State's territory, or the territory of a Civilization with whom you have Open Borders. Phone Home can be done anywhere once you research The Internet (I might make it Telecommunications).

It cuts the penalties from being Homesick in half for 10 turns. You could do it every single time it wears off if you want, but actually visiting home will always be a better idea if it is feasible, since that completely eliminates the penalty and keeps it from accumulating further for a while.
Ah, I see. Looking at the image you posted again... I must have missed that it said that it affected the Mood penalty rather than removing Homesickness. :blush:

Does Write Home remove the Magical Girl for 3 turns no matter what the game speed is?
Lastly, you can't Write or Phone Home if Home has been razed. (If you haven't had this happen yet, if a Magical Girl's Home City gets razed, she gets the maximum possible Homesick penalty permanently!)
"I'm in despair! The razing of my hometown has left me in despair!"

If Home has not been razed but is under the ownership of another civilization, does that affect the effectiveness of Write/Phone Home (and visiting)? I suppose it would depend on whether the other civilization is friendly or hostile?

...I haven't actually tried WWTW myself yet (but I will, don't worry :)), hence my inquisitiveness.
In the future, once Relationships are implemented, the buildings will also allow Write to Friend and Phone Friend.
It says a lot about PMMM when you can get adorable things like that out of such a dark series. ;)
 
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