Vicevirtuoso
The Modetta Man
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:
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!
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.
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