xienwolf
Deity
At Wyrmhero's Request I hereby present:
This mod replaces the .DLL, so has numerous incompatibility issues. Basically every patch will break it, and it won't work with Fall Further or quite a few other non-modular mods. However, everybody has my standing permission to use this in their mods as they see fit. All new tags added in the DLL and Schema are set to be optional, so are easily NOT used should someone wish to borrow the full DLL for only a part of the functions. The current version works for FfH 2.31e.
To install the mod, download the .zip file and unpack it to overwrite your Assets Folder. Yes, tell it to go ahead and overwrite everything in there.
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Changes:
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Mailbox's Improvements Modular Mod should work with this just fine if you use his Fall Further version.
The Worker Mod
This mod replaces the .DLL, so has numerous incompatibility issues. Basically every patch will break it, and it won't work with Fall Further or quite a few other non-modular mods. However, everybody has my standing permission to use this in their mods as they see fit. All new tags added in the DLL and Schema are set to be optional, so are easily NOT used should someone wish to borrow the full DLL for only a part of the functions. The current version works for FfH 2.31e.
To install the mod, download the .zip file and unpack it to overwrite your Assets Folder. Yes, tell it to go ahead and overwrite everything in there.
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Changes:
- Added <bWorkRateChange> to the CIV4PromotionInfos.xml
- Workers & Settlers are now their own Unitclass. As such, they are able to gain Promotions (note: Mud Golems are still just golems, and cannot gain promotions). Workers start with Aptitude 1, Settlers with Aptitude 1 & 2.
Spoiler Promotions Available to Workers :
Aptitude I/II/III - Aptitude I & II provide a 30% chance per turn of gaining an XP, Aptitude II provides a 60% chance. This chance is decreased by the current XP of the worker, so at higher XP levels it will be very unlikely. All Workers start with Aptitude I, Level 4 is required to gain Aptitude II, and Level 7 is required for Aptitude III.
It is essentially neccessary to get all 3 levels of Aptitude for a Worker since that is the only way to get XP, but it is up to the player to decide precisely how important they are, and thus in what order to get them. As a warning though: You cannot get beyond 30XP without Aptitude II, 60XP without Aptitude III, or 120 XP without combat, and you gain XP quicker with all 3 ranks at any XP level.
Skilled I/II/III/IV/V - Each Skilled promotion increases the worker's build rate by 10%. These are available without any pre-reqs
Hardy I/II/III - Each Hardy promotion gives a unit 0/1. That's one defensive strength. This makes sure they go down with a fight. They still cannot attack. These are available without any pre-reqs.
Mobility I/II & Sentry I/II - As usual. These allow better co-ordination, and it also allows a worker to see danger and flee from it. Remember that you need Horseback Riding for Mobility, and Tracking for Sentry.
- Workers (but not Slaves) can upgrade to Settlers
- Orthus's Axe provides +100% Workrate
- Golden Hammer provides +75% Workrate
- Empower Provides +5% Workrate for each level
- Enabled Haste, Mutation & Loyalty to cast on Workers.
- Enchanted Blade grants +10% Workrate and can be cast on Workers.
- Hardy 1 can be gained by Mutation
- Industrious Trait grants Skilled 1 to Workers
- Defender Trait grants Hardy 1 to Workers
- Expansive Trait grants Mobility 1 to Workers
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Mailbox's Improvements Modular Mod should work with this just fine if you use his Fall Further version.