Master of Mana Xtended - Download and Changelog

A small bug:

There seems to be a problem with the queensguard sound. Selecting this unit gives a warning in the eventlog: "Cannot find soundfile..." or something similar to that
 
There seems to be a problem with the queensguard sound. Selecting this unit gives a warning in the eventlog: "Cannot find soundfile..." or something similar to that
Yes. The sound files are apparently missing from vanilla MOM installer. I will include them on next version (but that will make the size larger).

Guess this is a common bug.
Unfortunately, I haven't found which part of the code is responsible for this. If it's in DLL then we need to wait for someone to be able to mod it out...

Bug : Barbarians still ask you population as slave when you are barbarian :
Yes, you can still sell your population as slaves if you are Barbarian. But you should have other options as well. Can you provide screenshot so I know what the options are?
 
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I cannot do it now it's too late.

There was only one option available, and seeable : give population as slave (-1 pop per city but +100 gold).
 
I cannot do it now it's too late.

There was only one option available, and seeable : give population as slave (-1 pop per city but +100 gold).
Hmmm. That is weird. The code says that everyone should have several different options when dealing with Barbarian lairs.

Do you remember what your relationship with that lair was? Friendly? Annoyed? Furious?
 
I don't remember.

The Lair was on a small island near my capital. It was frozen creatures (the frozen lizard, in a fortress).

Anyway it's maybe logical. What barbarians could say me ? As barbarian myself, they should just never speak to ask me something, no ?
 
Hm, I'll run a Jonas play test to see this.

Btw, folks, I updated the second post of this thread with future change log and things that might DLL coding. Do check and comment it!
 
When you say "rename the folder into "Master of Mana"" to solve the GFC error, which folder are you referring to? The module folder, the main mod folder, or what?

I'm getting that error and not sure what to rename to fix it, since the main mod folder is indeed named "Master of Mana".
 
When you say "rename the folder into "Master of Mana"" to solve the GFC error, which folder are you referring to? The module folder, the main mod folder, or what?

I'm getting that error and not sure what to rename to fix it, since the main mod folder is indeed named "Master of Mana".
The main folder should be "Master of Mana" if you got the GFC error.

Are you sure you have installed MoM and Xtended in proper folder?
Master of Mana should be inside Firaxis Games/Sid Meier's Civilization 4/Beyond the Sword/Mods
Xtended shoul be inside Firaxis Games/Sid Meier's Civilization 4/Beyond the Sword/Mods/Master of Mana/Assets/Modules/NormalModules
 
The main folder should be "Master of Mana" if you got the GFC error.

Are you sure you have installed MoM and Xtended in proper folder?
Master of Mana should be inside Firaxis Games/Sid Meier's Civilization 4/Beyond the Sword/Mods
Xtended shoul be inside Firaxis Games/Sid Meier's Civilization 4/Beyond the Sword/Mods/Master of Mana/Assets/Modules/NormalModules

Everything appears to be in the proper places and the main folder is correctly named, unless you mean to include the quotation marks. I'm going to try reinstalling everything.

Did I maybe download the wrong thing from sourceforge? Should I have gotten "Master of Mana full setup.exe" rather than "Master of Mana 2.11.exe"?

EDIT: And to clarify, yes I did install Xtended, I'm just wondering if I goofed with the base MoM install.
 
Everything appears to be in the proper places and the main folder is correctly named, unless you mean to include the quotation marks. I'm going to try reinstalling everything.

Did I maybe download the wrong thing from sourceforge? Should I have gotten "Master of Mana full setup.exe" rather than "Master of Mana 2.11.exe"?

EDIT: And to clarify, yes I did install Xtended, I'm just wondering if I goofed with the base MoM install.
Yes, Master of Mana full then 2.11 then Xtended.
If you did this, please tell me whether it's working or not.
 
Yes, Master of Mana full then 2.11 then Xtended.
If you did this, please tell me whether it's working or not.

Alright, if I needed the Full+2.11 then that's almost certainly what I did wrong. I thought the download seemed a little quick lol. I'll report back once I test this.

EDIT: Yep, that fixed it. All's well!
 
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Re Changelog:

I think research bonus from from varius buildings is too much. Lets do a little math:

Lets take a 20 pop city (not too difficult in midgame) with all buldings:
1(sage district)+2(salon)+3(public scool)+5(University) = 11 science per pop *20(city pop) = 220 science
+30% (library) + 30% (archive) + 50% (observatory) = 110% -> 462 science (682 with 100% Wonder) Just for Population!

If you go mainly for farms and sages and employ lets say 10 sages (30 science), 5 aditional great sages (25 science) and lets say 30 science from commece = 85 science -> 179 science (264 with Wonder)

That makes about 650 science (nearly 1000 with wonder) in midgame! Seems a little much, especially the base income from population. It could really be abused if unhappy population give the 11 science too.
 
Reduce science from Public School and University?

I think so, science from culture lvl (like it is now) is not nearly as strong as science from pop. Culture can be generated at a maximum of 1 per pop (Bards District) or 2 if Bards Corner is availible. Gold can be generated at a maximum of 3 per pop (Merchants District + Foreign Trade District) or 4 if Grand Trading Centre is available. Science should not exceed that too much IMO.

Maybe give Public School + 2 per pop and University +10 per culture lvl wich should not be too high in a research centred city. This makes sense lore wise also. The majority of pop visits the Public Schools but the University attracts more elite scientists if the city is widely known.

Maybe even reduce Salon bonus to +1 per pop, or bost Arcan Scholar to make it competitive.
 
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Future change log:

  • [AUSTRIN] Theme: wanderers, independents.
  • - [AUSTRIN] Wanderer trait now gives Mobility 1 and Sentry 1 to recon units. It also increases the chance for recon units to get good result when exploring dungeons.
  • - [AUSTRIN] Austrin Settlement: -50% maintenance, +2 trade routes.
  • - [AUSTRIN] Starts with Exploration and Cartography.
  • - [AUSTRIN] Deidra now Trader/Expansive (no longer Adaptive).
  • - [AUSTRIN] Sorah and Ecks now Defender (temporary)/Exotic/Adaptive (lost Emergent).
  • - [AUSTRIN] Austrin cities with 8+ population will get +10 culture per turn.***
  • Ok, so the idea was not to prevent city spawning but just to prevent high population in cities, and big urbanistic cities. I guessed you wanted to find mechanics to reflect the scattered settlements, accross an untamed land. I missunderstood the concept of this civ.
  • [DURAL] Theme: scholars, agnostics, builder.
    [*] - [DURAL] Added Archer to Dural.
    [*] - [DURAL] City screen is no longer pink.
    [*] - [DURAL] Dural gains Agnostic civ trait.
    [*] - [DURAL] Dural automatically gets all religions' first tier tech upon obtaining Priest Chapter.
    [*] - [DURAL] Lost Museum. College is renamed as Learning Hall and now Pagan Temple UB for Dural.
    [*] - [DURAL] College of Theology is unlocked at Priest Chapter.
    [*] - [DURAL] Various religious schools are unlocked at Priesthood, except Esus' unlocked at Cult of Esus.
    [*] - [DURAL] Professor requires College of Theology and Dogma, has Assimilate Mind (science after combat), +2 Mind mana affinity.
  • I understand these change, but personnaly, I don't like the Dural concept. I don't see their unique mechanisms, and I don't like their "liberal" nature. It does not feel like Lord of the Rings or any medieval fantastic idea. I don't care of Dural, but if the idea it's they are syncretist, they should have tolerent as trait, and be able to simulate some divines powers with their Professors units. They could combines several faith spells which is normaly impossible ? Just an idea.
  • [ELOHIM] Corlindale's Peace is non-repeatable if Corlindale is saved by Angelic Charm (or any kind of immortality).
    [*][ELOHIM] After casting Peace and survive, Corlindale will automatically pacify any hostile units in 1-tile radius.
    [*][GRIGORI] Cassiel is now Philosophical/Organised (temporary)/Adaptive (instead Philosophical/Industrious (temporary)/Adaptive).
    [*][ILLIANS] Auric is now Aggressive, instead of Defender.
  • [JOTNAR] Theme: giants, slow growth but physically more powerful.
    [*] - [JOTNAR] Giantkin trait makes citizen consume extra +2 food/population (total 5 food/population).
    [*] - [JOTNAR] Staedding makes cities have 3 radius, like Kuriotates' sprawling.
    [*] - [JOTNAR] Staedding gives +1 hammer per city level.
    [*] - [JOTNAR] Great Wall requires 200 hammer and 500 stones.
    [*] - [JOTNAR] House of the Ancestors requires 100 hammer and 200 lumber.
    [*] - [JOTNAR] Jotnar's units are upgradeable and most do not gain increase strength from tech to reflect their nature.
    [*] - [JOTNAR] Mother Enningas's trait is Philosophical/Agricultural (instead of Philosophical/Financial).
  • - What means techniquely +1 hammer per city level ?

  • - I agree with the high ressources value you decided for the great well, because immunity to barbarians is a very powerfull feature (and Jotnar can stil attack and feed on barbarians, because they don't have the Barbarian trait).

  • - I disagree with the incapacity for Jotnar military units to benefit from the +2 strengh of the military tech ligne. I don't see the logic or the gameplay reason.

  • - Jotnar need the capacity to XP their citizen or their units, as it seems the spawnned citizen does not benefit from XP buildings. If you agree, I don't know what to do, but I think the Elohim promotion (I don't remember the name) would be perfect. It gives a certain amount of the loosed XP of a dead unit to a close unit. It would feet with their "ancestor" values, spiritism etc. More than that, there should be a building which increase the XP of the spammed citizen. Maybe the House of the Ancestor can give +10 XP naturally ?

  • - What is the Jotnar favoured improvement ? If it's farm I think it does not feat well. Paturage is more logical for giants (I don't see giants as agriculturalist). Problem is paturage give a weak output... I don't know what would be the best to do. I feat that will their high food consummtion they could really need food. What do you think of this : they have underground water source as favored improvement, and they can build it immediately without any need of tech. It may be interesting for them, and this improvements is very rare to see, as too expansive.
  • [*][LUCHUIRP] Beeri is Ingenuity/Industrious (instead Ingenuity/Financial).
    [*][LUCHUIRP] Letigo is Miner/Emergent (instead Miner/Industrious).
    [*][MALAKIM] Varn trait is now Financial (temporary)/Faithful/Adaptive (instead Philosophical (temporary)/Faithful/Adaptive).
    [*][MAZATL] City screen is no longer pink.
    [*][SCIONS] Removed Archer from Scions.
  • [SHEAIM] Four horsemen of Apocalypse are spawned as Devil (instead of Barbarians) and in peace with Sheaim (and Infernals).
    [*][SHEAIM] Sheaim can cast ritual to summon Devils (independent barbarian units in peace with them) at Infernal Pact.
    [*][SHEAIM] Fixed Queensguard sound bug.
  • Thank you.
  • [BUILDING] Archive is unlocked at Writing, requires Salon. It gives +30% science, +1 Sage slot.
    [*][BUILDING] Public School is unlocked at Philosophy, requires Salon. It gives +3 science/population, +1 Sage slot.
    [*][BUILDING] University is unlocked at Philosophy, requires Public School. It gives +5 science/population, +3 Sage slots.
  • Psychodad has right, it's too much compared to others districts specials buildings. Moreover, what is the point of making specialists, if having pop who work a farm produce more science than a scientist ?... It's abrupt, but it's the reality. I think the science should be produced by improvements, buildings and specialist mostly. I think a sage district and all the specialist buildings should focus on dramatiquely increase the effects of specialists, or improvements but not the population. The flat bonus of +1 science per pop should remain as it is, in my opinion. A collateral problem it's, if the districts starts to really specialise their pop into scientist (or merchant or anything else) they will have great difficulties to build buildings if you don't have Slavery, Conjure Matter or the Kilmorph rush spell...
  • [GAME] Add Hero promotion and various hostile auras to Appocalypse horsemen.
    [*][GAME] Great Prophet's Divine Intervention gives 1000 Faith (instead of 1500).
    [*][GAME] Great Prophet's Pilgrimage gives 2000 Faith (instead of 2500).
    [*][GAME] Reduce yield from lair exploration to 1/3 of previous value.
    [*][GEAR] Tower Shield requires Defense discipline.
  • [IMPROVEMENT] Plantations can be built in Grass.
  • This is an excellent decision. I think it should include the hellish version of grass too. This decision will open new strategies about mass plantations making. Plantations give not much food, but give mana to the heavy magic civ, and off course, some herbs.

  • Speaking to that, I think the Herbalist guild has no reason to be blocked to Good civilization. Why evils sheaims or dark elves would not been able to make potions ?
  • In the same idea, if you apply your decision to autorise plantations into grassland, you should put plantations as favored improvements for Sheaïms (now it's pasture) and off course armurite (but I guess they already have it).
  • [MAGIC] Mind school's Aura of Trust, Majesty and Tyranny give +4 diplomacy bonus to Good/Neutral/Evil leaders (it was +3).
    [*][MAGIC] Life's Judgement now has tripled chance for massive damage.
    [*][MAGIC] Fixed AIWeight for various dispellable promotions.
    [*][PROMOTION] Fixed Bard promotion.
    [*][PROMOTION] Fixed Gladiator promotion.
    [*][RELIGION] Temple of the Order no longer gives -20% maintenance but +10 xp for Disciple units.
    [*][RELIGION] Fixed Revelation spell. It can kill all Illusion in radius. Cost 300 Faith.
    [*][RELIGION] Light of Lugus now works in any city, not only other civ's capital.
    [*][RELIGION] Crown of Brilliance will damage units around the caster each turn, as long as the promotion is there.
The above change log is subjected to changes based on my play testing or further input from the community.

Need DLL modding (?):

  • Terraforming cost.[/QUOTE]
 
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RE: Salon
I am not so sure about reducing Salon to 1 science/pop. Maybe it's only me but with 2/pop, Salon has barely compete with Schola Arcana. If we nerf Salon to 1/pop, I think I have to nerf Schola Arcana to 0.50 spell research/mana node. Schola Arcana itself is not that great but it unlock very powerful buildings, such as mana vaults and the four Towers.

Or, maybe, I should just put the Towers in Sage District, so you could build the Towers even in cities with Salon?

RE: Public School
How about Public School gives 1 science/population but unlocked at Writing? The hammer and stone cost will relatively the same, so it would be hard to mass produce it.

RE: University
I think I will try @Psychodad's suggestion on 10 science/culture level, or even less than that. 5 science/culture level might be reasonable?
 
Build city should not require food on the tile?

I would allow city building everywere, but make the city tile output dependant on the coresponding tile. E.g. base yield of the tile +3 food, +1 Production, +2 Commerce. This would make grasland city grow faster, plains city produce better and desert city not good, but at least valid.
 
I am not so sure about reducing Salon to 1 science/pop. Maybe it's only me but with 2/pop, Salon has barely compete with Schola Arcana. If we nerf Salon to 1/pop, I think I have to nerf Schola Arcana to 0.50 spell research/mana node. Schola Arcana itself is not that great but it unlock very powerful buildings, such as mana vaults and the four Towers.

Arcane Scholar unlocks good building IF u unlock them AND pay the resources + maintain. But ist very bad on its own until u get lots of mana (late game maybe). Either you go deep in Magic Circle too unlock its true potential or u dont unlock the guild at all. Many other guilds are more usefull at low levels.
 
RE: Plantation in Hell terrain
Great idea! Plantation is buildable in Broken Lands (Hellish version of Grass). Gulagarm and Razorweed are harvested using Plantations, anyway.
I changed Sheaim's favoured improvement to Plantation and increasing their mana income from Plantations to 0.50, the same with Amurites.

RE: Healer's Circle and Evil civs
Healer's Circle is blocked from Evil is because I want to mirror Slavery is blocked from Good. Also, it's more about healing/making potions but about being healthy, managing sanitation and advancing medical sciences for all population. Not necessarily Good but at least Neutral. The Grigori and their College Medicos are the epitome of this guild.

RE: Jotnar
- Jotnar's House of Ancestor already gives Spirit Guide to Jotnar citizen spawning in the city. Code-wise, free xp should also be given to Jotnar citizen when they spawn.
- Jotnar units do not gain +2 str from tech because they can be upgraded when Jotnar researches a tech. Troll -> Elder Troll is stronger than Troll gets +2 str from tech.
- Jotnar cities will get +1 hammer per city cultural level to compensate their slow growth.
- I agree that Jotnar's unique improvement should be Pasture because their spawn area usually has lots of Plains.
 
I pretty much approve the changes for the future changelog, but i have to say that i never seen any imbalance with science district builds. I don't mind testing how this changes will work in future games though.
You've been doing a great job polishing this game Esvath !

I am a very perfectionist guy, and sometimes even the smallest thing may bother me... lol
And still, there are some inconsistencies (or at least, that looks like inconsistences to me) that i'd like to report:

- Why in the vengeance discipline there's only a few race slaying promotions ? It doesn't seen right to me that there are the elf slaying, and the orc slaying promotions; but there aren't, for example, dwarf slaying, goblin slaying or lizardman slaying promotions.

- Why do some civs start the game with their heroes, while other ones need to research a specific technology before being able to build them, and others can build their heroes right at turn 1 ? I mean, the lsojalfar can build Gilden Silveric right at the beggining of the game, while the Bannor can only build Donal Lugh after you research the warfare technology. I think it would be coherent (lore wise, and balance wise) to unlock Gilden Silveric only after you research the archery tech.
The Elohim already starts the game with Corlindale, while the Sheaim needs to research Arcane Lore before building Os Gabela. I think this causes serious imbalance issues in early game.

- And finally, one thing that i'd love to see is to allow dwarves to move through mountains. Maybe to avoid balance issues, allow them to get the mountaineer promotion only after they get the guerrilla III promotion ? I don't think this would be imbalanced after all, since there are already many units who can move trough them (Amurites sorceress, Calabim Eternal Lord...), and even some things that allow units to fly, like the magic knight class and that enchantment in the air school. Sure this is a minor thing, but i just can't play any dwarven civ anymore because of this limitation that completely breaks the feeling of playing a dwarf for me :(
 
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