The modding community proudly presents
ExpandedFactions
"We were hunters, and foragers. The frontier was everywhere."
Download:
https://www.wincustomize.com/explore/elemental_war_of_magic/11/
(if that download gives you a limit message, try relogging on the site with your impulse account - the site checks so you have bought elemental)
Install: Extract all folders to documents\my games\elemental\mods\
Make sure "Use Mods" is turned ON in options
Note: To balance some of the race bonuses in this mod, the standard Elemental factions now gain: 2->3 extra tech research and 1->1.5 extra arcane research from their capital city (lvl 4->5)
Note - Most custom factions will be broken by this mod (unable to build basic buildings). To fix this, open up your documents\my games\elemental\race\ and edit the file with the name of your faction. You should change <RaceClassification>something</RaceClassification> into <RaceClassification>Men</RaceClassification> for kingdoms, and <RaceClassification>Fallen</RaceClassification> for empires.
Tip: When designing new units, press the Randomize button to change your unit's appearance.
Sub-Mods are tiny mods included in the ExpandedFaction mod in their own folders. Sub-mods change a game mechanic in some manner. They are modular and voluntary, which means if you don't like what they add, simply delete the folder.
ExpandedFactions_PetLovers - Adds a starting pet to all sovereigns. The pets have 5 attack, 1 defense and 18 health. These are also available for custom sovereigns, for free.
1. Empire of Drota
Description: A desert-living, tribal civilization.Sovereign: StormlordRace Strength: Warrior Society - The Warriors of the Drota are completely engrained in civilian society - for the Drota, being part of the military is the norm, not the exception. Drota trained units take up no "used population".Race Strength: Forced Cooperation - The Drota are able to bend the mind of almost any creature to their will. The Drota may, from the start, build improvements on diplomacy world resources for Spiders, Shrill and Drath. Note that the Drota do not spawn these resources on the map, as a Kingdom would. Dragons are beyond the skill of the Drota to tame.Race Strength: Little Brother - Drota units regenerate 2 health per turn in combat, and 5 extra health per season in strategic mode.Race Mount: The Drota ride only Sandbrutes and Hellbrutes, and sometimes decorate them with bonesCapital City Bonus: Legendary Hunters - The Drota are legendary hunters, able to find prey where all others have long since given up hope. The Drota capital city will produce 0.15 wargs per turn at level 4, and 0.25 wargs per turn at level 5.
2. Empire of Goblins
Description: An evil scourge upon the world.Sovereign: GnorkRace Strength: Thrifty - Goblins do not pay upkeep for any Goblin units. Units will still desert if the empire has no Gildar.Race Strength: Uncanny Discipline - Goblins are fiercely focused, and when they set their minds to a task it is not uncommon for them to complete it in high speed. This is doubly true for when goblins prepare to go to war. Goblin units take 2 turns less to train than default (3). This bonus is applied after additional weapon training time and group training time, but scales somewhat with veterancy training.Race Weakness: Hollow Magic - While capable of casting magic, the Goblins and their sovereign Gnork have only a crude understanding of magic. Goblins start with -100 mana and must gain a positive balance before they can cast spells.Race Mount: The Goblins ride only Skath.Capital City Bonus: Thieving Bastards - Goblins are a bunch of thieving bastards, and various items that "go missing" tend to turn up in their possession. The Goblin capital city will produce 0.5 crystal per turn at level 4, and 0.75 crystal per turn at level 5.
3. Kingdom of Living Stone
Description: A nation of what appears to be living stone, much resembling Stone Elementals in appearance.Sovereign: 'ArdRace Strength: Unstoppable - Living Stone units do not suffer dodge penalties for wearing any form of armor.Race Strength: Heart of All Things - The capital city of the Living Stone produce buildings 25% faster, and train units 25% faster. This bonus stacks.Race Strength: Extreme Durability - All Living Stone units have 80% more hitpoints than normal units. This bonus stacks with everything, including: items, levelups, veteran training and other bonuses.Race Weakness: All Living Stone units have default combatspeed of 1 and strategic movement of 1.5. This does not apply to the Sovereign, or the caravans.Race Mount: Living Stone ride only Umberdroths to war.Capital City Bonus: Earthfriends - The Living Stone are bound to the earth in unimaginable ways, and as a result they are able to sense previously hidden sources of metal. The Living Stone capital city will produce 2 metal per turn at level 4, and 3 metal per turn at level 5.
4. Empire of the Golem King
Description: In the ever-winter empire of the Golem King, the White Wizard creates mighty golems from the blood of innocents.Sovereign: White WizardRace Strength: Alloy of Sacrifice - Golems pay half the normal amount of metal for all its armour. This value is rounded up (5/2=3). Weapons and other items cost the normal amount.Race Strength: Shard Mechanics - Golems are made using an infinitesimal amount of dust ground from the very elemental shards themselves. Golems have 10 magic resistance by default.Race Strength: Mechanical Precision - Golems have an innate ability to react instantly to the slightest change in their environment. This is most obvious when Golems are seen in combat - Golem attacks are nearly impossible to dodge. Golems have 100% higher accuracy than normal units.Race Weakness: Reborn Souls - For each golem warrior trained, 3 additional citizens are consumed.Race Mount: Only the brutal Primal bears are strong - and insane - enough to be ridden by the Golems.Capital City Bonus: Full Metal Alchemy - In the deeps of the city, the personal servants of the White Wizard toil away endlessly in disgusting experiments involving human sacrifice. The capital city of the Golem king will produce 0.15 Elementium per turn at level 4, and 0.25 Elementium per turn at level 5.
5. Kingdom of Elves
Elves is a community project, many people worked on completing this faction. Elves use unique building designs, and have some re-skinned weapons. For more information, visit https://forums.elementalgame.com/398661
Description: Elves are sworn to protect the forests and prevent another Cataclysm.Sovereign: Ardhor Race Strength: Native Archers - Elves have access to Crude Bows from the start.Race Strength: Alien Philosophy - The Elves have a preternatural understanding of magic and how it is connected to the world. Elves start the game with +50 mana. In addition, Arcane laboratories will produce 0.1 Tech Knowledge per season, and Studies and Libraries will produce 0.1 Arcane Knowledge.Race Strength: Dextrious - Elven units gain +1 Combat speed and +5 dodge.Race Weakness: Hope Abandoned - When the forests of the world died in the Cataclysm, most elves suffered from depression and melancholy. This has since become a fundamental part in Elven culture. Elves may not build the Beacon of Hope starting improvement.Race Weakness: Few Children - Elves are notoriously slow to breed, and suffer -25% prestige in all cities. Race Mount: In addition to riding horses Elves also ride drakes and deers.Capital City Bonus: Nature's Spirit - Heeding the call to war, various forest spirits join the Elven cause once the elves are strong enough. The Elven capital city will produce 2 mana per turn at level 4, and 3 mana per turn at level 5.
6. Empire of the Death Legion
Description: Mutated demons from another dimension ruling a fanatic slave population.Sovereign: Sar the ReturnerRace Strength: Mutated - The Death Legion are horribly mutated by unknown forces. Death Legion units receive random bonuses effective in combat. These bonuses are saved for each unit design (training the same design twice gives the same power). Bonuses are listed here.Race Strength: Exported Cattle - Wherever the Death Legion came from, they brought along mounts. The Death Legion starts with 18 wargs, useable for the Slag mounts. They still need to research Mounted Warfare to train or purchase mounts.Race Weakness: Religious Insanity - Death Legion warriors are considered holy crusaders by their slaves. When Death Legion warriors are trained, slaves will become permanentaly overwhelmed with religious fervor and be unable to work. Each Death Legion unit costs 2 times the normal amount of "used population". Race Mount: The Death Legion rides slags.Capital City Bonus: Chaos Strain - The mutations of the Death Legion are ever-spreading, constantly reshaping future generations. The Death Legion capital city will provide ALL controlled units with +3% health when the city reaches level 4. The bonus increases to 5% at city level 5.
7. Empire of Lost Souls
Description: A long-since dead kingdom of traitors; prevented from reaching the afterlife, they now roam the wastelands as incorporeal ghosts.Sovereign: RiserRace Strength: Nightfall - The Lost Souls are known to appear and disappear with the break of night. The faction has instant access to a copy of the Return spell, allowing channelers to return to the capital city.Race Strength: Incorporeal - The Lost Souls are ghosts of dead warriors. They can shrug off blows that would have maimed or killed a mortal man (+7 dodge). In addition, they move extremely quickly when they need to. Movement for Lost Souls take only 1 Action Point per tile in tactical combat, instead of 2.Race Strength: Doomriders - Glorious knights from before the Cataclysm rise again as ghosts. As a traitor-kingdom, the empire of Lost Souls may build both Warg Kennels and Horse Stables. In addition, they may build the kingdom improvenent Inn.Race Weakness: Fear of Fire - Although they take no extra damage from fire spells, the Lost Souls will go to great lengths to avoid fire. The Lost Souls have forbidden all research into fire spells, and may not learn the Spellbook of Fire. Race Mount: The Lost Souls rides Ghost horses.Capital City Bonus: Dominion of the Dead - The brightest and best of the Lost Souls argued that if they cannot break the curse holding them in this world, then maybe they can make this world more like them. The capital city of the Lost Souls will emit an extra large zone of influence at level 3 and above. In addition, the capital city will produce diplomatic capital as propaganda is spread over the borders of their enemies, slowly but surely influencing them to accept this new reality. At level 4, the capital city will produce 1 diplomatic capital per turn, and at level 5 the amount is 2.0.
8. Kingdom of Angels
The Kingdom of Angels use the building designs from the community project Elves. For more information, visit https://forums.elementalgame.com/398661
Description: A race of Angels, descended from the Mountain of the Gods, seeking a remedy for their God who has slept since the Cataclysm.Sovereign: ColopatironRace Strength: Glamour - Angels attract followers faster than any other kingdom or empire in the world. All cities controlled by Angels gain 20% prestige.Race Strength: Winged - Angels are blessed with Wings, and may pass obstacles that no other can. Angels can travel across mountains, cliffs and seas. This lends the Angels great strategical advantage, allowing them to avoid confrontation by hiding where their enemies cannot reach. Strangely, however, angels do not utilize this advantage to flee combat once they take to the field. They still suffer normal movement penalties when passing woods and hills.Race Strength: Boon of Resurrection - Once every 100 seasons, the Angels are rumored to craft a likeness of one of their greatest champions. If the champion should fall in combat, the champion will be resurrected from death. This works like the spell Death Ward, allowing the target to resurrect upon death. It costs 100 materials to cast, and uses 1 mana in upkeep per turn, and may only be cast by the Sovereign. Available from start.Race Weakness: Persistently Individual - The Angels look with scorn on any who ride creatures to war or for transportation. They believe fiercely that their god-given wings will carry them to the bitter end. Angels may not ride mounts. They may still build Stables, to sell Horses.Race Weakness: Air Space - The wings of Angels require significant space to be effective in combat. Angels may not train Companies (12-man units) for any unit. Race Mount: The Angels will not ride mounts.Capital City Bonus: Divine Providence - As the quantity of faith and prayer reach unnatural proportions, the sleeping god stirs from his slumber. Small miracles become an every day thing in the capital city of the Angels - many half-assed jobs turn out flawless produce. At capital city level 4, units may be trained in the capital city for 10% less resources. This bonus increases to 15% at level 5.
Modders please be aware that the LIBracemod is used for this mod. https://forums.elementalgame.com/397668
One tiny complaint: the Death legions color is too black. Diplomacy menus and their houses look weird.
Uploaded 6.02
Updated to 1.09r standardlibracemod: updatedfixed elf catapult showing up for all kingdomsGolem King pioneers now cost 5 population as wellDeath Legion Mutations: Combatspeed reduced from 2 to 1, Daring Strike reduced from 25% to 10%, Counterattack multiplier reduced from 100% to 50%, Accuracy reduced from 20 to 15 (and no attack bonus), tactical combat regeneration reduced from 5 to 4Drota Combat regeneration increased from 1 to 2Removed Golem King Elementium GrinderAdded free Capital City bonuses for all races, gained at level 4, becomes stronger at level 5 (see first post) Drota: 0.15->0.25 wargs per turn Goblins: 0.5->0.75 crystal per turn Living Stone: 0.75->1.25 metal per turn Golem King: 0.15->0.25 elementium per turn Elves: 1->2 mana per turn Death Legion: All units gain 3%->5% HealthNote: To balance these bonuses, the standard Elemental factions now gain: 2->3 extra tech research and 1->1.5 extra arcane research from their capital city (lvl 4->5)Living Stone units now have 1.5 movement (instead of 1), allowing them to move twice on normal tiles in strategic mode. They will, however, not benefit easily from movement research. This was changed because the Living Stone kingdom was constantly wiped out in all my games as they were unable to respond even to invading monsters. Combat speed remains unchanged at 1.Sar the Returner now has 3 movementIncluded ExpandedFactions_GreatHealthRegen mod, a mod that makes strategic health regeneration for units stationed in cities stronger according to city level (5 per city level)
Great mod! thanks for all (and fast! updates!
Weird is what I was hoping for. No such thing as "too black".
Thank you for the kind words. I'm glad the mod is enjoyed.
Uploaded 6.03, fixing an issue with dead-end XML showing up in every city under the buildings as good-for-nothing improvements.
If you don't wish to re-download, you can simply delete the ExpandedFaction_GreatHealthRegen folder and run the game without it.
This looks really good, Heavenfall. Keep up the great work. I'll give it a shot after my first 1.09r vanilla game.
6.04
Updated to 1.09s standardBalanced White Wizard, 'Ard and Stormlord core statsFixed issue with sons of the White Wizard looking like golemsAdded sub-mod ExpandedFactions_Petlovers adding pets to each sovereign for the expandedfactions - these may be used for custom sovereigns as wellUpdated masked DeathLegion to give bonuses +5 accuracy, +3 dodge, +1 combat healthregenUpdated Elf racial bonus chain of the people (bonuses doubled)
Uploaded 6.05
fixed issue with elven inn being available to everyoneincreased pet health from 15 to 20, defense from 2 to 3
This is just a fantastic mod, the best I've seen so far. Thanks for all your hard work Heavenfall - you're Stardock's dark horse employee, they should hire you on as a content developer!
I've played with this only in one game so far, but one pet-peeve of mine is the size of the Goblins. I just wish they could be smaller, like the size of a Familiar, rather than "Man" height. I have no idea if that is even possible though.
Hey Heaven, I don't know what it is, but something in your mod is making Palace's not work correctly. They don't show up to build and resources and costs on it are doubled in the heirgemon. I just tried the game with your mod and without and Palaces work fine without.
Thanks for the report. It wasn't just the palace, it was in fact all unique kingdom buildings. Uploading 6.06 in a bit to fix it (got another bug that's been bothering me too).
Uploaded 6.06, fixing the kingdom stuff and fixing the expandedfactions_greathealthregen as well (it's a tiny mod and still I managed to enter at least 10 errors). Also updated the values in that sub-mod from 5-10-15-20-25 to 5-10-20-30-40 (still a nothingness compared to units with 28k life at end-game)
Uploaded 6.07
Updated to 1.09t standardLiving Stone health bonus reduced to 80%
Unfortunately, the tags that make this possible are not inherited from the basic unittypes used to extrapolate new unit designs.
6.08
Fixed an issue with a bare drota head being randomly assigned to unitsFixed so that ExpandedFactions racebonuses won't taint the workshop with bonuses that doesn't work (you won't see them in the workshop anymore)Fixed Leather Helms for Drota, Goblins, Death Legion and Elves (wrong category, no defensive bonus)Added Sub-mod ExpandedFactions_Racetypes enabling players to build their own sovereigns or factions using the Drota, Goblin and Death Legion models (Elves previously available, moved into sub-mod). All bonuses are stripped, these are "default" units.
Edit: Also added new Racebonus for goblins: Uncanny Discipline - Goblins are fiercely focused, and when they set their minds to a task it is not uncommon for them to complete it in high speed. This is doubly true for when goblins prepare to go to war. Goblin units take 2 turns less to train than default (3). This bonus is applied after additional weapon training time and group training time, but scales somewhat with veterancy training.
Uploaded 6.09
fixed issue with elven shrines not upgrading to greater shrinesfixed issue with elven war colleges being unbuildablefixed issue with elven starting city not being capital cityfixed issue with elven capital city bonus not being applied correctly - also increased from 1->2 to 2->3fixed issue with elven armor not being available for non-elves when playing elves (nothing for champions)fixed issue with elven houses not upgrading properly to villafixed issue with elven villa taking 4 tiles instead of 1
Awesome mod! This is really spectacular work. Thanks also for all the speedy updates
Uploaded 6.10, updated to 1.09u standard
Heaven how do we use the extra plugins you added, like the regen file? Do we just keep it in the folder you put it in or do we have to add it to the expanded factions folder?
Just keep it in its own folder, although you can move it around if you want to.
6.11
updated to 1.09v standardre-balanced gnork
Uploaded 6.12
Changed Living Stone capital city metal bonus to 2->3 from 0.75->1.25.
Included new Sub-mod ExpandedFactions_GloriousDawn
Great work as always. This and the ACP are the first things I check after every patch.
Wow freaking wow. Will get this installed and cant wait to try it out, though my save game I have is fun...but this will be much more fun!! Great Job!
I feel guilty in that I have only just tried this mod out. I have to say it really is brilliant. I am about 200 seasons into a 10 faction game with all your extra factions involved. Those crafty goblins have wiped out the elves within 130 seasons, which is a dam shame as I was planning to strike up alliance with the elves once I bumped into them. Really great mod thanks for shareing.
The elves are quite weak, unfortunately. Their bonus for quality on units is unused by the AI, and the AI is really poor at handling magic. I'm thinking about changing out their race strengths completely. Possibly give all units higher dodge and combat speed instead. It's a bit boring, but those effects are very strong where it matters.
With a high combat speed and high dodge, they'd be the natural killers of Living Stone and the Drota, and they'd be weak to the Golem King.
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