This is a large mod which radically improves city development and specialization, as well as adding a variety of new abilities to champions on level up. I've tried to be creative, but not overpowering. My main goals were to make city building more intuitive and reactive to geography while increasing the amount of specialization and game play available.
For Champs, level 2 now offers a dozen new abilities which tend to offer special abilities (think of the zodiac). Some of these like Star Song, Winterborn, and Magebane unlock related traits down the line, others like Panther Companion and Favoured of the People are just a one off benefit. The 3rd level abilities offer some special city or army skills, like Engineer or Researcher, or tend to benefit key stats while penalizing others. This gets your champs off to a good start and due the increase in abilities, you should always have a relevant, desirable choice when you level. Early city level ups have also been changed, with some of those buildings freely available or unlocked through other means, and some new buildings introduced. Some such buildings are:
The Park, which offers -10% unrest, and -25% unrest when the queue is empty.
Clay Pit, offers 1 Clay Pit, and produces the new resource Clay. (useful for building Clay Golems)
Retired Adventurer, offers +0.5 Diplomatic Capital and -5 Unrest.
Foundry, offers +1 Iron
Cities can now specialize depending on what's around them.
If you have Lumber and Iron, you could build the Manufactory and become an Industrial base. If you have a manufactory and crystal you could build a Crystalworks. Or, if you also have crystal and a life or death shard local, you could build a Crystal Golem Manufactory. If you have the iron and an earth shard you can build an Elementium Refinery. There are about seven possible Industry buildings but even if you have all the right resources in one city, you can't build them all, because they each cost a local Industry resource to build, and the Manufactory only provides 3 of them. So even if you have multiple Industrrial bases, those cities are going to be different (and expensive to maintain).
Once you have a level 3 city, you can build your Seat of Power. Instead of a local Industry resource, this gives you 3 local Governance resources. These allow you to choose between about seven Political buildings. The Pony Express provides increased sight to all your units. The Geographic Society sells maps that provide +1 move, and unlocks the ability to ally with small forest and swamp communities. The City Watch trains soldiers who can be stationed in cities to reduce unrest. The remaining Governance buildings provide choices for the tone of your empire. Will you give authority to a King's Hand, earning extra Governance, or a High Priest, earning extra Religion. Will you unlocks Gallows in every city, or a Thieves Guild? Will you commission a Trade Cartel, or the Royal Engineers?
If you have an air shard, you can build a Shrine, and start a warrior monk Religion. Spread Faith through your cities to increase the speed at which you can build more Religious buildings and unlock stronger and more powerful Monks. Or become a Monk yourself (or an Alchemist - and brew acid and web bombs to throw in combat).
Is your city weak? Exploit it with a Lord's Manor, and other keeps which reduce it's grain and materials production, and allow you to send those needed resources to where you want them.
On a river? Once you have a harbour, you can build the Merchant Guild, unlocking Merchants in every city. It produces a local Commerce resource which can build a Brewery, to unlock pubs, or a Tinker's Market, to unlock the same such markets in every city, or build a Counting House and earn gildar from every local Commerce point you don't spend! And are you stock piling an unneeded resource? Ship it down the river in a Trade Ship to earn a steady flow of income.
Your Capital city now heals you a little bit faster and gives your stationed heroes 1 xp per turn. It also produces a little unique bonus depending on your faction. All cities are stronger. City Militia is stronger. Cities need a bit more population to level up, but grow a bit more quickly depending on how much excess food you have. Large populations cause unrest.
The Elemental Defs are changed in a variety of ways to balance things out. More HP for more intense battles. Higher wages. Encumbrance is more present. It's expensive to demolish buildings.
There is way too much in the mod for me to go into detail on the options. But I've tried to make it intuitive, so you can explore and read the tool tips and in game descriptions as you go. They seem to be accurate.
This doesn't touch the core files, so you can just unzip the file into your mygames/fallenenchantress/mods folder. This includes my previous Alchemy and Manorial Lords mods, so if you have installed those, remove them before you install this, or you will get some doubled up effects. Be sure to check enable mods and you should be good to go.
Also - there is a huge map option.
If you'd like to try it, download it here. If you want to use any portion of it in a mod you're working on, please do.
And if you do crash with it, please don't submit those to SD.
An interesting approach to specializing cities.
There's some serious innovation going on here in this mod and I hope the devs take notice of what is possible in the current system.
Looks promising. I'll check it out. good job!
Sounds... really really nice!
I like the way you've incorporated world resources to make city specialization more interesting in meaningful. I've brought that up in the forum a couple of times... hopefully SD is looking at your mod.
for your mod!
Just DLed and played a few turns and really like it so far.
l also played one game to see whats in the bag. You got some realy nice ideas, will play a real game soon with your mod to give better feedback. Derek should look into this mod.
Cool. Thanks for the positive feedback.
I'm really liking the mod so far, but right now my capitol city isn't granting XP to stationed champs. Is this because I'm using a custom faction? Everything else is pretty much awesome
@Emperorjarin - Yes, with a custom faction you won't get a special capital. The game needs to know the name of your faction in order to assign it a unique capital hub.
For future games you can assign your custom faction a capital by adding ONE of the following lines of code to your custom faction file. It's in MyGames/FallenEnchantress/Race. Add it after: <RaceConfig InternalName="CustomFaction_..."> and Before: </RaceConfig>
<CapitalHubType>AltarCapitalHub1</CapitalHubType> <CapitalHubType>CapitarCapitalHub1</CapitalHubType> <CapitalHubType>GildenCapitalHub1</CapitalHubType> <CapitalHubType>ParidenCapitalHub1</CapitalHubType> <CapitalHubType>TarthCapitalHub1</CapitalHubType> <CapitalHubType>KraxisCapitalHub1</CapitalHubType> <CapitalHubType>MagnarCapitalHub1</CapitalHubType> <CapitalHubType>ResolnCapitalHub1</CapitalHubType> <CapitalHubType>UmberCapitalHub1</CapitalHubType> <CapitalHubType>YithrilCapitalHub1</CapitalHubType>FYI the Capital faction bonuses are:
Altar: +0.25 Horses per turn
Capitar: +.5 Diplomatic Capital per turn
Gilden: +.5 Metal per turn
Pariden: +.25 Faith per turn
Tarth: +.25 Heartwood per turn (this resource isn't presently hooked up to anything though)
Kraxis: +1 Clay Pit, and +.5 Clay per turn
Magnar: +1 Mana per turn
Resoln: +.5 Refined Crystal per turn
Umber: +.5 Reagents per turn
Yithril: +3 Lumber
I told myself no mods but this I could not resist, so I downloaded but haven't played yet; sort of saving myself for 0.87... but if I get bored with it as quickly as i did with 0.86 I know what I'll be playing in a weeks time.
Just a suggestion on the previous post about custom factions and capital bonuses - would it be possible in a future version to tie the capital bonus to the race used by the custom faction? (It must use one of the ten.)
I don't think that would be possible. Race is different from faction, which is why you can have custom factions, but have to choose from one of the existing races. Capital type is specified in the race config file and when you create a custom faction you are stuck with the default capital type, which is just a regular city hub, same as all your other cities.
If you used production rules instead, you could skip making separate cityhub improvementtypes altogether.
Heavenfall, I use a few production rules in the mod, but I'm not sure how I'd use one to create the function of unique capitals...
I saw the CapitalCityHubType tag in the race config file and went what seemed to be to be the more obvious way. Would love to hear more about this use of production rules.
Set the capital city hub type to produce 1 "capital city" resource per turn. Then create a production rule that is linked to that resource, but is 0 by default. Then, each faction could have their own faction bonus that unlocks the power of the production rule. (edit: the bonus then being that you can make it selectable for custom factions as well)
Although there are downsides to that, the most obvious being if you conquer someone else's capital city you'd get your own bonus for it instead of theirs.
The reason I mention this is because I had unique capital city hub types for every faction in the E:wom expandedfactions mod, and it was a pain in the ass to update every time a tiny number needed changing.
I played a "few" turns today. I haven't gotten to the real stuff yet, because I needed some time to clean my peninsula of death demons and there's still an umberdroth... Got locked in by two AI's. BUT, I got a iron mine that enables me to build some industrie, and I got a river that has two settlements that can set up a traderoute very soon. I very much like this. So thank you sir, for bringing me the industrial revolution to Resoln. ^^
you have elementaldefs in here, what do you change in it? I also change the defs, just wondering. thanks
edit* don't know if you meant this but at the very start of the game, level 2:
@ Heavenfall - ah, okay thanks.
@ EviliroN - Born on the Battlefield seem overpowered? I want the level 2 level up choice to be worthy of story - this is why your champ has distinguished themselves. I want to force a choice between some pretty desirable, character defining stuff. BotB gives a pretty decent bonus to cutting attack, but champions level more slowly now, and units can be pretty deadly given that each unit's HP has been substantially increased, cities offer increased defense bonuses, and city militia spawns will wear armor. It's actually not a trait I choose very often, unless I really want a swordmaster.
To compare, Lucky offers a lot of dodge over time, and Trollkin is pretty nice in long battles, Favoured gives you decent growth bonus right at the start, and Down to Earth might have you building clay golems before anyone else. Unfortunately Born on the Battlefield seems to always appear as a choice, despite having the same odds as everything else.
As for the Elemental Defs, I increase unit wages and demolish costs, set weapon and armor costs to what seems reasonable, allow troops to upgrade in number (on mouseover it says Cannot Find String if you can't afford it, but if you have the gold and pop, it will allow you to upgrade them), I slightly decrease the Strength to Weight Capacity ration to make Encumbrance more important, I changed the Encumbrance penalties to straight out percentage penalties and gave a bonus to those carrying hardly any weight. I think that's about it.
Awesome mod, have a few ideas.
Allow cities to have more than one inbound grain or material allocation. I don't know if Fallen enchantress lets cities have more than one of the same building, but I guess you could simply have a series of allocation buildings.
Increase the bonuses the reaver and builder towers give. That is, have them give one at all to the host city.
Increase the bonus of King's Hand. Every other building of it's type gives +2 to its special thingy (religion, commerce) you know what I mean. Kings Hand functionally only gives +1, because you sacrificed a Governance point for its prerequisite. This makes it way weaker, especially when the competition is the only access to religion that isn't a world wonder.
Alternately, have shrines be national, not world wonders.
If possible, and I have no clue if it is, make the reaver and builder lords into champions, with unique one for each faction. Getting access to a pair of champions with a unique ability you can customize from the ground up would be awesome, especially since all but the earliest recruitables miss out on the cool level 2 and 3 abilities.
I was more wondering if you meant to put out all those rare abilities to be chosen at level 2. I personally chose lucky, but that is my test (cheater) sov, as you can see. I have many abilities I've added to the game, also. They are similar in spirit to what you did here. Did you replace the vanilla abilities also? I saw a lot of + - abilities at level 3 and no vanilla ones. I didn't get too far with this mod yet, either.
I take it this replaces the earlier manorial mod too?
Thus far I am using this in conjunction with HF's mods, my mods, and anything you've put out and am really enjoying it.
I mostly pushed back, but sometimes modified or removed the early vanilla abilities.
There are 12 powerful but rare abilities that will appear at level 2. I consider them 'background' traits. They are all rare (likelihood 2) because the game will still attempt to include them at later levels (5+). A <maximumlevel> tag would be nice.
The level 3 Abilities (likelihood 10) try to shape character in other ways (journeyman). The +/- abilities tend to be modifications of the vanilla abilities like Strength, Dexterity and Constitution, and will continue to unlock vanilla traits that require the original abilities.
It does replace the Manorial and Alchemy mods, so remove those or you'll get doubled up effects.
Thanks Calnus. Initially I had 2 of each allocation allowed per city and it caused some weirdness. It wouldn't always count the 2nd allocation and I couldn't see any reason why it wouldn't. I probably just missed something obvious at the time, but at 1 per city there seems to be proper function.
I'm not sure what you mean by increasing the bonuses to the Builder and Reaver's buildings. Maybe a typo?
Good point about the King's Hand. I should bump that up.
My intent with Shrines is to add five more (based on the other shards) that are world wonders. That way up to six very different and conflicting religions can be founded, making Religion, in general, a more viable path, as well as causing serious problems when you conquer cities of opposing belief, as allowing faith of another kind in your realm would erode other faith types.
I don't think the Baron, Builder and Reaver units could be champions, but they could be set to gain champion abilities when they level. I am worried about overpowering them as my intent is that they mainly sit in cities. And making them unique to the factions is more 'paperwork' than I'm after. I know it's possible to have defensive summons attached to the Lords so that, for instance, a Reaver's Knights unit can spawn to defend the city the Reaver Lord is stationed in. I recently created a Military Outpost that troops can garrison in, and I think it might be neat to give the manorial lords the unique ability to create these, and/or to upgrade them into stronger forts if they are stationed in them for a time.
Are the abilities subject to the random limit like the items as HF found out? i.e. we may not see any if we add too many?
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