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Wish there was more incentive to actually engage with the matchmaker gimmick!
NullReferenceException: Object reference not set to an instance of an object
at God_Love.Pr_StandInAwe.getProsperityInfluence () [0x0004a] in <8a9373ca3fc144f6b7cf170548f1d58e>:0
at Assets.Code.SettlementHuman.computeProsperity (System.Collections.Generic.List`1[T] prosperityReasons) [0x000a8] in <b3411e4b648f43a1b44c6dc6a1d81154>:0
at LivingSocieties.Set_Socs_MinorHuman.computeProsperity (System.Collections.Generic.List`1[T] prosperityReasons) [0x00001] in <87e31ad5a45c48ac94516631ec1034e3>:0
The error happened at turn end, and I've also got the full log file if you need it, not sure how to send it to you though.
Glad you like it! What makes people want to marry is if they have obsessive liking towards each other (And to a lesser extent, obsessive liking someone who only 'regular' likes them back).
When you place a wedding ceremony, anyone can perform a wedding there; similar to how creating Plague allows heroes to Cure Disease there. Heroes will travel to it to perform a wedding (Only 1 person needs to be there), and rulers in that location will also use it if eligible.
I like the idea of a Divorce power. I'll add it to my list!
I specially love the pacifist skill and some of the curses, it even helped me make the orks actually useful, since the people they where invading had less armies to deal with (something the orks struggle during their early growth).
I only have one question: What makes people want to marry? I did pairs with lonely people, but only a couple of rulers actually bother getting married while the rest didn't want to get married.
Does the wedding ceremony need to be placed on both people I want to get them married? How about adventurers, do I need to place the wedding ceremony in their home town to work? cause I could not get any adventurer married.
I also want to give one suggestion:
Can we get a spell to make people break their current marriage (without killing them). I would love to mess with some people by having them get married to their enemies or family.
I think thematically it also makes sense that Chandalor would rely more on heroes and rulers than agents, and so shouldn't have as much access to agents.
If you don't get any other reports of this happening, don't worry about it.
Yes. I made a duke fall in love with a random hero from a different family and cast ceremony on the duke's region. The hero then promptly died sometime between the bonding and the ceremony. I made the duke fall in love with a duke from the same house as the previous target quite a few turns later, but saw the ceremony action was not available and that its charge was below 50.
All in all, it wasn't that disruptive, I could just make some other poor smucks fall in love and then spread the curses that way. It was just a touch annoying.
You shouldn't... *have* to recast Ceremony. Weddings use up 50% of it, but it'll work as long as there's even a 1% charge. Were you encountering otherwise?
Growing Bond could do that, it's true. But it's also your starting power, when you start with 1 power max, and I wanted it to be usable.
I'd considered more dramatic curses like that, but I wanted Chandalor to remain in the realm of disruption, and something like that 'spread shadow' curse would be outright victory points, which isn't what I envisioned for the theme.
And yeah, Heartbreak is a bit boring. I included it as a 'nothing else to spend power on' ability. It's basically that random event where someone is in mourning and you spend 1 power to reduce their sanity, but it costs more and you can do it at will on targets of your choice.
And yeah, holy shit this god is big w/ Deep Ones Plus. You get... a LOT of fish running around. I'm glad you enjoyed it!
Really, if the god needs anything, its just more dramatic curses. The curse of poverty works, but it would be more interesting to curse a family to passively gain shadow up to some amount depending on how enshadowed their house is (So a house with one fully enshadowed person out of ten would all make the others gain shadow up to ~15%) or make all members of a house gain 25% shadow when a house member or friend dies.
Similarly, Heartbreak is kinda boring. Its a 2 cost situational sanity reducer. A more interesting ability could be "Target a hero or ruler with a spouse from a different house. The targets will die and cause both houses to gain a vendetta against each other".
TL:DR a more interesting Dark Empire / Deep One maker than Vinerva. Paired with the deep one overhaul mod, it becomes a quiet powerhouse.
This will be less detailed than my other review as god is more about manipulating what already exists than adding new stuff.
The supplicant skills are all good, I particularly like keeping my supplicant at minimum menace and just never laying low.
The witch tenet is great fun. Watching them run around causing trouble while I work on linking and cursing every family is entertaining and causes a nice distraction.
The god powers are interesting and generally work well, though I think ceremony should be able to be recast where it is already present to refresh it. This isn't usually a problem, but it can be awkward when someone dies days before their wedding, and I need to wait for months while the venue slowly rots away.
Growing Bond could be doubled in cost and effect without any real consequence. It is used to prime targets for Ceremony, but ceremony relies on obsession level relations while Growing Bond works one level at a time.
If you make an Endless Game with Vinerva, just sit and watch the magic happen.
But yeah, as I said, I did (almost) nothing for 500 turns. I used like one Curse early on and one "you like each other now" but still won. Weird.
Interesting concept for a god though. Will play again in the future.
(I "won" on turn 550).