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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/2906399542
At the moment I don't see why the mod couldn't be completely finished by the end of this year. I'm eager to finish the mod, since I won't let myself play the game until all my mods are updated and complete.
Are you still working on this? Any chance of Khorne changes coming out of beta soon?
I never used to have income issues with Kairos though, at least not after fending off Teclis and destroying the Slaaneshi faction to your east. I remember thinking that several of his buildings synergized well to makes lots of money, especially if you manipulate the Winds of Magic in those provinces to get the building bonuses.
What i'd like to see for a rework, is something for minor cults that gives income based on tzeentch corruption in region.
40 discover-ability like other cult buildings.
so 50 at base, 100 at 25%, 150 at 50%, 200 at 75%, and 250 at 100%
Not a lot on their own, and requires you to intentionally pump tzeentch corruption to really take advantage of it. but could add up with the number of cults you can spread.
then for the magus cult, base magus cult should have something similar added, but increase the % of host settlements income according to curruption level. (would still encourage placing magus cults in high value locations)
then have an upgrade option, that would give a % increase to income from all other cults in the province.
So 'kinda' similar to the changeling, but not as strong.
once you get to working on tzeentch (hopefully soon) something i'd really like to see is some form of income building in the regular cults.
Kairos has always had a fairly weak income. and with the new focus on cults, it seems weird there isn't a way to turn that into income. only the magnus building has an income building, and that only gives a whopping 50 gold + percentage of settlement income (which can be very hit or miss)
Which really isn't much, considering it takes 11 turns to recruit a magus, and nearly 7k gold (500 for original building, 3000 for magus tier, and 300 per turn in upkeep while recruiting for an extra 3300)
@glospey - I've brought those notifications back.
The hero interaction is optional and not required, I would actually ignore it most of the time myself if I were to play (I don't have time to play, lol). It was meant as a way to give players a means by which to help a struggling cult network or speed things along, as well as a thematic reason to have cultists hanging around your cults.
The idea of dedicating cults to a specific function is neat, but I'm not sure how I would implement that beyond what they already have, as they have a bit of this already. I'll keep it in mind though.
The "Hero present" requirement makes you do a lot of management, and the cults are already enough management.
Having all the blessed symptoms has been really fun but tedious. I think it would be better to simplify the rituals and use provinces instead of adjacent regions as a requirement to keep them active.
Lastly, with Epidemius, Ku'gath, and Festus (scientists and researchers), the ability to increase research capacity became my favorite thing about the Vanilla cults. I would love for you to consider this.
I insist that this mod will always be one of my favorites, even if you prefer to leave it as it is. Thanks for your ideas and your work.
I think the cults do too many small things. They're not very intuitive, and you have to read through things over and over, even after playing for many hours.
There are several cults that increase corruption, improve plagues, cause infections, or generate income depending on different requirements, but they end up being a bit the same, ignoring more relevant effects like generating plagues or the effects of active rituals.
Rituals are a headache because the map is not very clear; there are hills, rivers, forests, islands...
In many areas, it’s hard to tell if a settlement is adjacent to another, and when you manage to set one up, you need heroes everywhere to make sure they don’t fall apart.
No matter how well you can rework cults, its much easier to just take enemy settlements rather thn cult them up, and im too lazy to manually expand cults on the other side of the world.
Now occupying a city with a owned cult may have more negative effects than occupying a normal city because destorying the cult, especially if it is a small city that is easy to occupy. This could give players negative feedback and even prevent them from expanding. From a flavor perspective, it would also make sense for the cult's growth to help a little bit with the overall growth or city growth. I found a similar idea in a mod that improves Undercity, I think this might be feasible?
Also, sorry for the delay on this. I got sucked into helping with the Khuresh teaser mod and that's taken a lot longer than we wanted. It's almost done though, it should be pretty neat.
I'm still not getting any cults, so it's probably a script break with another mod....If I find the culprit I'll let you know.
Additionally, having them spawn based on corruption like they used to, would really only give you cults nearby most of the time, which isn't as useful. And having them spawn randomly anywhere regardless of corruption would be a bit overpowered, so the spawn chance would have to be very very low, otherwise the cults have to be very weak if you're going to get so many of them for free so often. Basically, this way is better balanced and provides a better experience overall.
Be mindful of the distance limits for free cults, if you add more via MCT as they won't spawn if they can't find a location far enough away from your other cults or your territory.