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Older versions can be downloaded from Paradox Mods.
If I made use of DLC exclusively mechanics or units they won't show for you.
But I dislike "scuffed" modding and actively avoid it. Personal thing.
But I do not think I can mod it. Even if I could, it would require UI elements too.
It would definitely make those guilds worth more for your later cities.
But we also have a bit of a soft ban on Reaper, because the unit is very OP.
Generally speaking I have no problem just changing it back to 40 CP for now.
Description:
Marked for Death 35 40 - "Target unit: Sustains 15 unblockable Physical Damage. Loses -10 Morale.
Has a Decaying Zombie spawn adjacent to them. Is afflicted with Visions of Death until the end of combat."
It is 30CP in the mod I think.
It seems an extremely powerful spell.
Especially with lots of units/ longer battles comined with the often picked
shadow upgrade 'Death mageic'.
Sometimes it can be removed.
Sometimes there is no option to have anything in combat that can remove the spell.
Often 4+ units are affected at around turn 5 in battle. this grants 4 zombies each turn.
It can take 2 lvl 5's to take down 1 zombie.
Tedious battles while being worn down.
I think the cost reduction is a step in the wrong direction.
I think it ought to cost more to prevent it from being cast so frequently, back to 40CP or even 50CP. This to avoid the exploitative nature.
For me it shows up as T3 in both the tome and the Encyclopedia.
This can potentially lead to not having enough or having too many points used.
But you can simply edit them to fix that before starting a new map with them.
Default templates and AI rulers are periodically updated by me to use all points.
That being said, I probably need to update them again after recent changes.
Basically myself and the MP community view it as a necessary evil for the moment.
We still always make the Draft structures, simply to produce T3/T4/T5 units faster.
T1 units are played with early on, usually 1 specific one depending on your culture.
And for some very specific cultures T2 units are also used (most often the Support).
But yes, we don't use them later in the game with the bonus production ranks.
Though I am unsure it would even matter, as higher tiers have more potential.
Rushing through the Draft buildings is pretty costly itself and only grants 1-3 ranks.
i.e. you pay 100/250, 170/450 and 280/750 vs 200/200, 400/400 and 800/800.
Plus, a unit that's 1 tier higher is still better than +3 medals at their baseline.
The only exception could maybe be a build that plays with Prolific Swarmers.
But even then, the higher tier units simply have room to keep growing stronger.
This is actually even higher than what most other T5 units would cost.
The only way to make them cost 350 is by having the House Levies perk.
In that case you're so deep into the Order tree that I don't see the issue.
The following situation seems too strong, although I guess it happens rarely.
I have a vassal state. The vassal state has 3 areas near the wonder that gives
dragons. I can recruit the dragons from the vassal state for 350 gold each.
There's about 4 dragons for sale. This happened to me around turn 55 (all settings
on difficult, and the focus on 'good development').
I think it is a bit faulty to be able to recruit these at such a low price so early on.
This bypasses the whole needed build up of a city to recruit them (and to build them).
Possible solutions: Increase the price of dragons from a vassal by gold.
Increase the price of dragons by 'vasssal points' .
Disable the recruitment of these dragons through a vassal.
I think the situation with the dragons is a bit more extreme due to different types of dragons being able to be recruited (and hence many to hire).
None of these SPIs were being played with anymore, outside of Sunshrine.
We'd occasionally see Tome of Cryomancy picked, but that wasn't for the SPI.
Oathsworn and Mystic Potential were also weaker for it, while not being strong.
At the end of the day, the changes to the Astral Empire Tree are enough.
Combined with the change made to Cosmoflux Elixir, which is fairly big.
Friendly Domain Movement Bonus - Sector Property: Movement
Located in GlobalSettings_Strategic.rpk. The original value is -2.
Basically your mod would emulate the vanilla settings and overwrite mine.
In multiplayer the host can also share all of the DLC with everyone in the lobby.
As for the major one, capturing a T4 unit is still possible (especially in manual combat).
I could add this again in my mod, but it leads to a lot of performance issues.
The other dragons I have not seen in my own testing, maybe a different mod?
Joking aside, this is not intended. I'll be fixing it very soon.
Already tested if any other mods may be in conflict but even with only this one WK is not there.
In full patch notes there are stats for him