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1. For the Magister Templi that is probably true and I'll adjust it with the next update. The Graal Knights however would have outgrown their previous armors, as they are both deformed and significantly larger than the average human at this point.
2. The sacred band costs twice the resources of lancers, but less recpoints, so that should ideally boil down to what scales you are taking. The adhirim are based on the council of the hundred and four, an advisory body to kings and elected leaders of the republic. "Traditionally, most Phoenician kings did not exercise absolute power, but consulted with a body of advisors called the Adirim ("mighty ones"), which was likely composed of the wealthiest members of society, namely merchants." This felt like a fitting addition to me as the actual kings are markedly absent in Berytos when the game starts and the queens wield priestly authority.
Looking forward to seeing what else you come up with, especially for more animal/bestial nations. Keep it up <3
@Doe Mind if i add you to ask some more questions about the game where you had this happen? I have a suspicion in regards to what might cause this and why i can't replicate it in smaller test games.
Very fun faction otherwise though, and well done on the mod <3
Regarding the rabbit pretender, i'll think about it
newunit:bad mnr 7021 (highest 5577)
https://images.steamusercontent.com/ugc/9775802924965699858/6CD9289224BA55D216B3E380C307C4ECD1555010/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Thank you for checking it out :)
I have been using Ny's New Nations, your other mods and Better Indies. The Underground fort was lost while it was a palisade, I think, 6 turns after I built it but it has been some time since I played that game. There was no message about it being destroyed just one turn it was there and then poof the next turn it was gone. Sorry.
- Malik gets darkvision
- Immobile Miq Elim loses regen, gets enchanted blood
- restrict golem sentries to shinar and fix their research/cost (const 4, 15 pearls), made Summon Anakite actually available to Qadesh
- Asabaran gets mobile archer
- Heijou Spirit Gate becomes true Immobile
- Fixed Nightparade Mercenary and mercenary items
@Jacklary: is the issue that the margrave is not appearing when attacking the province? the site spawns fine to me, you should not really ever see the margrave unless the province is being attacked on the turn of the site creation.
@Rat Catcher: i don't really have plans of splitting the nations due to balance concerns. I host test games on discord pretty regularly, and aside from ceichna and qadesh as outliers in terms of being too weak/too strong I think this is balanced well enough to not require separate mods. If you do want to blacklist a nation though, you could set #era for the ones in question in the DM file to 0 to disable them.
@Endan-Shoresh i wouldn't be opposed to if is there's an interesting premise for it. Do feel free to add and DM me about it.
Solution: Move Markgraf code to just below Kurfürst so the #copyspr and #copystats works.
there seems to be a problem with Melangell's underground forts. I just had two disappear a few turns after I built a palisade. I did not notice any events that would destro a fort.