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When Corruption is high, conversely, that faction gets a bonus that is unique to them. Again, there isn't that many to choose from, so I am simply using the ones that are available. But the only thing again that matter is that you want Corruption as high as possible, and when it is at the highest levels, you will get a bonus.
khorne loses exp for all units at low corruption ,but gains...replenishmend only for his daemons on high corruption?
nurgle has lower health for 3 units at low corruption but gains replenishment for his daemons again?
these changes seem a bit all over the place.
Yes, still testing it out, nearly done with a campaign and then I will push it in an update. Hard to tell if it is helping the AI or not without playing a lot of turns...
So I think the AI's ability to spread corruption is more to do with whether they have a good start in that campaign, and whether they get established or not.
On the other hand, I have seen Corruption from the AI, but what it really requires is that the faction is successful in expanding. What I mean is, every time you play the game some factions (usually the same ones) will spread dominantly, and some will not. If, for example, a vampire lords, chaos, Skaven, or Khorne spreads its territory then Corruption will take hold. But if they do not, then it won't take hold, because they end up controlling one region in a province, for example. The same is true for the player, and in that regard I think it is good. But that said, I will still try to improve the AI however I can.
Hmm, I am afraid I have never messed with diplomacy. I could look into it, but then perhaps it might be better to look for a small supplemental mod on the workshop that might specialize in that area.
...(that is, if there is such a mod on the workshop, I don't really know - maybe someone here in the comments might be able to help and point one they like out).
I feel like this mechanic would further aid the goal of your mods which helps slowing down the campaign
@volcano thanks for even considering it!
So, I will leave it up to personal preference, and if that is the way you want it then use that mod with this one. They seem like they would work together fine.
Or perhaps I should just leave it up to people to use that mod together with this one, if they want it to play that way. I mean, I can see that perhaps having your vassals get overtaken by corruption could be a form of subjugation (keeping them weak), or could encourage you to make same-corruption factions your vassals (meaning, it might be a matter of personal preference).
I'll think about it as I play the current campaign and get more vassals.
The best way to get rid of adjacent Corruption spread is to destroy the source, of course. So I guess the point is, adjacent Corruption is and should be handled differently than normal, as it is the hardest thing to do, and because it is essentially considered "upper tier" Corruption spreading.
But, I will still keep it in mind as I play my campaigns, and see if I can think of anything possible or necessary to adjust. For the time being though, I was satisfied with how it works in this regard, but I will keep an eye on it.
Exerting Corruption into adjacent provinces is not easy - there isn't a lot of things that do it. The highest tiered rare buildings do it, mainly, and that is about it, and when it does, it is something like +1,3 or 5. Your own Corruption cannot get above 40 because it needs more positive Corruption influence behind it to get to the next tier, and there are a lot of ways to do that.
However, adjacent Corruption has very small to minimal positive influences, and so it cannot work in the same way or else it would never get higher than 10 or 20 if it worked in the same way. This is why I think having it work like a spreading cancer, where the counter would be your own Corruption (the higher tiers will start to negate adjacent Corruption gains), or by putting Heroes there that reduce bad Corruption gains (they have traits and skills that do this).
...
The mode is great! I always thought about the weakness of control and corruption mechanics in vanilla. Now I found a solution.
But I have noticed a small issue. I play Tzeentch and have a border with Slaanesh. When Slaanesh built the capital to level 4 it had an effect: "Slaanesh corruption in adjacent provinces: +5". So in my province, I constantly have +5 of Slaanesh corruption, and it never stops. On the other hand, my Tzeentch corruption stops to grow at a value of around 40. I think corruption in adjacent provinces should work as corruption in the current province, it should also get a debuff (now it shows as "effects" if I move a mouth on the corruption panel).
Take a look at the example here https://youtu.be/o3sosRQCZTw
Well, I would, but the problem is there is no way to actually see the different levels of Corruption (not like you can with Control), unless you are actually at that particular level of Corruption. With Control you can mouse over the different levels and see the effects, but not with Corruption.
This means that in order to show any useful pictures, I'd have to load up each Corruption type faction and get the corruption at least high, low and middle to take pictures. But maybe I can take a few sample ones. Well, the other issue is that I tend to adjust the values over time, so the pictures would be quickly obsolete, most likely.
Right, well, since it is actually lowering the melee attack power, then it is also actually weakening the units if you fought the battle yourself, and we aren't talking about a huge decrease either here. So I think it should be fine, not much different than what it does already in the auto-resolve.
OK, I fixed/improved that just now, low Slaanesh Corruption no longer reduces their replenishment rate, instead it is a slight melee attack penalty to Slaanesh led armies. I think that is OK. I was forgetting about the "unique" penalty added, when I was making my previous comments, my mistake. I also changed the description.
One thing I want to mention is - you said their Heroes do not replenish? There is an effect to increase replenishment specifically for Heroes, and that might make sense for high Slaanesh Corruption bonus, perhaps.
__(Slaanesh) provincial, unique: Penalty to replenishment rates of Slaanesh units
Right, I think that might be a mistake, I will look into that. If it isn't a mistake then I will either make sure the penalty is minimal, or swap it with something else. The problem is that there isn't a lot of Slaanesh specific effects to utilize.
For the leadership penalties, being in areas they have low Corruption, they are more fragile because their Corruption hasn't taken hold. It makes sense to me that the opposite should be true in areas that they have high Corruption, so I like how it works here.
Slaanesh here does NOT receive replenishment bonuses. Not sure why you mention it, unless I mentioned it in the description above by mistake? Maybe I did...
Basically, replenishment here is only a bonus, not a penalty, leadership is a bonus and a penalty.
As for Slaneesh, in its current state that race should never receive replenishment penalties (bonuses are fine). Replenishment is bad enough for Slaanesh with no other factors involved and they have no access to a replenishment hero, so it's hard to counter this.
I see that I missed this in the description, so I will fix that.
In my opinion, a Leadership bonus is safer than a Melee Attack bonus, because Leadership just means that hang around longer before routing. It doesn't make it impossible, and there are plenty of effects that reduce leadership during the battle (like spells to make units rout), and if they stick around longer what does it mean - they just have to be killed off more before breaking.
A bonus to Melee Attack is risky though, for example the Vampific factions have all their Zombie/Skeleton spam units, and what we don't need is them attacking better (Skaven is similar with their rat hordes). On the other hand, Skaven rout if you fart in their general direction, and if Vampire factions rout then the whole army crumbles, so Leadership bonuses make more sense to me, as a safer boost. And again, as mentioned, the bonuses are not extreme, just a nice small boost.