Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1) Scarlet Chorus: Low health, cheap to make, high damage, VERY high morale damage and collateral damage. Has a chance to spawn another Scarlet Chorus army every time it kills another army or a pop through collateral damage.
2) Disfavored: High health, high morale health, medium damage, low collateral damage. So long as an Archon of War exists, every time a Disfavored army is killed, there's a chance to instantly spawn a new Disfavored army, mirroring the way Graven Ashe can regenerate his soldiers.
3) Fatebinder: Defensive army only, spawned from the Fatebinder job. Very high health and morale health.
New Paragon Leaders:
1) Tunon the Adjudicator: Official. Dramatically reduces crime on the planet he's governing as well as increasing Governing Ethics Attraction. Him being on the Council allows construction of the Tunon's Court building.
2) Sirin: Commander, meant to be either a General or a Governor. As a General, every time the army she's leading kills an enemy, it can instead spawn an equivalent army on her side, similar to how she brainwashes people with her voice. If she's a Governor, she provides a massive boost to Happiness and Amenities. If she's on the Council, she also provides a large boost to Ethics Attraction and Happiness.
3) Voices of Verse/Voices of Nerat (whichever you prefer): Commander. Every time they defeat another army or fleet, or conquer a planet that had a Governor, it automatically kills the Commander in charge of that army and fleet (or Official in case of a planet with a Governor), the Voices automatically levels up and gains a stacking boost, showing they ate that leader. If they're on the Council, you gain a boost to Espionage Operations.
New Buildings:
1) Tunon's Court: One per planet. Large boost to Governing Ethics Attraction and provides Fatebinder jobs.
2) Scarlet Chorus Camp: Similar to a Fortress, only it allows construction of Scarlet Chorus armies.
3) Overlord's Scarlet Chorus Camp: Overlord Holding. Lowers monthly Loyalty. Provides Scarlet Chorus jobs on the vassal's planet. Decreases construction time for Scarlet Chorus armies for the Overlord.
New Pop Jobs:
1) Fatebinder of Tunon: Same as Enforcers, only they also spawn Fatebinder defensive armies.
2) Scarlet Chorus: Decreases pop happiness on the planet, but provides defensive armies and increases ethics attraction toward the Overlord's Ethics as well as creates Influence and Menace for the Overlord.
The legions and Archons in vanilla Tyranny probably no longer exist in Year 2200. I want to create something new for the Empire rather than restore them. I‘m sorry if that disappoints you.
The ideas of armies, leaders and buildings are interesting. They may be implemented in other forms.
I actually made Fatebinder army in old test versions. The Edicts can only be casted on the planets whose orbit has a Fatebinder. They were removed later.
There are the console commands that have a possibility of avoiding it, but I can't test them:
1. Type "effect = { ruler = { exile_leader_as = dionysian_hidden_overlord } }" in the console. The Overlord will be temporarily hidden.
2. After several months or several years, type "effect = { set_leader = dionysian_hidden_overlord }". The Overlord will come back.
This mod requires these DLCs: Utopia, Apocalypse, Ancient Relics Story Pack, Nemesis, Galactic Paragons, Astral Planes, Machine Age.
I just found this origin won't show up if Machine Age is missing, due to a oversight. Sorry for the inconvenience.
Something like specialists -> elites, 1/10 -> 1/1000, effect times 200.
I'll think about it. Before 4.0, most Archons would provide 1 vanilla special job per 10 pops, such as Duelist. Current version is a continuation of the previous design. The Archon-provided jobs may get fewer and stronger in the future. The Mages are unlikely to be adjusted in this way. I would prefer that they completely replace the researchers, but that's difficult to do without overwriting vanilla files.
As a side note at no point I have noticed any of my leaders having an Exarch trait. Maybe I am misunderstanding it's purpose, but shouldn't it have been applied to archons-to-be well before them becoming archons?
A normal leader has a 40% chance to gain the Exarch trait at level 4. An Exarch will become an Archon at level 8. However, a normal leader still have a 20% chance of becoming an Archon at level 8 even if she is not an Exarch. This will add some surprises, and it doesn't seem impossible in Tyranny.
Yes, that's probably what happened. Still, I suggest adding a proper message -- rise of a new Archon is an important event.
Weird. I had 9 leaders, who haven't started as Archons. 2 of them got to level 8, and both became Archons. 7 were between levels 4 and 7, but none of them are Exarchs. It might be a coincidence, but even the "7 non-exarchs" part should have less than 3% to happen. Probably a bug or a mod conflict.
It seemed to work fine in my playthroughs. I just used console commands to directly add experience to my leaders, and the result was basically in line with the probability. Maybe this is beacuse your luck or mods. But I haven't tested much yet. My most recent save only goes up to around 2280. If I find a bug later, I'll fix it.
Huh, in my new playthrough the second non-Archon to hit lvl4 got Exarch. So it probably was simply a coincidence.