Millennia

Millennia

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National Spirits Rebalanced
   
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2024 年 12 月 5 日 上午 8:36
2024 年 12 月 11 日 下午 3:57
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National Spirits Rebalanced

描述
The intention of this mod is to make all National Spirits equally viable. That can include nerfs for some and buffs for others.

Currently only the National Spirits of age 2 have been reworked.

All changes should work fine, but there could be missing flavour texts.
Everything is in English only, no localization.
The mod might work without the DLCs, but no promises.

Any input or ideas are welcome.
I will continue to work on balancing the age 2 National Spirits while also starting work on the age 4 ones.

Changelog

12.12.2024: Fixed changes to innovation events not working properly. Lowered bonuses from Wild Hunters "Bone Tools" and "Keen Hunters".

07.12.2024: Fixed buffs on buildings and improvements not being displayed correctly.

What the mod changes:
Ancient Seafarers
  • Shell Dyer can now turn 1 additional shell into dye and generates culture while worked.
  • Innovation event now adds production to shells and dye, instead of food to shells and exploration xp to dye.
Barely any changes, but the Shell Dyer is more useful now.

Naturalists
  • Deleted "Know the Terrain".
  • New ideal "Natural Forestry", adding production to unimproved forests.
  • "Communal living" adds more housing and also sanitation.
  • "Gardens" now also add sanitation.
  • Innovation event additionally adds sanitation to worked unimproved forests.
These guys badly needed some love. The upgraded Communal Living and Gardens should help with supporting the population, while the new Natural Forestry makes it more worthwhile to work unimproved forests.

Wild Hunters
  • Deleted "Salt Curing" and "Smoked Meat".
  • "Bone Tools" now adds production to Bone and Ivory, instead of improvement points.
  • New ideal "Keen Hunters" adds a small amount of culture to hunting camps.
  • New ideal "Swift Hunters" adds movement to Bow Hunters.
  • Unlocking Elephants and "Swift Hunters" each add 1 Ivory to the homeland.
  • Innovation Event now adds food to Meat, Bone and Ivory, instead of culture to meat.
Gone are the days of endless meatculture and improvement points. A hard nerf, but necessary in my opinion. And their hunting camps will still generate culture even when turning the meat into delicacies.

Raiders
No changes yet.

Warriors
No changes yet.

God-King Dynasty
  • Deleted "Quarry Expertise".
  • Ideals "Quarry Makers" and "Stonecutters" put together into "Quarries and Stonecutters"
  • New ideal "Valuable Stones" adds gold to Stone blocks.
  • New ideal "Expert Stonecutters" adds improvement points to Stonecutters.
  • Improved Pyramid and Pyramid Tomb.
Sadly the Pyramid and the Pyramid Tomb were a joke, especially considering their building limitations . These upgraded versions should be more worthwhile to build.
This National Spirit is also the only one getting a bonus to improvement points (except for a small bonus for the Messengers).

Mound Builders
  • Deleted "Hoe-Farming", "Formative Civilization" and "Food Rationing".
  • Burial Mounds culture lowered and limited to 3 per region.
  • Adjacency bonus of Mound Towns has been doubled.
  • "Commoner Cremation" also adds some wealth to Burial Mounds.
  • New ideal "Mound Huts" adds housing to Burial Mounds.
  • New ideal "Selected Farming" lets Burial Mounds gather wheat like a farm.
  • New ideal "Mound Culture" adds culture to Burial Mounds (bringing it back to 2).
  • Innovation event adds production to Burial Mounds, instead of improvement points.
As with the Wild Hunters, no more endless amounts of culture and improvement points. But more importantly: The most efficient diet in human history had to go away.
This National Spirit is now almost completely about building and upgrading the Burial Mounds.

Olympians
  • Deleted "Marathon Runners".
  • New ideal "Military Athletes" adds Diplomacy XP to war camp-type buildings.
  • Ideals have been heavily shifted around.
  • "Klimax" now adds 20% defense to line units instead of 10%.
  • Hippodrome building has been improved.
  • Innovation event adds Warfare XP and Exploration XP to the Hippodrome instead of Diplomacy XP (which it now starts with).
The new layout of the ideals allows the Olympians to generate cheap envoys much sooner. The Olympic Games are unlocked later, as their use early on is questionable without the last ideals.

Messengers
  • Deleted "Domesticated Camelids", "Gifts of Fleece", "Provincial Outreach" and "Acllas".
  • Lowered cost of "Chasqui Messengers".
  • New ideal "Adapted to Immigration" adds high amounts of housing and sanitation to the Homeland to supply the population brought in by messengers.
  • New ideal "Socializers" improves the Meeting Hall and Markets.
  • New ideal "Establishing Trade Agreements" spawns 2 Merchants in the Homeland.
  • New ideal "Merchant Culture" adds culture to Tradeposts.
  • Tambo adds some wealth in addition to its 1 diplomacy point.
The new ideals should help the Messengers to deal with a high population in your homeland early on, especially when the first sanitation improvement isnt available yet, while also raising their culture through Tradeposts as they establish a lot of outposts.
热门讨论 查看全部(1)
0
2024 年 12 月 12 日 上午 5:19
Ideas? Tell me about it!
Eomdil
20 条留言
Daveplays7 7 月 6 日 下午 8:42 
the Hunter national spirit that both give one ivory to homeland only give one ivory together instead of each, I got swift Hunters second so I'm not sure if that one is broken or them together
Loffas 1 月 15 日 下午 11:11 
I like the idea of balancing the national spirits. Not sure that I agree with your assesment of what is needed to be nerfed though. Just like some one else commented, nerfing hunters and mound builders is abit strange. I mean if a player really want to min max they go for raiders. a few improvement point here and there or five new cities and tens of troops for free. I mean the raider spirit is insane :) You pick that and just steam roll any AI that is close.

I would try to think when balancing. That all spirits should make alot of difference in the age it is playing, some difference in coming ages and a little difference in the far future ages. All should give some help in defence and/or attack.
That is my two cents anyway
CharlieBrown 1 月 3 日 下午 2:38 
I found the error, line 207 of godking xml, I changed it to:

TriggerOnEntityCreateType-B_TILEIMP_STONECUTTER-TOH_STONECUTTER_BUFF

I'm using your mod as base for my own NS overhaul (not published), hope you don't mind.
Eomdil  [作者] 1 月 2 日 上午 11:11 
I will look into that. Thank you ! :steamthumbsup:
CharlieBrown 1 月 1 日 上午 9:09 
Under God King, stonecutter +1 to improvement points seems to only work for already built improvements. Newly built ones doesn't get the +1 for some reason
Dissenswurst 2024 年 12 月 19 日 上午 11:42 
Deleting improvement points from some of the National Spirits means I won't play your versions of those National Spirits. The damage coming from that is lethal in my eyes.
frasystm 2024 年 12 月 16 日 上午 2:33 
Great work!

Can you make a little mod for National Spirits Age 6 "Commanders-Grognards" , please!

From this one:

UnitPromotionXPTable,10:20:30:40:50 to UnitPromotionXPTable,10:20:30:40:50:60

StatCombatXPMax,ADD,20
Eomdil  [作者] 2024 年 12 月 12 日 上午 5:11 
As the Mound Builders are quite literally named after their unique improvement, I figured I would make sense to make their ideals all about it.
But I have also noticed the dilemma of the whole national spirit falling off once the mounds stop being useful.
To counter this I would have to come up with some new permanent bonus for them, since the original 50% food requirement was far too powerful, the 50% discount to farms never seemed to make much sense for them thematically, and the +1 level to all regions was as useless as they come.
THE BAR 2024 年 12 月 12 日 上午 12:40 
Neat! Sorry if I came off as brash. Can you explain your reasoning for how the MBs work now? They seem a bit scattershot to me, and will eventually get completely superceded by tech. They bring nothing to the table but a bit of quality of life to the early game, then some faster grassland development once the mounds themselves are irrelevant. I suppose that +1 engineering mana really is that useful, which I won't disagree with.
Eomdil  [作者] 2024 年 12 月 11 日 下午 4:02 
Thank you for making me aware of the innovation-problem.
I have updated the mod with a fix and also lowered the hunters culture bonus to hunting camps from 0.5 to 0.3 and the production bonus to bone and ivory from 2 to 1 (which can now only be turned into 0.2 improvement points instead of 0.4).