Millennia

Millennia

National Spirits Rebalanced
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).
THE BAR 2024 年 12 月 11 日 下午 2:42 
Huh. I see in the files that the Wild Hunters' innovation is supposed to add food to meat, not culture, but I still get culture from mine.
THE BAR 2024 年 12 月 11 日 下午 2:25 
So did you miss the Wild Hunters innovation still giving 1 culture from meat? Cause, uh, turning improvement points into production just means you get to build more -and- turn it into IP when needed. WH seems to have gotten a massive boost, while Mound Builders get three kinda lame tile improvements that do a whole bunch of very little.
Red Death 2024 年 12 月 10 日 下午 4:39 
Hmmm, not sure if I would have made the same kind of changes. My biggest problem with the base game NS is that some help you a lot to get the required XP, while others don't at all.
Eomdil  [作者] 2024 年 12 月 10 日 上午 11:09 
Absolutely ! Im planning to go through all 4 ages of National Spirits. :steamthumbsup:
Shima 2024 年 12 月 10 日 上午 8:44 
Some great stuff! Are you also considering rebalancing later national spirits?
warriorandtoaster 2024 年 12 月 10 日 上午 5:28 
Thank you!
Eomdil  [作者] 2024 年 12 月 10 日 上午 2:26 
The mod should work fine with Update 7, as the Machinery National Spirit seems to be the only change to National Spirits in the update. :steamthumbsup:
warriorandtoaster 2024 年 12 月 10 日 上午 1:17 
Will this need updating for the patch that just came out today?
Jack Jack Attack 2024 年 12 月 9 日 下午 1:57 
Decent overall changes.
THE BAR 2024 年 12 月 7 日 下午 12:35 
Lots of neat stuff in here, looking forward to more!