Age of Wonders 4

Age of Wonders 4

Expanded Empire Tree
115 条留言
Hebrux 9 月 14 日 下午 1:36 
thanks!
SunSpartan  [作者] 9 月 14 日 下午 12:27 
I can't really without compromising the aim of the mod. But if the other mod ever stops being maintained, I'll just republish it myself.
Hebrux 9 月 14 日 上午 7:40 
That way if the other stops being maintained, it won't be a huge issue thanks to this mod
Hebrux 9 月 14 日 上午 7:39 
Although the following mod works perfectly with this one:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2971174823

Would it be possible for you to incorporate the city cap expansion without increasing cost feature into this mod?
SunSpartan  [作者] 9 月 9 日 下午 12:53 
Thanks for catching those, I've fixed the free cities rite and the final node on the astral tree.
fir2198 9 月 7 日 下午 10:27 
I'm not sure if it's just me, but nothing happens when I select the free cities influence rite in the general tree. I've tried in 2 separate campaigns, an ongoing one and a new one. Both don't seem to see any changes in influence.
TurtleMaster 9 月 5 日 下午 9:46 
Ah, thank you
SunSpartan  [作者] 9 月 5 日 下午 8:34 
@TurtleMaster: you can currently have both paths. There's a capstone at the end of each branch that unlocks the other branch.
TurtleMaster 9 月 5 日 下午 7:12 
Are you at all interested in making a version of this where you can have both paths? Maybe just a long stretched out line?
SunSpartan  [作者] 9 月 4 日 下午 1:45 
@TurtleMaster: Not yet. I'll start putting one together. But you should be able to see in game by hovering over the nodes.
TurtleMaster 9 月 4 日 下午 1:38 
Is there any sort of list with what everything on the tree is/does?
SunSpartan  [作者] 9 月 3 日 上午 10:27 
Small update today that adds some skills to the generic trunk of the tree and increases the affinity requirements for the early rites. Also makes whispering stones a repeatable rite.
SunSpartan  [作者] 8 月 31 日 上午 7:16 
@Hottie: I think if you order them properly. Not sure without testing.
HottieWithAShottie 8 月 30 日 下午 4:02 
Is this compatible with the mod City Cap Unburdening? If not, would you consider integrating its functionality?
AuroraOurania 8 月 29 日 下午 2:02 
The mana boost repeatable rite from astral isn't going on a timer or increasing in cost after I use it
SunSpartan  [作者] 8 月 27 日 上午 6:23 
@Grillby, not currently. But I think I'll make the generic node repeatable. I was waiting until after Archon Prophecies dropped before making any more changes. Now that it has, I'll revisit soon.
🔥Grillby🔥 8 月 26 日 下午 11:37 
Is there a way to increase the amount of whispering stones you can get with this mod?
[HN] 8 月 25 日 下午 4:43 
That's exactly what I'd wish the devs do. RIght now the Empire "tree" isn't a tree.
We call these kind of stuff "tree" because they have "branches", but a straight line isn't a branch.
Drezzy 8 月 23 日 下午 10:17 
@SunSpartan
From my point of view, repeating affinity requirements should be increased more per use or cooldowns added for those rites in addition, because as of for now building at least for dual afinities (not concentrating on single affinity), allows you to cheese those rites no problem whenever you want. For example In my campaign I already used 'Rite of Tithes' 3 times on turn 50 with only 6 affinity points and it lets me use it more without any cooldowns or restraints. Either afinity restrictions are not working properly or they are too forgiving. Please review it for balance. Thank you. Other than that you have built an amazing mod with dozens of options. Much appriciated.
SunSpartan  [作者] 8 月 23 日 上午 8:58 
They have increasing affinity requirements, so you can only spam as long as you have Imperium and your heavily invested in that affinity. I could see the argument for making the requirements higher though
Drezzy 8 月 23 日 上午 2:25 
same with 'rite of astral abundance'. Is this intended be design?
Drezzy 8 月 23 日 上午 2:22 
'Rite of Tithes' of Order affinity doesn't seem to have any cooldown,, so in theory you can spam it every turn if your imperium allows it and be swimming in gold :)
SunSpartan  [作者] 8 月 18 日 上午 6:37 
@Scrapulous

Alright.... any other mods?
Scrapulous 8 月 17 日 下午 10:13 
I'm also seeing Expanded Governance start at 500 imperium on a fresh game.
SunSpartan  [作者] 8 月 16 日 上午 10:17 
@Troxl Yes
Troxi 8 月 15 日 上午 9:59 
functioning with the new dlc?
SunSpartan  [作者] 8 月 12 日 上午 10:09 
Most be some other conflicting mod? Or you already have 1 point in it. Base game is the first point in Expanded Governance costs 200 and the second one costs 500. I didn't change anything about that.
Lord Vectra 8 月 12 日 上午 9:38 
Also, I disabled this mod and Expanded Governance went back to 200 Imperium.
Lord Vectra 8 月 11 日 下午 1:24 
How about 2g per level of renown for the city the governor is a governor of? At 2g, that means a max-renown Governor is equivalent to 1 vassal pre-change.
SunSpartan  [作者] 8 月 11 日 下午 12:06 
@Lord Vectra

Orderly Governance
>I wanted something that wasn't so vassal focused. Picked a small bonus as I didn't want to accidentally make something OP so early. Open to suggestions.

Druidic Empire
>Thanks, fixed

Expanded Governance
>Idk, ask Triumph. I didn't change that lol
Lord Vectra 8 月 11 日 上午 5:57 
Orderly Governance
>Nothing Burger. Granted, I dont take city stability has something to take seriously. Why was this changed?

Druidic Empire
> It says "<<m:City grant" so I assume you forgot the ">>" at the end there.

Expanded Governance
> I think 500 Imperium is really aggressive. Why so expensive?
fireball900 8 月 8 日 下午 7:02 
But otherwise thank you for the mod, I like it a lot!
fireball900 8 月 8 日 下午 7:02 
For me, the nature Druidic Empire node (500 imp req) has a wierd programming-esque typo regarding what city it affects.
AuroraOurania 7 月 22 日 下午 5:25 
Shifting the tree a little bit fixed my issue, thank you so much
robertpanasuk 7 月 12 日 上午 9:27 
I could definitely get behind an affinity requirement for the final node on the tree. I would say that 10 is probably a decent lower bound though I probably wouldn't go above 16.
SunSpartan  [作者] 7 月 10 日 下午 9:46 
I would definitely like mono affinity builds to get a boost. The repeatable rites sort of serve that purpose since they require increasingly higher affinity. Theres also an issue with a bug where affinity can't build up more than 500 though, so it kind of limits it. And unfortunately I cant really expand out the tree that much more without completely redesigning it as there's space constraints. I could make the final node that unlocks the second branch more affinity intensive though?
Syntax 7 月 10 日 下午 9:16 
Just played my first very long / massive map with and enjoyed it quite a bit. What I was hoping for, and I'm not quite sure this mod delivers - would be something that gives mono infinity (or close to it) empires a bit of a power boost.

Rainbow skittles of affinity is probably still the way to go, but overall Materium and Nature did have some nice goodies.

Wondering if you'd ever consider a version that had expanded the trees far enough that the only way to go deep into them would be to really stack heavily into one affinity?

Either way, is a fund mod to play with. I wasn't expecting the 2nd tree to be fully accessible after unlocking the node at the end of the branch so I didn't need to go nearly as heavy into materium as I did, and likely could have comfortably used other tomes.
SunSpartan  [作者] 7 月 3 日 下午 3:15 
@Nihil Yes, I believe creating a new affinity is possible.
Xoth 7 月 3 日 下午 2:11 
Can you create a custom new affinity you think? Curious if it's possible with your method, would like to mod in an outer ring around the tree.
SunSpartan  [作者] 6 月 29 日 下午 9:10 
@AuroraOurania I've just shifted everything down a bit, let me know if that works better for you.
SunSpartan  [作者] 6 月 28 日 下午 8:26 
Sure, I could do that.
AuroraOurania 6 月 28 日 下午 4:02 
Would it be possible to shift the last couple shadow peak skills around? On the largest UI scale, which I have to use, death magic is partially off screen and the skill that unlocks the sneak branch is completely covered by the rally of lieges button. Zooming in is a little hard for me due to some disability stuff that's also why I need to use the largest UI scale
Furin 6 月 23 日 上午 12:13 
Very cool, tx man.
SunSpartan  [作者] 6 月 22 日 上午 8:30 
Oh whoops! Thanks for letting me know, it should be fixed now.
robertpanasuk 6 月 22 日 上午 8:01 
I will second this with the added note that I am not getting it from nature skills but rather shadow and on rare occasions general skills. I would also like to note that I am not getting the Astral Dew every time but it is semi regular.
Furin 6 月 22 日 上午 1:38 
I think I am getting astral dew every time I select any nature skill, not sure if that is exactly the trigger or what else influences it. Last game I had 28 astral dew by turn 125ish.
SunSpartan  [作者] 6 月 14 日 下午 11:00 
I actually referenced Cody's mod a lot while making this. I've just put through a small update that tweaks some Shadow and Astral skills based on the above and buffed Nature some as well.


Also I fixed the Astral magical material rite and made the final rites in each branch based on Imperium rather than affinity.


Thanks for the feedback everyone!
Arno 6 月 13 日 下午 11:17 
I kinda agree with gleming pulsar here. Like having +100% food at the end of nature is kinda wtf when you finishing your game...sure maybe its ok if going full green affin but who does that. What I use is Codys' evolve mod for making changes to empire tree and I rly like them. But nontheless your mod is great direction as a concept to have more branches. Cheers.
robertpanasuk 6 月 13 日 下午 3:56 
@Silverwolf SunSpartan and I talked about this and your suggestion was the only (easy) way to fix the issue.
Silverwolf 6 月 13 日 下午 12:41 
Some of the skills labelled as repeatable can't be done more than once such as the rituals to gain magic materials, the problem seems to be the rituals require 600 affinity points but those stop accumulating after 500. Maybe replacing the additional affinity point requirement with increased imperium cost like the city limit skill in the base game if it can't be fixed?