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And finally, Zarkonnen, if you don't intend to continue development on this mod, I'd like to ask your permission to publish my own version of this mod so that I can share my version of this amazing mod.
Cthulhu Worship: Increasing the cost of Prophets doesn't seem to have an effect until the industrial era (when you start purchasing them) though, so it's still quite overpowered. "Neal" on the Zarkonnen website suggested changing it to bring hard to remove with Prophets and Inquisitors instead, which I might try, but I'm not sure if it would be as fun as applying pressure to a city in the other end of the world. I might consider changing it to "Religion spreads to cities 60% further away. Prophets cost 60% more. 60% less religious pressure from this religion. 60% of followers are left after Inquisitors and Prophets", but it seems a bit lengthy. I'm gonna test it though.
Dagon Worship: This wasn't as much a balance change as an attempt to make it feel more thematic. It is more fun playing though.
Fungi from Yuggoth: I should probably change FfY to +1P -2C because it's no fun having no culture until Amphitheatres (or religion), and the hammer boost is way overpowered.
The Black Goat of the Woods: I might change it to 20%, since it would still be decent if I did. At the moment it seems a bit weaker than Desert Folklore (not much, and it's so much more situational that I don't know if I have a good feel for it), it was definitely stronger before I changed it.
Elder Things: I haven't changed it, but I probably should since it's the weakest ability here. I can't figure out what change to make to it. I've left it as is for now, but some sort of buff really is in order.
The Messenger: I don't think I've playtested The Messenger enough to say that the change is balanced, but I felt that having to grow a city to 6 pop was enough of a downside that you don't need that much unhappiness, and given the amount of time it takes to do so 4 Science seemed a little underwhelming. I suspect I'll end up changing it to two Unhappiness
* The Black Goat of the Woods: +2 Faith from Forest tiles, 15% slower Growth Rate
* The Messenger: +6 Science and +1 Unhappiness from cities with population 6+
* Cthulhu Worship: Religion spreads to cities 60% further away, Prophets cost 60% more
* Dagon Worship: +1 Faith and Food from Fishing Boats, -3 Science per city
* Fungi from Yuggoth: +2 Production from Mines, -3 Culture per city
The original reach of 10 tiles covers (1+2+3+4+5+6+7+8+9+10)*6=330 tiles.
Increasing this by 30% leads to (1+2+3...+13)*6=546 tiles, increasing the number of tiles by ~65%
Increasing it by 60% leads to (1+2+3...+16)*6=816 tiles, increasing the number of tiles by ~147%
65*2=130
130<147
so 60% is more than twice as good. I think. I didn't include calculations for how many cities there can be (or typically will be) within this area, because i suspect it's above my level.
IMO this nerf will not kill the perk, as it is still extremely strong ; this will just slow the process and the reduced pressure will make it less of a pain to actively counter.
Great mod btw, thx for it !
Dagon: +1 food from fishing boats, -X science per city
Fungi: +1 production from mines, -2 culture per city
Cthulhu: reduce religion spread to maybe 50% and increase prophet cost a bit
I really like "Visitors from the Stars", but I don't think it's Lovecraftian, and I'm not sure if I can get that effect by editing data files.
(based on theories that extraterrestrials visited ancient civilizations)
* Necromancy: +15 faith whenever a citizen dies, +5 faith whenever one of your units is killed
* Human Sacrafice: 5% slower population growth, resistance in recently conquered cities lasts twice as many turns, +10 faith for every turn that a recently conquered city is being raisd.
* Ritualistic Canabalism: +8 faith in cities that produce less than 5 food per turn, +3 culture for every barbarian camp destroyed, all conquered cities are raised
* Holy Inbreeding: population growth becomes 2% slower per each new citizen born in a city
+3 happnies > +4 scenice
Imagine having over 20 cities with that pantheon? Your happnies will go to shit..... D:
Fungi is interestesting, it means that you can't get culture until amphipheters in liberty, but the ability to have 5-6 production tiles near the start of the seems really powerfull.
how about Dagon Worship giving *more* food for fishing boats (perhaps gold for pearls?) and *reducing* growth %?
kinda, if you chosen the path, you pretty much have to follow it as long as it gets you (or destroy fishing boats altogether, if you decide to stop worshiping Father Dagon, can't think any reason why, but there are *weirdos* around)
oh, one question - do you plan to push this further, or it ends here?
The worse your religion is, the more you want to spread it, and the better your religion is, the more you want to keep it, and keep it to yourself (unless your faith generation depends on spreading it).
+2 production from mines is pretty strong, I know. Idea is that it's balanced by the fairly crippling -2 culture per city, but dunno. Could change it to a fixed per-city bonus. Really wanted to make it +1 production from hills, but that doesn't work correctly.
+ Gold from boats is probably gonna come with fish-man hybridization. :)
And yeah, The Messenger is weak. I'll decrease the unhappiness to -2 and maybe add another science.