Age of Wonders 4

Age of Wonders 4

112 ratings
Theocratic Culture
11
3
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Tags: Mod, Cultures
File Size
Posted
Updated
351.093 MB
27 Sep @ 2:54pm
19 Oct @ 11:35am
11 Change Notes ( view )

Subscribe to download
Theocratic Culture

In 1 collection by Von Schnitzel
My Mods
19 items
Description
Theocracy is cultre mod heavily inspired by the AoW 3 class of the same name.
______________________________________________________

Theocratic cultre have two subcultures the defensive and support focused Monastic and the aggressive Knightly subculture.

All Theocracy weapons are available in the item forge.

Theocracy focus on stability and levy the lige.

Both subcultures have a completely unique unit roster except for 2 units (5 if you use all the sub mods).

Theocracy units belong to one of 2 groups based on their unit type Sacred Protector (SP) and Holy Warriors (HW) some abilities benefit from staking the same type, Venerated units buff SP and HW units which in turn buff Venerated units.
______________________________________________________

Shared "Affinity Order"

Missionary Scout

Evangelist t2 Support
______________________________________________________

Monastic "Affinity Order" All heros and leders have Holy Warriors.

Disciple t1 Battelmage

Martyr t1 Skirmisher

Cleric t2 Shield

Puritan t3 Shock

Hospitaller t3 Shield (can only be obtained thru levy the lige after building culture special building)
______________________________________________________

Knightly "Affinity Chaos" All heros and leders have Sacred Protector.

Pavisier t1 Ranged

Sergeant t1 shield

Crusader t2 Shock

Retributor t3 shield

Grand Crusader t3 Shock (can only be obtained thru levy the lige after building culture special building)
______________________________________________________

The following mods have built in compatibility

someday i'm uploading images and writing the lists but not today or tomorrow.


LTCU https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3023411279

LTCU: Cultural Extras https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3268269508

Culture Militias and Militia https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3462931643

Culture Tome Units and Anthro Helmets https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3110961239
______________________________________________________

Todo list

Replace spell icons (currently uses placeholders)

______________________________________________________

Balance is likely all over the place some things may be overturned some things may be undertuned do let me know and please keep this to the dedicated discussion.


When report bugs please keep them in the dedicated discussion that way i can easily find them.


This mod makes no modifications to any base game files however the required mod does modify 2 things frontend scene and tome of wonders culture.

Note: that the required mod is technically only needed if you want units to appear in the background or tome of wonders entry and can therefore technically be ignored it's however not recommended.
______________________________________________________

Known Bugs

Tome units is blank in character creation starting tome selection if insert is used (it work once you are in game so it's a not so big deal)
______________________________________________________

Fun fact this project was originally started some time after the release of Outlaw but was scraped then it was resurrected after i decided to scrap my Archon culture after the announcement of season pass 2.

Oh and don't forget to rate and all that sh.it if anything it helps with moral and thats good because if it get to low i'm going to fumble.
Popular Discussions View All (2)
36
27 Oct @ 8:45am
PINNED: Balance
Von Schnitzel
24
28 Oct @ 12:10pm
PINNED: Bug reports
Von Schnitzel
44 Comments
Daverin2112 28 Oct @ 4:34pm 
@Von Schnitzel All good, Von, thanks for being so on top of this mod for its initial release!
Dr. Sinclair 28 Oct @ 11:43am 
This culture looks and feels absolutely brilliant, thank you!
Von Schnitzel  [author] 27 Oct @ 8:29am 
@Daverin2112 There was originally supposed to be a holy site mechanic but it was a pain in the A so i scraped it and decided to focus on rally but i think i need to revisit the focus on rally because as it is its barly relevent to the culture.

Grand and Hosp boosting HW and SP as a separate thing from Ven isn't the worst ide and might work, as it is i will leave them and other thing as is and focus all my effort on the upcoming Dark rework as ther is a lot of work to be done with it.

There are some changes i want to do to late game Mon units but as mentioned it will have to wait.

there's still a minor bug fix coming.
Xherdos 18 Oct @ 3:36am 
Perfect for some Crusades and also when picking the Tomes for Order while also picking the Angel Major Transformation.
Arthur two sheds Jackson 10 Oct @ 4:54pm 
this mod is the most fun I had in the game since the beginning of this year, good work
Furin 9 Oct @ 8:47pm 
Works like a charm with the multitude of other mods I am running. A divine miracle fitting the culture :)
Furin 9 Oct @ 7:27pm 
This is very impressive, thank you for maing all these great mods!
Daverin2112 9 Oct @ 3:54pm 
So now that we have a much more tame combat bonus, it probably would now be appropriate to find some kind of economic bonus as well. Don't have any firm ideas, but maybe like, a bonus to the benefits of city stability?
Daverin2112 6 Oct @ 4:07am 
I had an idea inspired by M&M7, of all things. Maybe the Hospitaller and Grand Crusader both should have something like a weaker Exemplar ability, where they are about buffing allied units as well as their own role?

Seems exceedingly appropriate, they are kinda like the pinnacle of their subcultures, and means they have a use even if not raw damage/defense. Sort of a 'venerated as heroes because they act like them" sort of thing.
Daverin2112 5 Oct @ 4:44pm 
I think that is an effective approach for those two for now. It at least means having a minimum of two of them still makes sense even with a hero, even 3 since you have room for another Venerated at that point.

It also may be that just making the Commandery/Grange not so expensive and production-heavy works as well. I think the idea is in the right place, a faction with synergy with Rally is cool, just need to hit the balance right on the building itself.