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Old March 12th, 2009, 02:03 AM
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Default Re: Mod in Progress: Holy War

I think the tablet should state exactly how much gold its upkeep is. I don't know what's a reasonable amount, especially if it lowers unrest. Putting few of those into a rich province and increasing taxes would double the income without lowering population (since you don't even need to patrol).

I think Holy War Lite should have all kinds of pure-holy spells, and the bigger version should have more crosspath spells. I was thinking of Lite on my last post, trying to make the spells just holy versions of effects normal mages got access to several research levels earlier. A single-target damage spell at Evocation 4 isn't going to change balance one way or another. The only one I can really envision changing things is the Thaum 7 spell I suggested, because it will target enemy mage-priests if he doesn't bring any sacred units. Perhaps one of the Construction summons should be 20-hp, high-mr moving base that has a magical ranged attack. Anyone could construct one or two of those and use them to draw the spells away from the more vulnerable mage-priests. Or perhaps just make the spell have non-100 range, so that it's possible to position your important mages out of the range of enemy priests.
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Old March 12th, 2009, 05:02 AM
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Default Re: Mod in Progress: Holy War

Burnsaber, I like your idea on Holy War Lite If I could add just one more idea for you to ponder:

Make all *national* pure priests (so not those mage-priests or SC chassis "priests") gain one level in Holy. So H1 priests would become H2, H2 would become H3, and H3 would become H4 (and in cases where H3 priests can be recruited everywhere (like the Lizard King for C'tis) change them to Capital only). Of course the price would have to be adjusted accordingly

Currently there is really no incentive to buy national priests (except H3 ones, if you have a good bless the possibility to bless them all in one go and then smite smite smite), as indy priests are able to do everything national priests and you can recruit them from non-fort temples.


For Holy sites, maybe monasteries from where you can recruit special priests or sacred troops. Like a warrior-monastery, from where you can recruit crusaders (Heavy cavalry stats but they are sacred), Faith Healers (immovable H2 priests (movement 0/8 for example) who have the Healer attribute; those with afflictions would have to come to them to get a chance on getting healed), a location where you can summon Flagellants ("Temple of Retribution" -> A priest can enter to summon flagellants, and perhaps even a place where you could recruit sacred assassins ("The Lord works in many ways", recruit assasins who are considered to wear the Shroud of the Battle Saint).
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Old March 12th, 2009, 07:23 AM
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Default Re: Mod in Progress: Holy War

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Originally Posted by Jarkko View Post
For Holy sites, maybe...
Would you mind it if I incorporate some of these into Magic site Mod?
1) Temple of War (Holy 1, uncommon): units heavy infantry, knight; commanders crusader (H1), high priest
2) Monastery of Healing (H2, uncommon, unique): commander Faith Healer
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Old March 12th, 2009, 07:46 AM
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Default Re: Mod in Progress: Holy War

Quote:
Originally Posted by Endoperez View Post
Quote:
Originally Posted by Jarkko View Post
For Holy sites, maybe...
Would you mind it if I incorporate some of these into Magic site Mod?
1) Temple of War (Holy 1, uncommon): units heavy infantry, knight; commanders crusader (H1), high priest
2) Monastery of Healing (H2, uncommon, unique): commander Faith Healer
If you find them suitable, please do add them
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