![]() I dont know exactly how to give suggestions about this trait, because I don't understand the original idea. And every killed unit bring you a science bonus (like the Sacrifice spell of the Infernal Pact building of the Veil). Opportunistic 3 : Every Recon unit have Teleport to Capital spell. Opportunistic 2 : +30 gold per killed unit. Opportunistic 1 : +2 gold per killed unit is nothing. I dont see which design this trait should bring. ![]() He does is very fast, and can field units to war faster than others leaders. The design is that this leader is grat to train his troops. Instructor 3 : +200 % passive XP speed from training in city. Instructor 2 : +100 % passive XP speed from training in city. Instructor 1 : Grand one free promotion to each unit (like it's now). Increase per each unit built and with each passive XP building ? 50 % hammer but infinite happiness in the city. Illusionist 3 should give something usefull and strong like : Illusionist 3 : -90 % hammer, -90 % gold and -90 % recherch is super hard for such a low effect. And they can passively level up in your cities. Usefull if you have some adept/mages to summons. Suggestions I do : This building make that each Illusion unit makes +0.5 happiness and +1 culture in the city per turn. Would feat more with Spirit or Mind magic school. Illusionist 2 : Overpowered building and not suited for the school. Increase with each promoted into illusion Adept/Mages/Archmages ? Calabims are already a powerhouse, with very fast grow, high production and superb vampires. Increase with each Dominated (captured) unit.ĭominant 2 : Command II for all melee, arcane and disciple units.ĭominant 3 : The Ministry of Truth building is available here, but not with the +20 % industry bonus. The idea is that the golems are now close to be sentient, and they serve, clean and work in the city day and night. The level 3 of Emergent Traits should be reached at mid-late game (not too late, but not too early).Ĭraftmaster 1 : Mobility 1 to all golems (as it's now).Ĭraftmaster 2 : Magic Resistance to all golems.Ĭraftmaster 3 : Sentient Golems (Each golem in city garnison reduce crime and unhealth by 1). It increased more if the unit has high production cost (if it's techniquely possible). The level of the trait increase for each siege machine or military golem built (every golems except mud golem). ![]() ![]() For exemple, Instructor trait has 3 level of experience, but only the 1 level has an effect. There are some Emergent Leader who have incremental traits which are not finished. This mod is great, thanks a lot to Black_Imperator to work on it ! ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |