Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
EitB v12 Wishlist/Progress

I mean when making the installer.

Everything short of the dll should be openable in notepad.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


Hello.

- I am an ancient multi player of FFH2 and his mods. I may want to play it again soon.

- In the past on your forum, I posted critics and propositions. I like to think about the balance and problems of the multiplayer, and may want to contribute to the discussion, if there are subjets to discuss.

-I looked at message 1 of this topic, but I don't think that is the only changements what you plan to do, because your discussion here take 29 pages ! smile

Is there a list of the modifications what you are planning to do in the next version of your mod Qgqqqqq ?

Not at my comp, but these posts have most changes in them. I suggest you read the context, though, as I have changed things since.

(April 10th, 2015, 17:20)Qgqqqqq Wrote: To codify this a bit more:


Bold indicates that I'm currently implementing these (but, as always, discussion is still open), Stricken means they're not going to happen, and italicized means the verdict is still out.

Proposals:


1. Guild loses +1h to workshops. +1h added to workshops by default.

2. Guarded lairs take 3 turns just like regular ones.


3. Windmills buildable at Mathematics Construction (not engineering)

3.1 On that note, Forts available at Masonry.


4. Aristocracy moves from -40% maintenance to -10%

5. Galleys lose 1 move (to 2 moves base, 3 with longshoreman)

6. Naval promotions are switched up. Longshoreman now loses 1 combat, Buccaneers now loses 1 cargo, and Skeleton Crew loses 1 combat, gains two cargo.

7. Eurabates, Drifa, and Abashi gain the Hero promotion.

8. Foreign Trade loses +1 trade route everywhere; gains +50% trade-route yield.
- Should this be +25%?


9. The Great Library gives +2b per specialist (from +1b)

10. The Dragon's Hoard gives +2 cpt, +100% cpt, +10gpt, Gems, Enchantment Mana, Mithril and Gold. (Instead of all other affects)

11. Pacifism gains infinite sage, infinite merchant slots.

11. Pacifism available at Philosophy, infinite sage/merchant slots.


12. Caste System gains low upkeep, +1g per specialist, loses +1b per specialist.

13. Wane requires level 5.

14. Pact of Nilhorn price reduced to 200h base (133h quick) 250h base (167h quick)


15. CRE recieves +100% Public Baths speed. Anti synergetic with Drama push, but eh well.

16. Sidar Palace gives +1g for priest specialists.

17. Warrens give +10% maintenance.

18. Barbarian Peace triggers on 125% of rivals score. Delayed for first 5 turns (so you don't lose it when you settle.


19. Bannor get +1h per cottage, (hamlet, village, town)???
- Too much? 1c instead? Or nothing?
- (How can this be implemented? Palace?)


19. New Improvement: Bannor Towns. Towns in Crusade upgrade to Bannor Towns after 15(?)t of being worked. Upgrading to Bannor Towns grants a Demagogue, and turns the Bannor Town into a Town.

20. Can switch religions/civics every 8t, not 10t

21. Druids gain Divine. Acolytes, Disciples Ecclesiastics, Savants, Thanes and Zealots can upgrade to Druids.
- Druids can be used to cast tier 2 spells you aren't in the right religion for.

(April 11th, 2015, 05:24)Qgqqqqq Wrote: Progress Report:

Key:
Done and untested: Blue
Done and Tested: Green
Done and fails disastrously: Red

Implemented:

Naval units gain +50% vs. Disciple units (Mod Notes: hard-coded in.)
Conquest Civic: Moves back to Warfare (from Education).
Military State: Moves back to Military Strategy (from Warfare).
Decius: Decius gains the Tolerant trait.
Summer Palace: Pedia Background and Strategy Entries updated/filled in.
Winter Palace: Pedia Background and Strategy Entries updated/filled in.
Form of the Titan: Pedia Background and Strategy Entries updated/filled in.
Boar Rider: Pedia Background and Strategy Entries updated/filled in.
Ljosalfar Palace: Pedia Background Entry updated/filled in.
General Palace: Strategy entry created/filled.
Tax Office: Pedia Background and Strategy Entries updated/filled in.
Rivanna The Wraith Lord: Pedia Background Entry updated/filled in.
Dwarven Slinger: Pedia Background Entry updated/filled in.
Stonewarden: Pedia Background Entry updated/filled in.
Planar Gate: Cost reduced from 200->100h
Pallens Engine: Cost reduced from 180->120h
Alduria Chambers: Cost reduced from 180->120h
- Reliquary gains a priest slot.
Wane requires level 5 (not 6)
Queen of the Line 9->16str
Airship divorced from Queen of the Line, Kuriotates can build both
Abashi gains the hero promotion
Drifa gains the hero promotion
Eurabatres gains the hero promotion
- Reliquary cost changed from 60h->45h
Lairs:
* Any military unit can explore Graveyards and Shipwrecks. (No Workboats!)
* Only Level 2+ units can explore Barrows and Ruins. (2XP minimum)
* Only Level 3+ units can explore Goblin Forts and Dungeons. (4/5XP minimum)
* Only Level 4+ units can explore Unique Features. (8/10XP minimum)
* Epic Lairs take 3 turns to explore, all other lairs take 1 turn to explore (exploration triggers at start of next turn
Naval Promotions:
* Longshoreman now loses one combat (instead of one cargo)
* Buccaneers now loses one cargo (instead of one move)
* Skeleton Crew now loses one combat, gains two cargo
Sidar Palace gives +1g to priests
Warrens give +10% maintenance
Dragon’s Hoard gives +2cpt, +100% cpt, +10gpt, Gems, Gold, and Mithril (and Enchanted Blade)
Creative gains +100% speed Public Baths
Workshops receive +1h base, lose +1h at Guilds
Forts, citadels and castles act as cities (allowing them to be used for lakes and so on)
Pact of Nilhorn price reduced to 250h base (167h quick)
12. Caste System gains low upkeep, +1g per specialist, loses +1b per specialist.
Tolerant Trait gains March (temporary fix)
Foreign Trade loses +1 trade route everywhere; gains +50% trade-route yield.

How does Foreign Trade fail tests, you may ask? Well mischief




lol





Incidentally, poking around for this proved something I'd never really realised before, that overflow from foodhammer units is taken in full, no matter if it exceeds the +100% of unit cost requirement. I wonder if there's a way to abuse that, especially in base...
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


- Thank you. coffeecup

- I have some experience in the multiplayer at simultenous turn, not by Play by eMail. But I don't think it much impact my way of seing the game.

- I comment because it might have an influence (or you can just don't care of my opinion ^^), and because it's can be a motivation for the modders to be supported. nod

(May 23rd, 2015, 16:58)Qgqqqqq Wrote: Not at my comp, but these posts have most changes in them. I suggest you read the context, though, as I have changed things since.

To codify this a bit more:


Bold indicates that I'm currently implementing these (but, as always, discussion is still open), Stricken means they're not going to happen, and italicized means the verdict is still out.

Proposals:

Quote:1. Guild loses +1h to workshops. +1h added to workshops by default.

- Excellent idea. No one build workshops until late game, in few situations : if you plant a new city and if you don't have slavery it's better to aim for farms + mines + workshops (at place of cottages).

Quote:2. Guarded lairs take 3 turns just like regular ones.

- It makes sens.

Quote:3.1 On that note, Forts available at Masonry.[/I]

- Always a good idea to make accessible earlier the improvements even if fort is still underpowered.

- What do you think of giving to the forts a zone of control when you got one unit inside ? It would open more utilies to forts in wild land barbarian control or in static defense vs fast units.

Quote:4. Aristocracy moves from -40% maintenance to -10%

- Here I don't understand. In EitB or Extramodmod, the good players tend in mid-game to go wide. Even if they don't do it fast, soon or later one player will conquier the cities of anotherplayer. In this situation he will have some maintenance to pay, and aristocraty is largely less good than city-state to diminish this maintenance.

- But, if the players of your PBEM tend to very often using Aristocraty, it's surely because it's better adapted for small empires they rules, or something. So maybe you got excellent reasons to change Aristocraty like that.

Quote:5. Galleys lose 1 move (to 2 moves base, 3 with longshoreman)

- Is it made to avoid too easy surprise attack ? Anyway I am for it, because I don't like fast naval exploration or transportation.

Quote:6. Naval promotions are switched up. Longshoreman now loses 1 combat, Buccaneers now loses 1 cargo, and Skeleton Crew loses 1 combat, gains two cargo.

- I don't understand what you are aiming here. To me, the skeleton crew should not exist because it's too easy, require no planification. We should have two or three kind of transportation units separeted for naval combat units.

Quote:7. Eurabates, Drifa, and Abashi gain the Hero promotion.

- It makes sens.

Quote:8. Foreign Trade loses +1 trade route everywhere; gains +50% trade-route yield.
- Should this be +25%?

- It should be 50 % because it's better to give stronger focused bonus to civics, to create real differences between then. After, if the civic is too much used, you can always renforce the others alternatives regims.

- The problem about foreign trade, it's there is not enough civic alternative for a cottages economy. I guess you have suppressed the civic which gave +100 % in cottages developpement speed (which was overpowered). Now you can go for conquest but cottages don't give much foods for that being a big difference of production (compared to aristocraty). I think there should be more interesting civic for more alternatives (maybe a civic which give +50 % developpement speed for cottage, but with no external commerce road, for early cottage growth).

Quote:9. The Great Library gives +2b per specialist (from +1b)

- It makes sens.

Quote:10. The Dragon's Hoard gives +2 cpt, +100% cpt, +10gpt, Gems, Enchantment Mana, Mithril and Gold. (Instead of all other affects)

- I don't see why it's important, but ok.

Quote:11. Pacifism gains infinite sage, infinite merchant slots.

- Excellent idea. Pacifism was nearly not taken, and it'hard at early game to have specialist. Lets's see what this changement can do !

Quote:11. Pacifism available at Philosophy, infinite sage/merchant slots.

- Yes I understand, to balance this new feature.

Quote:12. Caste System gains low upkeep, +1g per specialist, loses +1b per specialist.

- Good idea. Caste system was never taken.

Quote:13. Wane requires level 5.

- I don't understand. Sidar can be overpowered due to their capacity to produce experimented units : conquest, military state, colossus statu etc. I suppose you found them underpowered in your games. Bah, you will see, if now they can mass produce shades, you could revert them.

Quote:14. Pact of Nilhorn price reduced to 200h base (133h quick) 250h base (167h quick)

- Ok.

Quote:15. CRE recieves +100% Public Baths speed. Anti synergetic with Drama push, but eh well.

- I suppose that's for augment this weak trait. As the culture is nearly useless in the game, if you want to boost it again you can too give them a +100 % at speed to build the National wonder which make +100 % at creating specialist.

Quote:16. Sidar Palace gives +1g for priest specialists.

- Ok. Sidar are no more anti religious. hammer

Quote:17. Warrens give +10% maintenance.

- Ok. Warrens is the most powerful building after the governor's manor.

Quote:18. Barbarian Peace triggers on 125% of rivals score. Delayed for first 5 turns (so you don't lose it when you settle.

- I don't understand the utility of this choice.

Quote:19. Bannor get +1h per cottage, (hamlet, village, town)???
- Too much? 1c instead? Or nothing?
- (How can this be implemented? Palace?)

- They don't need that. Cottages is already powerfull.

Quote:19. New Improvement: Bannor Towns. Towns in Crusade upgrade to Bannor Towns after 15(?)t of being worked. Upgrading to Bannor Towns grants a Demagogue, and turns the Bannor Town into a Town.

- A create idea to boost the crusade. It means that bannor will tend to always been at crusade because in multiplayer, you need preparing war and units most of the time. But why not we'll see what bannors can do.

Quote:20. Can switch religions/civics every 8t, not 10t

- Very interesting for the spiritual leaders ! Good idea !

Quote:21. Druids gain Divine. Acolytes, Disciples Ecclesiastics, Savants, Thanes and Zealots can upgrade to Druids.
- Druids can be used to cast tier 2 spells you aren't in the right religion for.

- I don't understand the second sentance about the casting tier 2 spells by the druids.



- Jojo_Fr : Your second message, quoted :

(April 11th, 2015, 05:24)Qgqqqqq Wrote: Progress Report:

Key:
Done and untested: Blue
Done and Tested: Green
Done and fails disastrously: Red

Implemented:

Quote:
Naval units gain +50% vs. Disciple units (Mod Notes: hard-coded in.)

- It's to counter the octopus demons, too strong at the sea, I suppose. Very good idea.

Quote:Conquest Civic: Moves back to Warfare (from Education).

- Excellent idea. Conquest is still very strong.

Quote:Military State: Moves back to Military Strategy (from Warfare).

- Ok.

Quote:Decius: Decius gains the Tolerant trait.

- Tolerent is pretty funny, so why not.

Quote:Summer Palace: Pedia Background and Strategy Entries updated/filled in.
Winter Palace: Pedia Background and Strategy Entries updated/filled in.
Form of the Titan: Pedia Background and Strategy Entries updated/filled in.
Boar Rider: Pedia Background and Strategy Entries updated/filled in.
Ljosalfar Palace: Pedia Background Entry updated/filled in.
General Palace: Strategy entry created/filled.
Tax Office: Pedia Background and Strategy Entries updated/filled in.
Rivanna The Wraith Lord: Pedia Background Entry updated/filled in.
Dwarven Slinger: Pedia Background Entry updated/filled in.
Stonewarden: Pedia Background Entry updated/filled in.

Quote:Planar Gate: Cost reduced from 200->100h

- Sheaims will really love it ! Raising AC in multplayer is hard unless there are some A.I. As you play with some humans I think Sheaims are mediocre in your games, except the Pyro zombies who as always been totally broken (never understood why Erebus in the Balance did not nerf it by giving a cap of 40 % damage by explosion).

Quote:Pallens Engine: Cost reduced from 180->120h

- Ok.

Quote:Alduria Chambers: Cost reduced from 180->120h

- Ok.

Quote:- Reliquary gains a priest slot.

- Ok.

Quote:Wane requires level 5 (not 6)

- Already commented.

Quote:Queen of the Line 9->16str

- Ok.

Quote:Airship divorced from Queen of the Line, Kuriotates can build both

- Ok.

Quote:Abashi gains the hero promotion
Drifa gains the hero promotion
Eurabatres gains the hero promotion

- Already commented.

Quote:- Reliquary cost changed from 60h->45h

- Ok.

Quote:Lairs:
* Any military unit can explore Graveyards and Shipwrecks. (No Workboats!)
* Only Level 2+ units can explore Barrows and Ruins. (2XP minimum)
* Only Level 3+ units can explore Goblin Forts and Dungeons. (4/5XP minimum)
* Only Level 4+ units can explore Unique Features. (8/10XP minimum)
* Epic Lairs take 3 turns to explore, all other lairs take 1 turn to explore (exploration triggers at start of next turn

- Excellent idea to avoid the early awaking of mostruous unstoppable units.

Quote:Naval Promotions:
* Longshoreman now loses one combat (instead of one cargo)
* Buccaneers now loses one cargo (instead of one move)
* Skeleton Crew now loses one combat, gains two cargo

- Already commented.

Quote:Sidar Palace gives +1g to priests

- Already commented.

Quote:Warrens give +10% maintenance

- Already commented.

Quote:Dragon’s Hoard gives +2cpt, +100% cpt, +10gpt, Gems, Gold, and Mithril (and Enchanted Blade)

- Already commented.

Quote:Creative gains +100% speed Public Baths

- Already commented.

Quote:Workshops receive +1h base, lose +1h at Guilds

- Already commented.

Quote:Forts, citadels and castles act as cities (allowing them to be used for lakes and so on)

- I thought it was already like that.

Quote:Pact of Nilhorn price reduced to 250h base (167h quick)

- Already commented.

Quote:12. Caste System gains low upkeep, +1g per specialist, loses +1b per specialist.

- Already commented.

Quote:Tolerant Trait gains March (temporary fix)

- March is a very strong promotion ! But it's temporary you say, so ok.

Quote:Foreign Trade loses +1 trade route everywhere; gains +50% trade-route yield.

- Already commented.

Quote:How does Foreign Trade fail tests, you may ask? Well mischief




lol





Incidentally, poking around for this proved something I'd never really realised before, that overflow from foodhammer units is taken in full, no matter if it exceeds the +100% of unit cost requirement. I wonder if there's a way to abuse that, especially in base...

I hope you realize that by making that post unnecessarily long, you're making it a lot harder to respond to.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


- Excuse me. The list was long, and I lineary commented all the suggestions. I don't want to be unplesant to read and comment. shakehead

I have writted a shorter answer, where I suppressed some redondant things. Is that how you prefered ? :



- Thank you. coffeecup

- I have some experience in the multiplayer at simultenous turn, not by Play by eMail. But I don't think it much impact my way of seing the game.

- I comment because it might have an influence (or you can just don't care of my opinion ^^), and because it's can be a motivation for the modders to be supported. nod

(May 23rd, 2015, 16:58)Qgqqqqq Wrote: 1. Guild loses +1h to workshops. +1h added to workshops by default.

- Excellent idea. No one build workshops until late game, in few situations : if you plant a new city and if you don't have slavery it's better to aim for farms + mines + workshops (at place of cottages).

Quote:2. Guarded lairs take 3 turns just like regular ones.

- It makes sens.

Quote:3.1 On that note, Forts available at Masonry.

- Always a good idea to make accessible earlier the improvements even if fort is still underpowered.

- What do you think of giving to the forts a zone of control when you got one unit inside ? It would open more utility to forts in wild land barbarian control or in static defense vs fast units.

Quote:4. Aristocracy moves from -40% maintenance to -10%

- Here I don't understand. In EitB or Extramodmod, the good players tend in mid-game to go wide. Even if they don't do it fast, soon or later one player will conquier the cities of anotherplayer. In this situation he will have some maintenance to pay, and aristocraty is largely less good than city-state to diminish this maintenance.

- But, if the players of your PBEM tend to very often using Aristocraty, it's surely because it's better adapted for small empires they rules, or something. So maybe you got excellent reasons to change Aristocraty like that.

Quote:5. Galleys lose 1 move (to 2 moves base, 3 with longshoreman)

- Is it made to avoid too easy surprise attack ? Anyway I am for it, because I don't like fast naval exploration or transportation.

Quote:6. Naval promotions are switched up. Longshoreman now loses 1 combat, Buccaneers now loses 1 cargo, and Skeleton Crew loses 1 combat, gains two cargo.

- I don't understand what you are aiming here. To me, the skeleton crew should not exist because it's too easy, require no planification. We should have two or three kind of transportation units separeted for naval combat units.

Quote:7. Eurabates, Drifa, and Abashi gain the Hero promotion.

- It makes sens.

Quote:8. Foreign Trade loses +1 trade route everywhere; gains +50% trade-route yield.
- Should this be +25%?[/B]

- It should be 50 % because it's better to give stronger focused bonus to civics, to create real differences between then. After, if the civic is too much used, you can always renforce the others alternatives regims.

- The problem about foreign trade, it's there is not enough civic alternative for a cottages economy. I guess you have suppressed the civic which gave +100 % in cottages developpement speed (which was overpowered). Now you can go for conquest but cottages don't give much foods for that being a big difference of production (compared to aristocraty). I think there should be more interesting civic for more alternatives (maybe a civic which give +50 % developpement speed for cottage, but with no external commerce road, for early cottage growth).

Quote:9. The Great Library gives +2b per specialist (from +1b)

- It makes sens.

Quote:10. The Dragon's Hoard gives +2 cpt, +100% cpt, +10gpt, Gems, Enchantment Mana, Mithril and Gold. (Instead of all other affects)

- I don't see why it's important, but ok.

Quote:11. Pacifism gains infinite sage, infinite merchant slots.

- Excellent idea. Pacifism was nearly not taken, and it'hard at early game to have specialist. Lets's see what this changement can do !

Quote:11. Pacifism available at Philosophy, infinite sage/merchant slots.

- Yes I understand, to balance this new feature.

Quote:12. Caste System gains low upkeep, +1g per specialist, loses +1b per specialist.

- Good idea. Caste system was never taken.

Quote:13. Wane requires level 5.

- I don't understand. Sidar can be overpowered due to their capacity to produce experimented units : conquest, military state, colossus statu etc. I suppose you found them underpowered in your games. Bah, you will see, if now they can mass produce shades, you could revert them.

Quote:14. Pact of Nilhorn price reduced to 200h base (133h quick) 250h base (167h quick)[/B]

- Ok.

Quote:15. CRE recieves +100% Public Baths speed. Anti synergetic with Drama push, but eh well.

- I suppose that's for augment this weak trait. As the culture is nearly useless in the game, if you want to boost it again you can too give them a +100 % at speed to build the National wonder which make +100 % at creating specialist.

Quote:16. Sidar Palace gives +1g for priest specialists.

- Ok. Sidar are no more anti religious. hammer

Quote:17. Warrens give +10% maintenance.

- Ok. Warrens is the most powerful building after the governor's manor.

Quote:18. Barbarian Peace triggers on 125% of rivals score. Delayed for first 5 turns (so you don't lose it when you settle.

- I don't understand the utility of this choice.

Quote:19. Bannor get +1h per cottage, (hamlet, village, town)???
- Too much? 1c instead? Or nothing?
- (How can this be implemented? Palace?)

- They don't need that. Cottages is already powerfull.

Quote:19. New Improvement: Bannor Towns. Towns in Crusade upgrade to Bannor Towns after 15(?)t of being worked. Upgrading to Bannor Towns grants a Demagogue, and turns the Bannor Town into a Town.

- A creative idea to boost the crusade. It means that bannor will tend to always been at crusade because in multiplayer, you need preparing war and units most of the time. But why not we'll see what bannors can do.

Quote:20. Can switch religions/civics every 8t, not 10t

- Very interesting for the spiritual leaders ! Good idea !

Quote:21. Druids gain Divine. Acolytes, Disciples Ecclesiastics, Savants, Thanes and Zealots can upgrade to Druids.
- Druids can be used to cast tier 2 spells you aren't in the right religion for.[/I]

- I don't understand the second sentance about the casting tier 2 spells by the druids.

Hey everyone, and I've been thinking about my proposals via Bannor and Elohim, namely in light of Elohim getting free March promotion on all units.

In this comparison, I think it would be only fair (imho), if, say, to make Crusade civic more usable (not that it isn't already very useful in certain situations, but to help make them slightly more competitive for MP games) ... would be to give Demagogues the 'free promotion' tag that Adepts have.

This would allow newly spawned demagogues to, say, take Mobility 1 if they needed. Or a free combat promo (if mob1 doesnt feel necessary)

Since we can now have Catapults with Mobility 1, I think its only fitting that freshly spawned demagogues, the core of a crusade strategy, should have potential access to the same.

I think the 'Adventurer' unit should be fleshed out a bit, or at least given a unit combat, so that it could buy promotions prior to its first upgrade. Anything we gave the adventurer 'for free' would be lost upon upgrade, so no harm done, such as vision, a second move, wilderness bonuses, etc .... Whereas anything it had to buy with EXP, such as promotions, could be carried on into its various upgrades. One idea for a 'custom' unitcombat would allow for a myriad of choices available to the adventurer-wielder. For instance, some sort of combat/magic hybrid ... such as being able to buy channeling promotions (or at least Channeling I), or maybe a melee unit able to capture animals (if buying Subdue Animals before the upgrade) ... sort of like a potential 'jack of all trades' mechanic, where the heroes capabilities are almost limitless (only limited to what techs are available). You could even get an Archmage with Marksman promotion ... although the tech unlocking that promo is rather late-game.

If the custom unitcombat idea sounds a bit 'out there', what if Grigori had a UU of the 'adventurer' so that adv pops couldn't get the special goodies .... and this UU had a custom unitcombat .... And if there was ANY way for Grigori to have a higher than normal likelihood of popping adventurers from Lairs .... difficult to code, but a really fun notion.

It would probably only take a second series of python codes, specific to grigori, when exploring lairs. Popping an adventurer could be added to not just the REALLY BIG GOOD, but also to regular good, and perhaps even average exploration results. This would make Grigori FAR more likely to spawn an adventurer, in the field or otherwise, than anyone else.

----------------------------------------------

Demagogues give 'free promotion' tag

Imps buildable (for mortal factions) with Demon Altar + Arcane Lore tech ..... (or just with Demon Altar)

Sidar get new leader (Galespie) Gyr/Cha

New trait Gyr (Gyra Worshipper) -> All Disciple units get Undead Slaying and Favor*

Adventurers given a unitcombat, whether it be recon or some 'custom' unitcombat.
------------------------------------------------

*is technically worse than spiritual trait b/c it doesn't have the (no anarchy) or the cheaper temples. It does, however, have a focus on disciple-based combat, an option opened up to the Sidar b/c of recent priest related changes.

Gyra is the archangel of Arawn, and while the Sidar always oppose Necromancy/Death magic, Gyra is the most powerful being of the other realms that actually cares (Arawn being too close to the Death sphere to much care for the mortal happenings), and as a fanatic follower of Gyra specifically, and not just Arawn, Galespie wants to take the fight directly to all practitioners of the undead ... and all holy units swear allegiance to Gyra first, and their chosen god second.

Spoiler for Calabim. Current Calabim players, please do not read! Tasunke, this means you!!

(Q presumably has to read it, but don't share with Dreylin in 43!)

1. Units with Burning Blood promotion will never turn barbarian if they have the Loyalty promotion.
2. Loyalty is the Law I spell.
3. Calabim start with Law mana.
4. Research Bronze Working and KotE, and all your axemen can be +1 move, +20% strength, and blitz until someone else gets Metamagic II.
5. Profit?

Bah! :P

Sorry, Dreylin. It's not an instant win button or anything...



Forum Jump: