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Edit: if you want to see the rules, the WIP ones I have so far are thus:
==Units==
- Belphegor and Auric Ascended, as they are too op
- Disable orthus, hes too strong to deal with at how early he shows up
- If you get a mane somehow and aren't infernals, you are forbidden from settling it in a city because demonic citizens modifier is busted
- units with channeling 3 are forbidden from upgrading to immortals
- no assigning mages to great commanders, as great commanders allow getting a bunch of extra promotions and this allows mages to be even more broken
==Magic==
- op economic spells (creation affinity (abundance, muse), earth (diligence), enchantment (create artifacts), law (cosmic order, unyielding order), life (fertility), mind (greater inspiration, not the normal version), spirit (greater hope, not normal version), force (greater ring of warding due to defense to all cities))
- greater summoning spells including greater fireball (except greater skeletons are allowed because they suck), but you can just delete the summons past what the base spell gives to use them in a balanced way if they aren't rebellious
- gaining channeling 3 promotion through circle of gaelan
- no summoning imps with ashen veil divine 1 spell, there is a lot of jank possible through upgrading them after that
- dimensional (planar binding) as it allows summons to live forever and be accumulated to stupid quantities
- rites of oghma ritual (too much mana gets broken affinities)
- channeling 4 spells (maybe there is a balanced one among there, but it would be the exception rather than the rule)
- max 4 mana of a particular type: if above it, dispel nodes using metamagic, or if you cannot, then destroy the road under them. If this cannot bring you below 4 mana (such as due to having many mana giving wonders) then you can stay where you are. Building more wonders that give mana of the type you are at 4+ at is not allowed if you can't dispel or remove roads to get under the limit. This is to stop out of hand affinity shennanigans.
- dispelling mana nodes except in the above circumstance
- disable world spells, some are really annoying
==Wonders==
- Tower of Mastery
- If you have started/own the Library of Oghma or the Crown of Akharien you may not build the other, as this is too much research (but you can conquer the other)
==Religions==
- disable matronae religion in settings as it obsoletes other religions with how much broken stuff it gives
- disable house of plenty, curators can upgrade to geniuses who insta build wonders and can add great persons to a city, also their temples give happiness to cities on the continent
- disable ring-givers religion, their temple is too op
- No building more than 4 religion holy sites. These are the buildings that scale off the number of places converted by the religion (laeran cord has 2). If the building can only be made at the religion's holy site, then founding the holy site counts against the limit. Unstable holy buildings like foxmen and sons of discord religions don't count towards this, neither does dragon cult because its holy sites only give minor culture scaling. You can gain as many as you want through conquest.
==World==
- disable villages/huts, they are too random and mess with balance (some people get mysticism and ether, others a stack of 8 barbarian warriors)
==to investigate==
- unit commanders get their exp and level set to 0 but don't lose promotions, is it worth putting some more rules on it?
- what are the limits to the spirit 4 peace spell? can you just war right after?
- should unique features be disabled? they can be pretty broken and farmed for items
- should summon succubus from salos pact be banned? might be op
It like the most stable for multiplayer and it suppose to be meant for balance too. I mean it's not my favorite. My favorite mod is Orbis, but no one is updating or working on it and it crashes and has OOS at times. :(