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For some reason they added devotees with enemy generals present which I couldnt figure out how to remove and replace without making a whole new building chain. Shouldnt really matter since it is so rare that an enemy general would sit around in a settlement you happen to have a cult in.
This is only mostly db changes anyways that should be exposed to anyone.
Feel free to link it, I'd be interested what other people do with Slaanesh mechanics.
Split it off into another mod as I had some reports that it was causing mp desyncs.
This gives the first one an actual use. Next update I will change the seduction cost reduction to apply to the whole province so you can stack the reduction.
Something to be said about making seductive influence work for everyone instead of just human/elves. Not sure it's within keeping with the theme of keeping the humanoids alive as slaanesh and making a vassal swarm. Again, probably wouldnt put that on this mod if I do make it.
And yes, I meant something similar to changing of the ways but a little different. Paying your special resource (devotees) to yoink a settlement for yourself or steal an army for a couple of turns.
with rituals you mean unholy manifestations? first and last of those coud be tinkered with imho, but they don't cost devotees, right? so it woudn't help with spamming disciple armies. in case you mean changing of ways then that woud be great. i woud be surprised if it's possible to give slaanesh something similar though. but then again, i have no idea.
overall i'm all for giving slaanesh something more and i think i'm not alone. someone (Lehafir) made 4 very similar mods that buff the cult corruption and the most powerful one is also the most popular one. anyway, good luck.
I might make the ritual mod into a separate mod though, I want to keep this mod short and concise.
Im not sure what a good alternative would be though. Cult buildings already have a -10% to seduce cost. Maybe change it affect whole province cost and increase the seduction limit by 1? Would fit in with the Slaanesh seduction and be quicker to obtain reduction before the last stage of seductive influence.
I'm also thinking of adding devotee upkeep to some of the buildings so it doesnt get too crazy.
Im not sure what else to add though, seductive influence already kind of does the whole debuff thing.
-Reduced devotees from Excess Cult Den to +10 from +25 to keep in line with CA devotee income.
-Changed the disciple script for cult building and ritual. Higher corruption increases the size of the disciple army and turn 30 / 60 will improve the quality of the army template.
Let me know how the disciple army feels, I may need to adjust the unit weights for the templates.
Marauders are already quickly beaten by many other units, and Slaanesh really benefits from having combined arms in its roster.