Age of Wonders 4

Age of Wonders 4

Feudal Culture Rework - Subcultures
47 Comments
Dr. Sinclair Apr 17 @ 6:44am 
For your convinience, since i found it a little confusing:
feudal - T4 - harald - Unit 1 doni <--- Herald
feudal - T3 - YEOMAN - Unit 1 shield <--- Royal Retinue (No idea why it's internally called yeoman)
Feudal - T3 - range - Unit doni <--- Yeoman
Dr. Sinclair Apr 17 @ 6:38am 
Hello!
From my testing, only that the 3 mentioned units - Royal Retinue, Yeoman and Herald are not recruitable in cities by your new sub cultures.

In line with the promotions:
Royal Retinue should go to Clerical
Yeoman should go to Manorialism
And Herald should go to both of them
Lord Vectra  [author] Apr 17 @ 5:08am 
@Dr. Sinclair
What is the incompatibility you're experiencing? I can probably do it on my end.
Dr. Sinclair Apr 16 @ 3:13pm 
Hello! Currently working on a tiny submod to make your mod compatible with von schnitzel's mods, specifically https://steamcommunity.com/sharedfiles/filedetails/?id=3268269508 and https://steamcommunity.com/sharedfiles/filedetails/?id=3462932016

Most of the stuff from his mods already works great with this one, including the new promotions and culture specific abilities, so the only change necessary was to make the Yeoman, Royal Retinue and Herald recruitable in cities by the new subcultures. Units from his other mod seem to already work fine as they are.

However, i'd like yours and von schnitzel's permission first before publishing the submod :)

Thanks for the wonderful mods!
Lord Vectra  [author] Apr 2 @ 4:07pm 
UPDATE(4/2/25)
Hero Skill Trees of Manor and Clerical now show properly

Due to a new bug in the code:
If you are a Manoralism Ruler:
Non-Manoralism Heroes will gain the skill tree the turn after they are recruited

If you are a Clerical Ruler:
Non-Clerical Heroes will gain the skill tree the turn after they are recruited
GOGATSY Apr 2 @ 3:24am 
How do subcultures work in the new version of the modification? I don't see any new skill branches in manoralism and clerical subcultures on the hero screen after the update and tried it without other mods enabled.
Lord Vectra  [author] Apr 1 @ 11:50am 
UPDATE(4/1/25)
Fixes the crashing that occured when a Clerical or Manoralism empire appeared in a game

Feudal - Monarchy & Clerical
Longbowman
>Gained optional cavalry

Aristocracy
>Promotion doesn't work if you lack a non-Feudal city. This has been changed so you can promote them even without a Feudal City

Upcoming Updates
For the Monatch doesn't work if you gain the unit as a non-feudal. I will look into this.

Cancelled Updates
These subcultures will not get a second T3 unit. Feels awkward since they have a T4 unit, so I decided to drop that idea for this particular culture
Lord Vectra  [author] Mar 25 @ 2:03pm 
@Boricapra
Ah, didn't know it wouldnt do that. I reverted the change. Anyone whose playing this mod in the open beta, know that this will be updated when the open beta ends.
Boricapra Mar 25 @ 1:15pm 
Is the mod meant to cause crashes of the game when entering the culture section of faction creation screen until the Ogre update rolls out?
Lord Vectra  [author] Mar 23 @ 9:23am 
Oh, and longbow guy in the Feudal Culture has optional cavalry.
Lord Vectra  [author] Mar 23 @ 9:20am 
Emergency Patch(3/23/25)
>Fixes the crashing when opening a game in the future game update
Lord Vectra  [author] Mar 19 @ 8:58am 
Yes, it will be updated. It's already primed. Just waiting til the open beta ends
Obsidianwolf Mar 19 @ 8:52am 
is this mod getting updated with the orge update since the feudal culture is getting reworked?
Boricapra Mar 5 @ 10:34am 
Haven't tried it yet, but Magical Lords and Astral subculture seems like the thing I was looking for forever! Wizard-Lords here I come!
Lord Vectra  [author] Dec 10, 2024 @ 3:26pm 
@Namid sorry for late reply, and yeah, I forgot Feudal is at the top of the list lol
Namid Nov 30, 2024 @ 7:44pm 
I found the mod conflict - it was "Nymph Descendants", for some reason. Also, it crashed immediately entering the culture screen because Feudal is the culture that is selected automatically (at the top of the list), at least in my game.
Lord Vectra  [author] Nov 30, 2024 @ 7:08pm 
@Namid Doesn't really sound like anything to do with this mod. If it was this mod, it would crash upon selecting Feudal only and not crash upon immediately entering the screen to select your culture.
Namid Nov 30, 2024 @ 7:04pm 
I wanted to drop by to say I've run into a crash when creating a new faction. I'm not saying it's this mod - might be a mod conflict. What I know is, in the second screen where you pick your society type - the game just crashes. I'll try my best to figure out what it is.
Infinite Realm Nov 22, 2024 @ 8:18pm 
Replying to ''This mod works regardless of the DLCs you own""

Thank you !
Lord Vectra  [author] Nov 21, 2024 @ 2:44pm 
UPDATE(11/21/24)
Game's most recent update broke how the Transformation skills worked. This has been fixed.
Lord Vectra  [author] Nov 21, 2024 @ 12:02pm 
This mod works regardless of the DLCs you own
Infinite Realm Nov 19, 2024 @ 10:06am 
OMG You just change the way I thought about Feudal. The original game was so underwhelming it was practically useless against Mana addict builds and industrious bolstered defense build that can out last a match. But you have made me change the way I like Feudal with Your Mod

I just hope this works because I only got 2 DLC content and havent got EA or Dragons yet.

Im glad someone knew that Feudal needs a rework been wanting something better more mechanically interesting than the original. I like the original concept it just felt weak. But this one is a Yay for me!
eharper256 Nov 13, 2024 @ 11:42pm 
No worries, I was just setting off the English student in me lol. :D
Lord Vectra  [author] Nov 13, 2024 @ 4:54pm 
Lords is how the base game refers to them, and it requires quite a bit of time to change base game text for minimal gain.

I can see changing Interrogator's Blessing and Lord of Havoc. Prominence Mana Crush isn't my favorite, but I'll have to decline Plasma Hammer and Mountain Splitter. Everything else, including Clerical, will stay the same as the naming is meant to be straight-forward and not grandiose. Oh, and I feel Chivalry makes less sense.
eharper256 Nov 13, 2024 @ 1:39pm 
Pretty great.

The only thing I'll say is that purely from an English prose view of things, the titles of various things feel a bit awkward (too many "Lords" and some english sounds odd), so I decided to come up with more succinct sounding terms. Up to you if you want to use:

Feudal Prince => Chivalry

Lord of Crops => Lord of the Harvest
Unbreakable => Scarecrow's Duty
Lord for the People => Noblesse Oblige

Death Marshal => Shrewd Strikes
Interrogators Blessing => Cunning Plans

Lord of Havoc => Erratic Enchantment
Prominence Mana Crush => Plasma Hammer / Mountain Splitter

Lord of Production => Lord of Labour

Clerical => Clericalism
Since Clerical implies religious control, lords would become prelates.
i.e. Lord of Astral => Astral Prelate etc.

Lord of the Ethereal => Firmament Exarch
Lord of Fiends => Fiendish Exarch
Lord of Elem/Const => Fundament Exarch
Lord of Plants => Arboreal Exarch
Lord of Angels => Angelic Exarch
Lord of the Dead => Ghoulish Exarch
Lord Vectra  [author] Nov 10, 2024 @ 11:31am 
Update(11/10/24)
Text bug with Death Marshal has been fixed
Lord Vectra  [author] Nov 10, 2024 @ 9:59am 
Ahhhh, Death March needs a text update. Its only a text error but it inflicts remorse. Despair was changed to Remorse in the game patch, but I forgot to switch the hyperlink to the new one. Thanks for bringing up this oversight!
Krethlaine Nov 10, 2024 @ 9:53am 
Never mind, I'm just an idiot that didn't look at the mod screenshots.
Krethlaine Nov 10, 2024 @ 9:51am 
Hi. I was wondering what Manoralism's "Death March" skill actually does. In game, the skill reads "Your base attacks and melee attacks has a base 60% chance to inflict for 1 turn."
Zharevion Nov 6, 2024 @ 3:02pm 
Thanks for clarifying lord Vectra, i will await tomorrow's patch
Lord Vectra  [author] Nov 6, 2024 @ 10:51am 
Just spoke to some people, and the update is actually tomorrow, so this mod will work normally tomorrow without the need to have the tiger open beta active
Lord Vectra  [author] Nov 6, 2024 @ 10:44am 
@Zharevion, I was correct. The live game doesn't have the patch that fixed the crash. The TIger Open Beta fixed it but has not been integrated in the live game.

I added a disclaimer in the description that, since Tiger Open Beta is currently ahead of the live game, you will need to be in Tiger Open Beta (for now) for this mod to work.
Lord Vectra  [author] Nov 5, 2024 @ 11:05pm 
If I had to guess, the open beta is ahead of the live game. You probably need to be in the Tiger Beta until the live version catches up, but ill check when I get home
Zharevion Nov 5, 2024 @ 3:55pm 
Lord Vectra, im getting a crash if i try to open the encyclopedia with this mod active, thanks for all the great things you share!
Zharevion Nov 5, 2024 @ 3:38pm 
That is amazing, thanks lord Vectra!
Lord Vectra  [author] Nov 5, 2024 @ 10:50am 
UPDATE(11/5/24)
Updated for the new hero system. It is completely compatible!
Lord Vectra  [author] Oct 19, 2024 @ 6:28pm 
I try ^^
CreeperDelta Oct 19, 2024 @ 5:22pm 
Great additions! You add so much to the already amazing game, Vec
Lord Vectra  [author] Oct 17, 2024 @ 10:08am 
UPDATE(10/17/24)
Added some hyperlinks to make things look more clean

Added screenshots of the Feudal Skill Trees for both Clerical and Manoralism

Added a disclaimer image to let people know this will be updated/adapted to the new hero class system
Lord Vectra  [author] Oct 15, 2024 @ 5:30am 
And I'm not doing Reavers for the same reason I'm not doing Industrious
Lord Vectra  [author] Oct 15, 2024 @ 5:29am 
I have an idea for a 3rd Dark subculture for my Dark Subculture mod. I don't have one for Feudal. I will be doing a Culture Rework/Subculture mod for High.

I will not be doing Industrious because the culture in theme and mechanics just does not interest me, and I would rather leave that to someone who may be more passionate about that culture.
Championxs Oct 15, 2024 @ 3:22am 
Any chance you're gonna add in more sub-cultures to each faction (besides the ones that already have em) Like a material one for feudal since Nature alignment works beautifully with both astral material and chaos with a few overlaps to order.
My name is kiiiiiiiiiiiiiiiii Oct 14, 2024 @ 3:53am 
Wonderful ideas here. Gone from the least interesting to the most interesting.
Ringwraith Oct 13, 2024 @ 11:19pm 
Mod is awesome. Really interesting concepts that make Feudal so much better. Also there's no AI art AT ALL in the game or the mod. Don't go crazy over something completely unimportant. You're awesome.
Jet Magnum Oct 13, 2024 @ 8:36pm 
Well, I think the thumbnail looks awesome. Looking forward to trying this out, hope the coming update doesn't break it too badly.
Lord Vectra  [author] Oct 13, 2024 @ 7:44pm 
I mean, if you want me to use "save image as" on google images lol. Just a thumbnail but yoir choice.
Khornelia Oct 13, 2024 @ 6:03pm 
AI thumbnail = instant loss of interest