Age of Wonders 4

Age of Wonders 4

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Feudal Culture Rework - Subcultures
   
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5.745 MB
Oct 13, 2024 @ 11:28am
Apr 2 @ 4:04pm
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Feudal Culture Rework - Subcultures

In 2 collections by Lord Vectra
Substantial Gameplay Improvement Mods
26 items
Lord Vectra's Mods
36 items
Description
Feudal Culture Remastered (w/ Subcultures) is here!

I will only mention changes. If I don't mention that something is removed, assume it is still there.

Generic Changes
Knight
>Gains Feudal Prince
>>When he is at high morale, gains Toughened (+1 defense and +1 resistance)

Manoralism (Vanilla Feudal but better)
Stand Together
>Grants adjacent friendly units a 15% damage boost.
>At high morale, gain Tenacity Boost (ignores damage penalties from casualties by 25%)

Lord's Manor and Temple of Exalted
>Now also affects Feudal Lord economic bonuses
>Temple only gives a +50% bonus to the Lord skills specifically
>Lord of War is treated as giving +25 draft for the purpose of those buildings

Feudal Lord Skills
>Each Lord skill grants +5 gold in addition to their normal effects and each cost 0 Skill Points
>Lord of War's regeneration works regardless of territory
>Each Lord Skill has a Skill Tree. Each Lord Skill unlocks 1 skill, and that skill will unlock the last skill of the tree. The skills they unlock do cost 1 skill point.

Clerical (Astral Subculture)
Unity's Embrace (replaces Stand Together_
>Grant adjacent allies +1 lightning and spirit damage
>At high morale, heal 8 Temporary Hit Points at the end of each of this unit's turn

Magical Lord Skills (replaces Feudal Lord Skills)
>Each grant an economic passive to the city and represents an affinity (I.E. Lord of Chaos grants 20% rushing discount to units)
>Each Skill unlocks you 1 skill that is equivalent to an enchantment in that affinity
>However, once you build the Lord's Manor, you can immediately select the capstone skill which grants a vanilla transformation based on that affinity (ignoring elemental weaknesses) and grants you +6 resistance to a damage channel associated with that affinity, then grants all non-hero units in its army +4 resistance to that damage channel (assuming they are Army Leader)
>>I.E. Lord of Chaos grants Demonkin w/o its elemental weaknesses, has +6 fire resistance, and grants non-hero units its leading +4 fire resistance. These transformation skills cost 0 skill points

Lord's Manor
>As mentioned before, building your first one unlocks all the Transformation skills

To-Be-Done
Each Subculture will have an *additional* Tier 3 Unit which will be a later update (because I think all Cultures should have two T3 units anyways). I have some ideas, but if you guys have any ideas yourselves, don't be afraid to share.

About the upcoming Hero Changes Triumph is Implimenting
I will be able to adapt to the new system so don't be afraid of me dropping this mod. I got it handled; this will be adapted to fit into the new system.

Bugs
If you look at Clerical's Tome, you will see a large list of skills the size of the wall of china. I wouldn't say it's a bug but thought I'd mention you so you aren't surprised by the immediate large amount of text

Did you know steam has a follower mechanic where you can follow modders? I didn't either. You can go here and follow me if you want to be up-to-date on any future tome mods I make (or any mod I make in general): Wanna follow?

Support/Commissions
If you want to support me, you can donate here: Wanna Donate?[ko-fi.com]
If you want to commission a tome, go here: Wanna Commission?[ko-fi.com]
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.