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Thread: Extended Cultures Discussion

  1. #181

    Default Re: Extended Cultures (XC)

    Born_Blind, Hard_Of_Hearing, Kind Wife ... lol .. indeed, where ideas from?

    Born_Blind should be good at Night battles, I guess , but if general is also Completely_Deaf?! ... then all hopes lie on the shoulders of Kind Wife

    Luc, there are retinues in XGM that give a discount on unit training costs as far as I can recall. But, would be good to see this extended.

  2. #182
    Suppanut's Avatar Idea-O-Matic
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    Default Re: Extended Cultures (XC)

    Quote Originally Posted by LucretiusTC View Post
    How about adding some traits or ancillaries that affect to the unit training costs? I think that is a valuable bonus to any Governor. Maybe something like 5%/10%/15% discount on unit training costs, or in some cases the similar kind of increase in the case of somehow bad Governor.
    Thanks for ideas. There are already have some units training cost reduction in ancillaries but not yet in traits. I like your idea but I still don't have any good names in mind. Maybe something like...

    GoodRecruiter
    LV1 Inspired Recruiter
    -10% training units cost
    LV2 Expert In Propaganda
    -20% training units cost, -1 farm output
    LV3 No Strongman Left Behind
    -30% training units cost, -2 farm output

    BadRecruiter
    LV1 Begging To Join The Army
    +10% training units cost
    LV2 Dumb about Mobilization
    +20% training units cost, +1 farm output
    LV3 Sword to Plowshare
    +30% training units cost, +2 farm output

    Feudalist(for horse and Eastern factions only)
    LV1 Rule by Patronization
    +10% training units cost, -20% Animal units Training Cost, -5%Tax
    LV2 Mobilized by Loyalty Oath
    +15% training units cost, -30% Animal units Training Cost, -10%Tax
    LV3 Feudal Lord
    +20% training units cost, -40% Animal units Training Cost, -20%Tax

    etc.

    Besides I have been wondering how much those various traits and ancilllaries as a whole affect to the general gameplay and the balance in the game. Will there be some kind of super-Generals and Governors, or will there will be kind of guys that need to be sent to into the exile to the small island or to the suicide mission as a cavalry commander....
    I done "Ethnic Traits" mainly to made sure that less likely to have useless general although there would made more likely for super-general to appear. But for XC traits I made them to add aspect of traits which still lack in XGM by use XC's potential which would not affect stat as much as previous ET(except Management which originally deflat when compare to other stat) but effect game in other way.

    And Suppanut, I just wonder where do you get all those ideas...


    Luc.
    Most of my works came from my bathroom EUREKA and for new health system are create from studying in EB mechanism and made somthing more simplified. I will also add many brillient ideas from "The Sloth" of Roma Surrectum team as well as some others which post in RS forum's thread "Looking for New Trait/Ancillary Ideas - Post Here".
    Last edited by Suppanut; October 08, 2008 at 11:27 AM.
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  3. #183
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    Default Re: Extended Cultures (XC)

    Quote Originally Posted by Magister Equitum View Post
    Born_Blind, Hard_Of_Hearing, Kind Wife ... lol .. indeed, where ideas from?

    Born_Blind should be good at Night battles, I guess , but if general is also Completely_Deaf?! ... then all hopes lie on the shoulders of Kind Wife

    Luc, there are retinues in XGM that give a discount on unit training costs as far as I can recall. But, would be good to see this extended.
    Thanks for ideas.

    I promise to create something worth playing for XC.
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  4. #184

    Default Re: Extended Cultures (XC)

    Some of those look great. Just to let you know, I don't think "reduces animal training costs" affects cavalry, more things like war dogs and flaming pigs. At least, I don't think I've ever seen that effect change the cost of cavalry.

    Expand your borders, a mod based on XGM 5.

  5. #185
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    Default Re: Extended Cultures (XC)

    Quote Originally Posted by CaesarVincens View Post
    Some of those look great. Just to let you know, I don't think "reduces animal training costs" affects cavalry, more things like war dogs and flaming pigs. At least, I don't think I've ever seen that effect change the cost of cavalry.
    Thanks for report. I will check it out and if it not affect cavalry then all animal unit bonus would be replace with other more convenient bonus instead.

    Report: Caesar is right. I will replace all animal unit bonus for more convenient bonus in all relate traits and ancilliaries.
    Last edited by Suppanut; October 08, 2008 at 12:14 PM.
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  6. #186
    LucretiusTC's Avatar Biarchus
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    Default Re: Extended Cultures (XC)

    Quote Originally Posted by Suppanut View Post

    GoodRecruiter
    LV1 Inspired Recruiter
    -10% training units cost
    LV2 Expert In Propaganda
    -20% training units cost, -1 farm output
    LV3 No Strongman Left Behind
    -30% training units cost, -2 farm output

    BadRecruiter
    LV1 Begging To Join The Army
    +10% training units cost
    LV2 Dumb about Mobilization
    +20% training units cost, +1 farm output
    LV3 Sword to Plowshare
    +30% training units cost, +2 farm output

    Feudalist(for horse and Eastern factions only)
    LV1 Rule by Patronization
    +10% training units cost, -20% Animal units Training Cost, -5%Tax
    LV2 Mobilized by Loyalty Oath
    +15% training units cost, -30% Animal units Training Cost, -10%Tax
    LV3 Feudal Lord
    +20% training units cost, -40% Animal units Training Cost, -20%Tax
    Yep. That looks like quite a logical system to me. If you recruit many good men to the army, it should affect to the farming production. CaesarVincens seems to be a little sceptical about the effects of the animal unit training costs, but this a good start...

    Maybe "Dumb about Mobilization" could be something like "Inefficient to Mobilize"...

    Luc.
    Last edited by LucretiusTC; October 08, 2008 at 12:59 PM.

  7. #187
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    Default Re: Extended Cultures (XC)

    Quote Originally Posted by LucretiusTC View Post
    Maybe "Dumb about Mobilization" could be something like "Inefficient to Mobilize"...
    Or perhaps "Slow to Mobilize". Some really cool trait ideas Suppanut! In your description for the blind and deaf traits you mention that people with such disabilities often overcome those to some extent. How about reflecting that with the trait stats by giving them some minor advantages for some things?

    In other news XC Punic .09 is up, including the latest version of XC and XGM command.
    A mod of a mod of a mod - My Carthage AAR


  8. #188
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    Default Re: Extended Cultures (XC)

    Caesar: Edit them please.

    ¬--------------------

    {Inspiring_Recruiter} Inspiring Recruiter

    {Inspiring_Recruiter_desc}
    Once this man speaks, many ordinary men ready to left their family behind and join his cause as soldiers.

    {Inspiring_Recruiter_effects_desc}
    10% dicount on unit training costs

    ¬--------------------

    {Expert_In_Propaganda} Expert In Propaganda

    {Expert_In_Propaganda_desc}
    This man can turn an ordinary conflict into war to save the day. Most of the ordinaries are ready to left their farm to join the army no matter how really the conflict is.

    {Expert_In_Propaganda_effects_desc}
    20% dicount on unit training costs, -1 farming output

    ¬--------------------

    {No_Strongman_Left_Behind} No Strongman Left Behind

    {No_Strongman_Left_Behind_desc}
    Once this man asks for manpower, this would causes whole strongmen left all their loves to join the army. He left only the weaks and the frails behind to take care their farms.

    {No_Strongman_Left_Behind_effects_desc}
    30% dicount on unit training costs, -2 farming output

    ¬--------------------

    {Begging_To_Join_The_Army} Begging To Join The Army

    {Begging_To_Join_The_Army_desc}
    While other asking and motivating people to war, he begging and pleading them.

    {Begging_To_Join_The_Army_effects_desc}
    10% increase to unit training costs

    ¬--------------------

    {Dumb_about_Mobilization} Dumb about Mobilization

    {Dumb_about_Mobilization_desc}
    When he inform people about war. Most of them really think it is not their business.

    {Dumb_about_Mobilization_effects_desc}
    20% increase to unit training costs, +1 farming output

    ¬--------------------

    {Sword to Plowshare} Sword to Plowshare

    {Sword to Plowshare_desc}
    No one under his rule think war is necessary thing at all, all they think that important are to till their lands and earn their livings.

    {Sword to Plowshare_effects_desc}
    30% increase to unit training costs, +2 farming output

    ¬--------------------

    {Rule_by_Patronization} Rule by Patronization

    {Rule_by_Patronization_desc}
    This man always welcome the weaks to living under his protection as well as patronizes the strongs who join him.

    {Rule_by_Patronization_effects_desc}
    10% dicount on unit training costs, 10% penalty on tax income

    ¬--------------------

    {Mobilized_by_Oath} Mobilized by Oath

    {Mobilized_by_Oath_desc}
    This man has oath to protect all under his rule from harm while his followers also oath to work him obediently during war and peace.

    {Mobilized_by_Oath_effects_desc}
    20% dicount on unit training costs, 20% penalty on tax income

    ¬--------------------

    {Feudal_Lord} Feudal Lord

    {Feudal_Lord_desc}
    This man rule by right over lands and manpowers. He distribute to his personal follower to govern in peace and mobilize army for him in war.

    {Feudal_Lord_effects_desc}
    30% dicount on unit training costs, 30% penalty on tax income

    ¬--------------------

    {Spare_Horses_For_Himself} Spare Horses For Himself

    {Spare_Horses_For_Himself_desc}
    Greatman on horse should ready his horse more than one so in case that one have fail so he could use another.

    {Spare_Horses_For_Himself_effects_desc}
    10% to Movement Points (gives armies the ability to forced march)

    ¬--------------------

    {Army_of_Spare_Horses} Army of Spare Horses

    {Army_of_Spare_Horses_desc}
    All horsemen in war should have more than one steed to trust so they could able to persue enemy for whole days and nights.

    {Army_of_Spare_Horses_effects_desc}
    30% to Movement Points (gives armies the ability to forced march), -1 farming output, +4 to unrest (has a negative effect on public order)

    ¬--------------------

    {Horde_of_Men_and_Horses} Horde of Men and Horses

    {Horde_of_Men_and_Horses_desc}
    Something more tremble than spare horses for whole cavalries is the mobilization of whole horde of men and horses enough for all footmen to ride and stomp the world under it.

    {Horde_of_Men_and_Horses_effects_desc}
    70% to Movement Points (gives armies the ability to forced march), -3 farming output, +8 to unrest (has a negative effect on public order)
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  9. #189
    Suppanut's Avatar Idea-O-Matic
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    Default Re: Extended Cultures (XC)

    Quote Originally Posted by Webba View Post
    Or perhaps "Slow to Mobilize". Some really cool trait ideas Suppanut! In your description for the blind and deaf traits you mention that people with such disabilities often overcome those to some extent. How about reflecting that with the trait stats by giving them some minor advantages for some things?

    In other news XC Punic .09 is up, including the latest version of XC and XGM command.
    For the character with blind will get special trigger for some skill like poetic, bardic and oral tradition to gain them much easier than normal character which would would overcome them a bit(if they are not ignorance).

    In recent version blind will also receive night battle command too.
    Last edited by Suppanut; October 09, 2008 at 12:54 AM.
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  10. #190
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    Default Re: Extended Cultures (XC)

    Quote Originally Posted by Hippias View Post
    Suppanut - can you think of any traits or ancilliaries that would affect loyalty for the Greeks and Romans?
    I still have no idea about it yet as Greek and Roman already have a lot of traits and ancillaries which specific to them and original traits already have some hidden loyalty affections and also I still can't formulate new idea about it yet. I will take a look in it though.
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  11. #191
    Webba's Avatar Semisalis
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    Default Re: Extended Cultures (XC)

    Quote Originally Posted by Suppanut View Post
    For the character with blind will get special trigger for some skill like poetic, bardic and oral tradition to gain them much easier than normal character which would would overcome them a bit(if they are not ignorance).

    In recent version blind will also receive night battle command too.
    Brilliant! That's what I was hoping for, now all I need is a Greek general named Homer

    edit: another idea, how about using some of these and a small selection of influence traits for the diplomats as well? At the moment the diplomat traits are pretty few and far between and while it probably wouldn't make them much more useful it could make the characters more interesting.
    Last edited by Webba; October 09, 2008 at 09:43 PM.
    A mod of a mod of a mod - My Carthage AAR


  12. #192
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    Default Re: Extended Cultures (XC)

    Here is some new ancillaries description. Please edit it, Caesar.

    ¬---------------

    {Eagle_Standard} Eagle Standard

    {Eagle_Standard_desc}
    "I really don't get why those romans are so crazy about it."

    {Eagle_Standard_effects_desc}
    +2 Command when fighting against Romans, +1 Influence

    ¬---------------

    {Preserved_Heads} Heads Collection

    {Preserved_Heads_desc}
    "That head of the general? I have just proudly added to my collection recently..."

    {Preserved_Heads_effects_desc}
    +1 Command, +1 Influence, +1 troop morale
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  13. #193
    Suppanut's Avatar Idea-O-Matic
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    Default Re: Extended Cultures (XC)

    For some reasons, traits seem to hardcoded capped at about 535 traits but from my current works it is at 570 traits. So some kind of reducting, merging or simply cut down is required. Complete version will probably not savegame compatible anymore as I will completely resort/restructure whole file anew.

    Edit:Here is current plan for removed
    Reduct(traits those no longer use)
    PlainRomanVirtue
    GloriousFool
    gHorseCultureGeneral
    Anti-Immobile(ET trait)
    =4

    Low Priority
    Xenophilia
    Talkative
    ForeignTastesRomanVice
    GoodOrganizer(NEW)
    BadOrganizer(NEW)
    BadArtisticTaste(NEW)
    Feudalist(NEW)
    TragicHero(NEW)
    Son_of_the_Praised_One(ET Trait)
    Son_of_the_Dishonored(ET Trait)
    Manumission(ET Trait)
    =11

    current traits to remove 28
    need 16 more to remove

    Here is file for you take a peak but it still pre-alpha as I can't test run due to unsolvable errors of unrecognized traits around the same place no matter where I move or shuffle the triggering part and if I radically shuffle stats part result is also radical change site of problem so problem really on amount of traits in stat part so I diagnosed as too much traits and need your opinion on which would need cut.

    Edit2: There are some traits and ancillaries which description not yet check by you which they were composed by The Sloth. And maybe you should rediagnosed it for second opinion.
    Last edited by Suppanut; October 10, 2008 at 11:34 AM.
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  14. #194

    Default Re: Extended Cultures (XC)

    Quote Originally Posted by Suppanut View Post
    Caesar: Edit them please.

    ¬--------------------

    {Inspiring_Recruiter} Inspiring Recruiter

    {Inspiring_Recruiter_desc}
    When this man speaks, many men are ready to leave their families behind and join his cause as soldiers.

    {Inspiring_Recruiter_effects_desc}
    10% discount on unit training costs

    ¬--------------------

    {Expert_In_Propaganda} Expert In Propaganda

    {Expert_In_Propaganda_desc}
    This man can turn an ordinary conflict into a war to save the day. Most men are ready to leave their farms to join the army no matter how big the conflict is really.

    {Expert_In_Propaganda_effects_desc}
    20% discount on unit training costs, -1 farming output

    ¬--------------------

    {No_Strongman_Left_Behind} Leaves No Strongman Behind

    {No_Strongman_Left_Behind_desc}
    When this man asks for manpower, Strong men leave all their loves behind to join the army. He leaves only the weak and the frail behind to take care their farms.

    {No_Strongman_Left_Behind_effects_desc}
    30% discount on unit training costs, -2 farming output

    ¬--------------------

    {Begging_To_Join_The_Army} Begging Recruiter

    {Begging_To_Join_The_Army_desc}
    While others ask and motivate people to war, this man begs and pleads with them.

    {Begging_To_Join_The_Army_effects_desc}
    10% increase to unit training costs

    ¬--------------------

    {Dumb_about_Mobilization} Inept Mobilizer

    {Dumb_about_Mobilization_desc}
    When this man informs people about war, most of them think it's not really their business.

    {Dumb_about_Mobilization_effects_desc}
    20% increase to unit training costs, +1 farming output

    ¬--------------------

    {Sword to Plowshare} Swords to Plowshares

    {Sword to Plowshare_desc}
    No one under this man's rule thinks war is a necessary thing at all, all they think that's important is to till their lands and earn their livings.

    {Sword to Plowshare_effects_desc}
    30% increase to unit training costs, +2 farming output

    ¬--------------------

    {Rule_by_Patronization} Patron

    {Rule_by_Patronization_desc}
    This man always welcome the weak to living under his protection as well as patronizing the strong who join him.

    {Rule_by_Patronization_effects_desc}
    10% discount on unit training costs, 10% penalty on tax income

    ¬--------------------

    {Mobilized_by_Oath} Sworn Lord

    {Mobilized_by_Oath_desc}
    This man has an oath to protect all under his rule from harm while his followers also swear an oath to work for him obediently during war and peace.

    {Mobilized_by_Oath_effects_desc}
    20% discount on unit training costs, 20% penalty on tax income

    ¬--------------------

    {Feudal_Lord} Feudal Lord

    {Feudal_Lord_desc}
    This man rules by right over lands and men. He delegates to his personal followers to govern in peace and mobilize an army for him in war.

    {Feudal_Lord_effects_desc}
    30% discount on unit training costs, 30% penalty on tax income

    ¬--------------------

    {Spare_Horses_For_Himself} Spare Horse For Himself

    {Spare_Horses_For_Himself_desc}
    A great horseman should ready more than one horse so in case that one should fail he could use another.

    {Spare_Horses_For_Himself_effects_desc}
    10% to Movement Points (gives armies the ability to forced march)

    ¬--------------------

    {Army_of_Spare_Horses} Army of Spare Horses

    {Army_of_Spare_Horses_desc}
    All horsemen in war should have more than one steed to trust so they can pursue the enemy for several days and nights.

    {Army_of_Spare_Horses_effects_desc}
    30% to Movement Points (gives armies the ability to forced march), -1 farming output, +4 to unrest (has a negative effect on public order)

    ¬--------------------

    {Horde_of_Men_and_Horses} Horde of Men and Horses

    {Horde_of_Men_and_Horses_desc}
    Something more terrifying than spare horses for whole cavalries is the mobilization of a whole horde of men and horses, enough for all footmen to ride and stomp the world under it.

    {Horde_of_Men_and_Horses_effects_desc}
    70% to Movement Points (gives armies the ability to forced march), -3 farming output, +8 to unrest (has a negative effect on public order)
    I changed a couple titles to be more succinct.

    Let me know what works, and have you tested the number-of-traits limit?

    Expand your borders, a mod based on XGM 5.

  15. #195

    Default Re: Extended Cultures (XC)

    I'll compare the trait list with the current version of XC's traits and check whether it works or not.

    Expand your borders, a mod based on XGM 5.

  16. #196
    Suppanut's Avatar Idea-O-Matic
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    Default Re: Extended Cultures (XC)

    There is no need to cut anymore as I rediagnosis and found that only stat part broken at a few traits before problem showing traits. All is almost fine now.
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  17. #197

    Default Re: Extended Cultures (XC)

    Oh good, some of those new traits look great, rather, all the traits look great, some just look especially great.

    Expand your borders, a mod based on XGM 5.

  18. #198
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    Default Re: Extended Cultures (XC)

    Now I completely check file in running test and fix traits mismatch. I will released soon when I finish sorting all traits.

    Edit: Now I very heastitated to released sorted version as if I sort then it would hard to updated it but in long term sorting would help the developer or other modder to use it.
    Last edited by Suppanut; October 11, 2008 at 12:46 AM.
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  19. #199
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    Default Re: Extended Cultures (XC)

    Caesar: Here is the first released version of XC Traits with new features like.

    - All things about Animal units in traits and ancillaries have been replace by other bonus.
    - Triangle of Hate, Fear and newly Love of foreign culture.
    - Foreign influence which activated if you stay in foreign land for too long.
    - more traits which enchance management attribute.
    - New health system which now character could fell sick.
    - New family matter, now son also affect by what his mother personality is.
    - new traits which affect recuitment cost.
    - The Sloth's works in Roma Surrectum Forum. For example, social network traits for governor who rule in the same settlement for a long time which would completely lost if character end turn outside settlement.
    - Others more traits and ancillaries
    - all stat part of traits have been sort into catagories in export_descr file and download also include unsort version for Caesar to use them for compare and updated in future version.

    It need XC 2.5.1 to operate.

    Next released version maybe include
    - mentors feature which your ancillaries could teach you some skills according to their type.
    - some more traits change.
    Last edited by Suppanut; October 11, 2008 at 10:31 AM.
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  20. #200
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    Default Re: Extended Cultures (XC)

    Quote Originally Posted by Webba View Post
    Brilliant! That's what I was hoping for, now all I need is a Greek general named Homer

    edit: another idea, how about using some of these and a small selection of influence traits for the diplomats as well? At the moment the diplomat traits are pretty few and far between and while it probably wouldn't make them much more useful it could make the characters more interesting.

    Here are what you looking for.

    TravelForeign Traits

    ¬--------------------

    {Known_From_Myths} Known From Myths

    {Known_From_Myths_desc}
    As a diolomat, he knows about foreign land, from myths, mostly.

    {Known_From_Myths_effects_desc}
    +1 to Influence (improves negotiation skills), 10% to Movement Points (gives diplomat the ability to travel further)

    ¬--------------------

    {Learn_From_Books} Learned From Books

    {Learn_From_Books_desc}
    He read a lot about foreign lands and their people but have seen so few at the moment.

    {Learn_From_Books_effects_desc}
    +2 to Influence (improves negotiation skills), 20% to Movement Points (gives diplomat the ability to travel further)

    ¬--------------------

    {Heard_From_The_Travelers} Heard From The Travelers

    {Heard_From_The_Travelers_desc}
    The books he have read no longer up-to-dated anymore. Most recent events he learns mostly from merchants and travelers who just left those places.

    {Heard_From_The_Travelers_effects_desc}
    +3 to Influence (improves negotiation skills), 30% to Movement Points (gives diplomat the ability to travel further)

    ¬--------------------

    {Visited_By_Himself} Visited By Himself

    {Visited_By_Himself_desc}
    Known more, learned more, heard more about foreign lands and people are never enough. By experience with himself always 10 fold better than just pass down from others. Next stop should be Pyramid!

    {Visited_By_Himself_effects_desc}
    +4 to Influence (improves negotiation skills), 40% to Movement Points (gives diplomat the ability to travel further), +1 to line of sight (increases the range at which enemies are spotted)

    ¬--------------------

    {Plan_To_Write_Books} Plans To Write Books

    {Plan_To_Write_Books_desc}
    He has fantastic experiences to share with his kins. He plans write a book or two to make Herodotus ashame for his own. Name?!? How about "Geographia"!

    {Plan_To_Write_Books_effects_desc}
    +5 to Influence (improves negotiation skills), 50% to Movement Points (gives diplomat the ability to travel further), +2 to line of sight (increases the range at which enemies are spotted)

    Ceaser: Edit them please.
    Last edited by Suppanut; October 11, 2008 at 01:31 PM.
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