An agents, traits and ancillary mod.
~ Ketzer's League of Extraordinary Gentlemen ~
Version 0.00.01beta. Partly still experimental.
What this mod contains so far:
Gentlemen:
- Slightly raised initial duelling skills
- Can spy now.
- Can duel colonels and generals outside a settlement.
- Lowered research effects for industrial/agriculture research traits.
- Can not gather traits that add millitary research points! Moved to general!
Generals:
- Can research now. Can only contribute research points for military techs (not fully implemented, yet - Generals have hardly any impact on research so far. Gentlemen are still better. Not much impact on the game. Play. )
- Several command-related traits and ancillaries now also offer more research points for mil. tech.
- Some existing traits have added effects like "bloody": raises religious unrest by a percentage; there must be some to modify in the first place, however.
Missionaries:
- The personal piety trait has been changed from lowering religious unrest to raising it by a big percentage. Use missionaries offensively now if there's a region with large religious unrest. These guys may tip the iceberg, now.
Rakes:
- Slightly raised initial espionage skill.
- Made traits and ancillaries more powerful.
Colonels:
- Can be duelled by gentlemen. Results in the same effects assassins had on captains in Rome and M2! A colonel's troops may return to the next friendly settlement as if they were fleeing when there is no colonel that has valid orders...
Assassins:
- Raised initial espionage skill.
Eastern and Indian Scholars:
- Equalised research power with gentlemen. Scholars can't duel, so they get some assassination skill (not fully implemeted, yet).
Screenshots:
(There's more to come soon!)
Spoiler Alert, click show to read:
Issues:
- Most changes only occur with the first new agents, not with the ones existing at the start of campaign or an old save-game!. Your first generals your campaign begins with won't be able to research, for example. That is because the placed agents in startpos.esf all have their own unique skill and trait settings, and those are the vanilla ones.
- There may be more campaign lag.
- Long-term gameplay effects not fully tested, yet. You can help there!
Standing Goals For The Future:
- Make all agent types more useful. An agent in game-internal terms is either a minister, gentleman, rake, assassin, missionary, general/admiral, or even a colonel/captain.
- Give more of an incentive for gentlemen to not sit around in schools and colleges all the time.
- Give both gentlemen and assassins more opportunities to train their skills and collect traits.
- Move all military tech research contributions from gentlemen to generals.
- Make ministers movable and able to act on the campaign map.
- Create a new agent type: "Lady". Shall have some good counter-espionage skill and an own, unique skill; someting like "seduction", maybe?
Installation:
- Put this pack file into your data folder and edit your user script accordingly or use the Mod Manager to activate.
This mod does not change anything about units, ai, battles, so it should be compatible with both Quixote's or Darth's work.
Note once more: The initial generals, rakes etc. that spawn with beginning a new campaign won't have most of the new stuff. Wait until more new agents spawn to test this mod for it's effects! Also, save-game compatibility may be hampered!
Discuss.