~ Ketzer's League of Extraordinary Gentlemen 1.1 ~An agents, traits and ancillary mod.
From the original ~ Ketzer's League of Extraordinary Gentlemen ~, now totally functional and tested the final version of the mod. Ketzerfreund will not support the mod anymore so this will be the new post (I can not edit the original).
~General explanation~
Generals:
- Can research now. Can only contribute research points for military techs (Generals have hardly any impact on research so far. Gentlemen are still better. Not much impact on the game).
- 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.
Rakes:
- Slightly raised initial espionage skill.
- Made traits and ancillaries more powerful.
Colonels:
- Can be dueled 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:
- Equalized research power with gentlemen.
- Gentlemen:
- Slightly raised initial dueling skills
- Can spy.
- Can duel colonels and generals outside a settlement.
- Complete revamping in traits, abilities and effects.
- Generals:
- Can research now. Can only contribute research points for military techs with some traits (generals have hardly any impact on research so far. Gentlemen are still better)
- 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.
- 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.
- Rakes:
- Slightly raised initial espionage skill & duels abilities.
- Colonels:
- Can be dueled by gentlemen when they are not into a settlement.
- Assassins:
- Raised initial espionage skill & duels abilities.
- Eastern and Indian Scholars:
- Equalized research power & duels abilities with gentlemen.
- Traits & Ancillaries:
- Added and balanced effects related with researching in many traits for minister, general and gentlemen.
- Revised the management points given by traits and ancillaries. More notorious effects in bonuses and penalties.
- Abilities:
- Revised abilities available for each agent (warpath agents too), and points in each ability
- Revised movement points for agents: the AI manage better the agents and give them more strategic importance.
- Assassin, rake, gentleman, scout (warpath) & eastern scholar: 50 points
- Shaman (warpath): 34 points.
- Missionaries: 24~29 depending on the culture.
- Generals, admirals, ... are not affected by this.
- Behavior of agents.
- Spawning: major frequency of apparition and other modifiers.
- Revised agent spawning by default.
- Revised spawning by buildings.
- Modifiers:
- Revised modifiers given by generic & unique buildings: spawning mod rates, abilities modifiers,...
- Taxes modify the rate of spawning, abilities, ....
- Government types modify abilities and spawning: repressive governments are favorable for assassins, rakes ...
The generals positioned through startpos -or save-game- are not included in the remodeling made by the mod; they have their skills, traits & ancillaries assigned on it. Only new agents recruited after activation of this mod can have most of the new characteristics.
Save-game compatible.
This mod does not change anything about units, AI, battles, ... so it is compatible with any other mod .
Screen-shots:
Many basic command traits (good attacker/defender etc.) offer +2 mil. tech research per level.
A young, freshly recruited general will need some time before he can make a notable impact on military research. The Aide of Camp as seen in this screen-shot offers +2 general research skill.
Gentlemen can duel more peeps out there now - even colonels; but only when they are outside a settlement:
Generals can be dueled too.
Rakes have the weakest dueling skills, followed by colonels. Generals are better with sword than with pistol, gentlemen vice versa.
~1.1~
- Revised the table related with spawning, values not changed except 2 related with rakes and renamed the table for overwriting vanilla table. The other system could provoke some bugs.
- Added more variables to taxes -only related with agents-: low taxes provoke major rates in rake/assassin spawning, abilities are affected by the changes in taxes (missionaries, gentleman, ...
- In general:
- High taxes for upper classes modify the faction for being less innovative (gentleman, eastern scholars, ...) -spawning and abilities modified) and vice versa.
- The same can be applied to low class but for rakes and missionaries.
- And some other minor fixes or changes. Save-game compatible.
If it is activated with no_forts_mod or any other mod you should follow the order:
Code:-no_forts_mod -LEG -DM/APE/IS/JM ...