Mod: The Real People Mod 1.0
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Adds new and re-balanced traits and triggers for agents.
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- File Instructions:
- .:The Real People Mod:.
This is version 1.0 of the Real People Mod.
This is a mod aimed at creating a more immersive gameplay experience on the strategy map by expanding traits & triggers
for agents! In the vanilla game, agents are useful, but often very bland and boring, and lacking in interesting gameplay.
The Real People Mod aims to make Diplomats, Spies, Assassins, Merchants & Priests a joy to develop and use.
Version 1.0 contains a large collection of new balanced and entertaining traits designed to enhance strategic use of agents
and adding to their character. Future versions may include a revamp of older traits that have the potential of becoming
more or attainable in different ways, as well as even more traits.
This mod is still under construction and I will continue to balance and expand the traits & triggers where I feel they lack!
***If you want to publish these traits in your own mod, permission must be asked beforehand.***
The following is a list of the new traits that are implemented. The Real People Mod will be implemented in the upcoming
Dominium Absolutum mod, and will feature several traits that I have decided to keep to myself and only include in DA.
Generic (more or less) traits:
- UserofReconnaissance: agents gain a small line of sight bonus.
- FastFeet vs Blubber: agents are slower or faster depending on their weight.
- AgentTitle: agents gain flattering titles at top levels
- ReligiousMotivation: agents gain bonusses to their skills during jihads & crusades when in their crusading/jihad target zone.
- Military: agents can have a military history
- CourtTrait vs MissionaryTrait: agents can be court agents, meaning they work directly for the state(providing a bonus),
or missionaries, who operate far away (providing a penalty).
-NobleAgents: several agents have a small chance of being raised by the nobility, conferring bonuses to them.
Admiral (done by Hephaistos and edited by myself):
Pirate Hunter: admirals can become proficient at hunting pirates
Ranks: admirals gain in rank
GoodAttacker + -Defender vs BadAttacker + -Defender: Obvious :p
Rum: The admiral & crew panic if they run out of rum
AdmiralHate vs AdmiralFear: bonus or penalty fighting cultures. I divided the world into segments,
so your admirals can enjoy fighting Italians, Brits, Middle-Easterners etc.
I chose this to enhance the forming of power blocks (north vs south, east vs west etc) and to simulate
the similarity of ships in cultures (italians use carracks, northerners longboats etc).
The latter may need some tweaking still.
Scurvy: the admiral must rest at port (EndedInSettlement might or might not work) to recover from this affliction.
FreeOfGuilt vs MoralObjections: the assassin may like or dislike causing harm and pain to his targets...
Impressive vs Unimpressive: of impressive stature, or not..
Creed: follows the creed? *Wink to Assassin's Creed*
KnowsTarget: if its a court assassin, he may already know his mission target
OnTheRun: when performing missions, an assassin might be spotted and will need to go into hiding for a while.
GoodOrator vs PoorOrator: bonus or penalty to skill
Relaxed vs Jittery: is he relaxed or all stressed out?
RadiatesImportance vs DocileManner: prominent or subtle?
Polite vs Blunt: smooth as silk or rough as sanding paper..
Retortionist vs SlowReply: would this diplomat make a great rapper?
SoftlySpoken vs Loud: just a matter of preference, either is a bonus
UserOf-Threats, Spy, Piety, Travel, Bribe: different bonuses depending on the present guild at the time of creation..
Briber: bribing now unlocks a new trait chain that nudges the diplomat into becoming very good at it.
This to try and make the bribe command more useful & affordable.
MarketWatcher: improves LoS, as he keeps an eye on his competitors
Ambitious vs Demotivated: bonus or penalty
MonopolyTrait: can be a monopoly member, trustee or leader, BIG bonuses to Finance
NoCompetition: not used to competition due to the long-lasting monopoly
Entrepeneur vs too careful: will he take a chance? Bonus or penalty to finance
UserOf-Sea, Intel: different bonuses depending on the present guild at the time of creation..
IntimidatedMerchant: merchants feel intimated when close to a superior merchant
UnderInfluence: the priest is constantly doped up or drunk, but he hides it well.
Nevertheless it negatively affects his stats.
SecretlyHomosexual: NB; good idea?
GoneMad: the priest has gone mad (will usually happen at higher ages), but this is misinterpreted as a divine connection
The7Sins vs Counterparts: a purity penalty or bonus depending..
Aristotelic Virtues: the three form Justness
PriestFear: priests will be likely to resent being excommunicated by the Pope.
UrbanSpy: spies that live in a settlement for a longer period of time gain line of sight
as long as they stay inside the settlement (progressing trait). This makes it more useful to keep
spies in your settlements instead of radically building towers everywhere, and for spying on the enemy.
|File Name: The_Real_People_Mod.rar|| Author: Admin
|File Size: 16 KB||Files Added: 9,436|
|Downloads: 814 (1 last week)||Author Downloads: 16,208,954 (72,559 last week)|
|Posted: 18.01.2008||Supporters: n/a|